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Commit Graph

3081 Commits

Author SHA1 Message Date
Niklas Haas
45c3e0f0d0 vo_opengl: refactor HDR mechanism
Instead of doing HDR tone mapping on an ad-hoc basis inside
pass_colormanage, the reference peak of an image is now part of the
image params (alongside colorspace, gamma, etc.) and tone mapping is
done whenever peak_src != peak_dst.

To get sensible behavior when mixing HDR and SDR content and displays,
target-brightness is a generic filler for "the assumed brightness of SDR
content".

This gets rid of the weird display_scaled hack, sets the framework
for multiple HDR functions with difference reference peaks, and allows
us to (in a future commit) autodetect the right source peak from
the HDR metadata.

(Apart from metadata, the source peak can also be controlled via
vf_format. For HDR content this adjusts the overall image brightness,
for SDR content it's like simulating a different exposure)
2016-05-30 20:17:33 +02:00
Rostislav Pehlivanov
098ff4174c wayland: implement HIDPI support
The wayland protocol exposes scaling done by the compositor to
compensate for small window sizes on small high DPI displays. If the
program ignores the scaling done, what'll happen is the compositor is
going to ask the program to be scaled down by N times the window size and
then it'll upscale the program's surface by N times. The scaling
algorithm seems to be bilinear so the scaling is quite obvious.

This commit sets up callbacks to listen for the scaling factor of each
output and, on rescale events, notifies the compositor that the
surface's scale is what the compositor asked for and changes the
player's surface to the appropriate size, causing no scaling to be done
by the compositor.

Compositors not supporting this interface will ignore the callbacks and do
nothing, keeping program behaviour the same. For compositors supporting
and using this interface (mutter), this will fix the rendering to be pixel
precise as it should be.

Both the opengl wayland backend and the wayland vo have been fixed to support
this. Verified to not break either on weston and mutter.

Signed-off-by: Rostislav Pehlivanov <atomnuker@gmail.com>
2016-05-30 20:17:26 +02:00
wm4
9009601c2d vf: fix filter auto-insertion
Commit 0348cd08 was too naive/simple, and always inserted the d3d11vpp
filter if any d3d11 output image formats were supported, even if it
makes no sense. For example --vf=format=rgb8 already breaks it.

It needs to take the set of supported input formats into account. the
weird format negotiation makes this hard. As a simple and cheap
solution, make some assumptions about the supported formats of a filter.

I hope to simplify this one day by using another format negotiation
algorithm, but this can probably wait.
2016-05-30 20:03:01 +02:00
wm4
4853eca8c6 mp_image: properly communicate aspect ratio through AVFrame
No idea why this wasn't done before. In particular, this fixes playing
anamorphic video through --lavfi-complex.
2016-05-30 19:12:41 +02:00
wm4
079f67268f mp_image: don't reset pixel aspect with mp_image_set_size()
No reason to do so. See also commit 240ba92b.

Since now many mp_images will never have a pixel aspect ratio set,
redefine a 0/0 aspect ratio to "undefined" instead invalid. This also
brings it more in line with how decoder vs. container aspect ratios are
handled.

Most callers seem to be fine with the new behavior.

mp_image_params_valid() in particular has to be adjusted, or some things
stop working due to mp_images not becoming valid after setting size and
format.
2016-05-30 19:07:22 +02:00
Niklas Haas
15bb05d2fe vo_opengl: add hable tone-mapping algorithm
Developed by John Hable for use in Uncharted 2. Also used by Frictional
Games in SOMA. Originally inspired by a filmic tone mapping algorithm
created by Kodak.

From http://frictionalgames.blogspot.de/2012/09/tech-feature-hdr-lightning.html
2016-05-30 16:58:25 +02:00
Niklas Haas
48015009b7 vo_opengl: rename tone-mapping=simple to reinhard
This is the canonical name for the algorithm. I simply didn't know it
before.
2016-05-30 16:58:22 +02:00
maniak1349
899d3e55b3 w32_common: center window on original window center on video resize
Position the window around the original window center on video size change
(when switching to the next file with different resolution, for example)
instead of keeping the position of its top-left corner fixed.
2016-05-30 16:58:07 +02:00
wm4
240ba92bed mp_image: don't lose pixel aspect ratio when setting format
This is quite unexpected. It's caused by mp_image_set_size(), which is
used to update certain fields which can be format-dependent, but which
is actually also supposed to reset the pixel aspect ratio.
2016-05-29 19:00:55 +02:00
wm4
0348cd080f video: remove d3d11 video processor use from OpenGL interop
We now have a video filter that uses the d3d11 video processor, so it
makes no sense to have one in the VO interop code. The VO uses it for
formats not directly supported by ANGLE (so the video data is converted
to a RGB texture, which ANGLE can take in).

Change this so that the video filter is automatically inserted if
needed. Move the code that maps RGB surfaces to its own inteorp backend.
Add a bunch of new image formats, which are used to enforce the new
constraints, and to automatically insert the filter only when needed.

The added vf mechanism to auto-insert the d3d11vpp filter is very dumb
and primitive, and will work only for this specific purpose. The format
negotiation mechanism in the filter chain is generally not very pretty,
and mostly broken as well. (libavfilter has a different mechanism, and
these mechanisms don't match well, so vf_lavfi uses some sort of hack.
It only works because hwaccel and non-hwaccel formats are strictly
separated.)

The RGB interop is now only used with older ANGLE versions. The only
reason I'm keeping it is because it's relatively isolated (uses only
existing mechanisms and adds no new concepts), and because I want to be
able to compare the behavior of the old code with the new one for
testing. It will be removed eventually.

If ANGLE has NV12 interop, P010 is now handled by converting to NV12
with the video processor, instead of converting it to RGB and using the
old mechanism to import that as a texture.
2016-05-29 19:00:55 +02:00
wm4
49f73eaf7b vf_d3d11vpp: add a D3D11 video processor filter
Main use: deinterlacing.

I'm not sure how to select the deinterlacing mode at all. You can
enumate the available video processors, but at least on Intel, all of
them either signal support for all deinterlacers, or none (the latter is
apparently used for IVTC). I haven't found anything that actually tells
the processor _which_ algorithm to use.

Another strange detail is how to select top/bottom fields and field
dominance. At least I'm getting quite similar results to vavpp on Linux,
so I'm content with it for now.

Future plans include removing the D3D11 video processor use from the
ANGLE interop code.
2016-05-28 19:28:08 +02:00
James Ross-Gowan
9eccedf447 vo_opengl: angle: enable DirectComposition
This avoids a copy of the video image and lowers vsync jitter. Since
there are now two options to add to the window_attribs list, it has been
made dynamic.
2016-05-29 01:55:10 +10:00
wm4
9f42760538 vf_vdpaupp: use refqueue helper
This makes vf_vdpaupp use the deinterlacer helper code already used by
vf_vavpp. I nice side-effect is that this also removes some traces of
code originating from vo_vdpau.c, so we can switch it to LGPL.

Extend the refqueue helper with a deint setting. If not set,
mp_refqueue_should_deint() always returns false, which slightly
simplifies vf_vdpaupp. It's of no consequence to vf_vavpp (other than it
has to set it to get expected behavior).
2016-05-27 17:03:00 +02:00
Niklas Haas
f8df0528b5 vo_opengl: skip junk before first user shader pass
A lot of real-world shaders start off with comments explaining the usage
or license, generating lots of "empty" passes. This simply change allows
us to skip them, which silences the warning spam and prevents us from
having to store and copy around these empty passes.

It also adds a more useful failure check: Attempting to use a user
shader that doesn't define any passes at all.
2016-05-27 17:03:00 +02:00
James Ross-Gowan
84fba1df21 vo_opengl: enable color management on GLES
This requires the GL_EXT_texture_norm16 extension and works in ANGLE.
A default precision had to be set for sampler3Ds, otherwise the shaders
would fail to compile.
2016-05-27 23:02:26 +10:00
wm4
306c554376 vo_opengl: fix superxbr shader compilation on ES
ES shaders do not allow implicit conversion from int to float, which
is the most annoying ES anti-feature ever.
2016-05-26 08:21:10 +02:00
wm4
e5f49d9685 vo_opengl: always autoselect ANGLE as backend if available
Remove the opengl-hq option default that caused it not to autoselect
ANGLE (unlike --vo=opengl). Details see commit d5df90a2.

Back then the intention was to use ANGLE by default, since it integrates
much nicer with the Windows compositor (instead of native OpenGL, which
tends to cause crazy glitches). On the other hand, many opengl-hq
capabilities are not available with older ANGLE builds, so it didn't
make any sense to autoselect ANGLE for it.

With the GL_EXT_texture_norm16 extension recently added to ANGLE, it has
essentially reached feature parity to desktop GL for the subset we are
using. (Even the integer texture hack for high bit depth input could be
dropped now.)

It (probably) still does not support nnedi3, due to the weird way the NN
coefficients are imported. Also, it uses half-floats instead of 16 bit
fixed-point textures for technical reasons, which implies about 5 bits
of precision loss. If anyone actually manages to distinguish the two
dithering texture formats in a double-blind test, I will fix it.
2016-05-26 00:07:10 +02:00
wm4
5c9f164caf vf_vavpp: make refqueue logic field-based
Abstracts the annoying framerate-doubling behavior.

Same deal as with refqueue introduction: the code size blows up, but at
least it can be reused for other filters.
2016-05-25 23:51:24 +02:00
wm4
fc18e1df62 vf_vavpp: minor simplification 2016-05-25 23:51:24 +02:00
wm4
68191fdca7 vf_vavpp: simplify update_pipeline() usage
Calling this right at start of filter_ext() also fixes a small
regression from previous commit. The change in reference surfaces due to
the first update_pipeline() with deinterlacing enabled changed behavior
of mp_refqueue_next() and mp_refqueue_has_output(). Since
update_pipeline() was called between those, the frame output logic got
inconsistent, and the first deinterlaced frame was duplicated from the
previous non-deinterlaced frame.

Also reset the number of ref-frames when switching back to non-deint
mode.
2016-05-25 23:51:24 +02:00
wm4
5353571de0 vf_vavpp: use future instead of past PTS to determine field duration
If the deinterlacer separates fields, the framerate must be doubled.
Since we have no stable and reliably framerate anywhere, we've been
calculating it by taking the time halfway to the next frame.

vf_vavpp actually used the past frame to calculate the frame duration,
which is sort of ok, but will skip the 2nd field in a stream (since the
first frame has no past PTS). This is annoying for testing, so use the
future frame PTS instead, which means the last field of the stream will
be dropped instead.
2016-05-25 23:51:24 +02:00
wm4
15a5d33b79 vf_vavpp: move frame handling to separate file
Move the handling of the future/past frames and the associated dataflow
rules to a separate source file.

While this on its own seems rather questionable and just inflates the
code, I intend to reuse it for other filters. The logic is annoying
enough that it shouldn't be duplicated a bunch of times.

(I considered other ways of sharing this logic, such as an uber-
deinterlace filter, which would access the hardware deinterlacer via a
different API. Although that sounds like kind of the right approach,
this would have other problems, so let's not, at least for now.)
2016-05-25 23:51:24 +02:00
wm4
8ff96f0216 hwdec_d3d11egl: call ID3D11DeviceContext::Flush
This must be called if a texture shared between D3D devices is updated.

Often enough, the shared devices will be the same device, but ANGLE
forces using shared surfaces. I suppose there is no guarantee the driver
will do the expected thing. Internally, the driver could for example not
insert the required barriers before the shared texture is used.
2016-05-24 14:30:15 +02:00
dequis
d941a57bd3 vo_xv: Handle incorrect size returned by Xv(Shm)CreateImage
Fixes #320 (which is closed as 'not our problem' but eh)

Relevant xorg bug: https://bugs.freedesktop.org/show_bug.cgi?id=70931

For me this happened when (accidentally) trying to play a 8460x2812 jpg
file with mpv. Like the referenced bug, xvinfo reports "maximum XvImage
size: 8192 x 8192". So the returned XvImage is 8192x2812 and memory
corruption happens.

Only after handling this BadShmSeg X11 errors are shown.
2016-05-24 10:25:39 +02:00
wm4
c4707cdee6 vo_opengl: fix other minor namespace issues
See previous commit.
2016-05-23 21:27:18 +02:00
wm4
e76aa7e8db vo_opengl: rename glUploadTex, drop unused parameter
Rename it to get out of OpenGL's namespace. The gl_ prefix is used by
other mpv functions, but no OpenGL ones.

The "slice" parameter was never actually used, and all callers passed 0
for it.
2016-05-23 21:27:18 +02:00
wm4
66079048ea vo_opengl: unify PBO and normal OSD texture upload path
The main change is actually that e first copy to a "staging" memory
frame, and then upload this at once. The old non-PBO code called
glTexsubImage2D for each OSD sub-bitmap.

The new non-PBO code path is a bit faster now if there are many small
sub-bitmaps (on Linux/nVidia). It's also a bit simpler, so this is a
win.

(Although I don't particularly appreciate the mixed normal/PBO texture
code.)
2016-05-23 21:27:18 +02:00
wm4
049e3ccb65 vo_opengl: make ES float texture format checks stricter
Some of these checks became pointless after dropping ES 2.0 support for
extended filtering.

GL_EXT_texture_rg is part of core in ES 3.0, and we already check for
this version, so testing for the extension is redundant.

GL_OES_texture_half_float_linear is also always available, at least as
far as our needs go.

The functionality we need from GL_EXT_color_buffer_half_float is always
available in ES 3.2, and we explicitly check for ES 3.2, so reject this
extension if the ES version is new enough.
2016-05-23 21:27:18 +02:00
wm4
80d702dce8 vo_opengl: make PBOs work on GLES 3.x
For some reason, GLES has no glMapBuffer, only glMapBufferRange.

GLES 2 has no buffer mapping at all, and GL 2.1 does not always have
glMapBufferRange. On those PBOs remain unsupported (there's no reason to
care about GL 2.1 without the extension).

This doesn't actually work on ANGLE, and I have no idea why. (There are
artifacts on OSD, as if parts of the OSD data weren't copied.) It works
on desktop OpenGL and at least 1 other ES 3 implementation. Don't enable
it on ANGLE, I guess.
2016-05-23 21:27:18 +02:00
wm4
75f373cc46 vo_opengl: remove unused glDrawBuffer 2016-05-23 21:27:18 +02:00
wm4
cc72a4e8c3 vo_opengl: support framebuffer invalidation
Not sure how much can be gained with this, as we can't use it properly
yet. For now, this is used only before rendering, which probably does
overwhelmingly nothing.

In the future, this should be used after temporary passes, which could
possibly reduce memory usage and even memory bandwidth usage, depending
on the drivers.
2016-05-23 21:27:18 +02:00
wm4
cc4a0571fa vo_opengl: slightly improve logging of loaded extensions
Only log when actual extensions are loaded, never log anything about
builtins.
2016-05-23 21:27:18 +02:00
maniak1349
5a3c299ca1 w32_common: make VOCTRL_SET_UNFS_WINDOW_SIZE resize the window around its center
Before that position of the window top-left corner was remaining the same
when the window was scaled.

Right now VOCTRL_SET_UNFS_WINDOW_SIZE is called only by window-scale. This
change will not affect resizes made by the user (dragging window edge).

Fixes #3164.
2016-05-22 14:31:37 +02:00
maniak1349
364af7c630 w32_common: center window on original window center on resize to fit screen
Center the window on the original window center instead of the screen center
when the window has been resized due to requested window size exceeding the
size of the screen.

If user moved the window, he probably did it for the reason and he probably
don't want it to get back to the center of the screen when he is resizing it
(with window-scale for example).
2016-05-22 14:31:37 +02:00
maniak1349
981048e041 w32_common: update stored client area size on window resize
Properly update stored client area size when the window is resized in
reinit_window_state due to window size exceeding the size of the screen.

This was causing wrong behavior with window-scale - when window size was
becoming too big the window was resized but the video was not.
2016-05-22 14:31:37 +02:00
wm4
79afa347cc vo_opengl: remove non-working rgb/rgba FBO formats
Following commit 84ccebd9, the internal helpers don't allow GL_RGB and
GL_RGBA as internal formats for FBO attachments anymore.

While OpenGL itself is perfectly fine with it, I don't see much of a
reason to bother, and mixing sized and unsized internal formats is
confusing anyway.

Just remove these formats.
2016-05-20 23:21:43 +02:00
wm4
e431a7bbfd vf_crop: support opaque hardware decoding formats
Cropping usually happens by adjusting the plane start pointers and the
image size. The former is obviously not possible for opaque hwaccel
formats, but the latter must work.

Since the code already takes care of aligning the top/left crop origin
to chroma alignment, simply set the crop origin to 0/0 in the hwaccel
case. Also add a message if such an adjustment happens.

Supporting this isn't worth much; the main usefulness is with debugging.
2016-05-19 22:56:11 +02:00
wm4
05b3a8cd14 vo_opengl: require at least ES 3.0 for float textures
ES 2.0 has this weird rule that not the internalformat parameter
determines the internal format, but the combination of all texture
parameters. GL_OES_texture_half_float thus does not specify e.g. a
GL_RGBA16F format, but requires passing GL_RGBA as format and
GL_HALF_FLOAT_OES as type. We won't bother with this, since ES 2.0 is a
lost cause anyway.

This also removes the OpenGL error when the code is trying to create a
f16 FBO for testing whether FBOs work.
2016-05-19 17:52:09 +02:00
wm4
561630cb01 vo_opengl: change error state handling and fix hwdec crashes on errors
gl_video_upload_image() can fail in the hardware decoding case. In this
case rendering continued "normally", which meant that pass_get_img_tex()
would kill the process with an assertion failure.

Fix this by allowing gl_video_upload_image() to fail, and exit rendering
early enough to skip code which requires an image to be present. (Maybe
this is still a bit too subtle, but better than before.)

Set an error flag, and render the blue screen we introduced for shader
errors. (For this purpose also move the rendering of it to final output,
to ensure it's visible at all.) The error flag is temporary, because the
associated failure might also be temporary, unlike shader compilation
errors.
2016-05-19 12:18:48 +02:00
wm4
4e5f1ec00e vo_opengl: d3d11egl: enable "required" GLSL extensions
ANGLE doesn't handle this very strictly. But if they change this in the
future, it shouldn't brick us.

Not quite happy with this glsl_extensions fields, but it is quite
unintrusive after all.
2016-05-19 12:02:08 +02:00
wm4
b0d3c2ede7 vo_opengl: make gl_sc_enable_extension() permanent/idempotent
No reason not to, and makes the following commit slightly simpler.

In fact, this makes the shaders more correct too. Normally, "#extension"
must come before any normal shader text, including the "precision"
directive. Not sure why this worked before. (Probably didn't.)
2016-05-19 12:01:59 +02:00
wm4
b46eaa3b43 vo_opengl: d3d11egl: enable direct nv12 sampling on ES 3.x
ANGLE was missing texture() overloads in the shader compiler for
GL_TEXTURE_EXTERNAL_OES textures. Support has been added upstream,
so we can use it now.
2016-05-19 10:43:57 +02:00
wm4
5f7bd411fb vo_opengl: remove unused field 2016-05-18 18:22:27 +02:00
wm4
0b911792ca vo_opengl: fix/simplify reinitialization on dynamic reconfiguration
With the new hooks mechanism, user shaders and such are actually loaded
before rendering starts, instead of being loaded during rendering. This
is used to cache them (instead of e.g. reparsing them every frame).

The cached state wasn't cleared correctly in some situations. Namely,
resizing didn't correctly enable/disable prescale hooks.

Reorganize how these reinitializations are handled. Get rid of
reinit_rendering(), whose meaning was pretty unclear. Call the required
functions to reset or recreate state directly wherever they are needed.
2016-05-18 17:47:10 +02:00
wm4
a02d77ba0d d3d: simplify DLL loading
For some reason, the d3d9/dxva2/d3d11 DLLs are still optional. But we
don't need to try so hard to keep exact references. In fact, there's no
reason to unload them at all.

So load them once in a central place. For simplicity, the d3d9/d3d11
backends both load all DLLs. (They will error out only if the required
DLLs could not be loaded.)

In theory, we could just call LoadLibrary multiple times (without
calling FreeLibrary), but I'm slightly worried that this could be
detected as a "bug", or that the reference count could even have a low
static limit that could be hit soon.
2016-05-17 11:59:54 +02:00
wm4
39b64fb176 video: merge dxva2 source files
video/dxva2.c exported only 2 functions, both used only by
video/decode/dxva2.c.

The same was already done for d3d11.
2016-05-17 11:05:51 +02:00
wm4
9b56bbecdf vo_opengl: hwdec: remove build-dependency on dxva2
wscript builds hwdec_dxva2gldx.c if gl-dxinterop is enabled, while
video/dxva2.c depends on d3d-hwaccel. If d3d-hwaccel is disabled, then
hwdec_dxva2gldx.c will fail to link, because it uses
d3d9_surface_in_mp_image(), defined in dxva2.c.

Fix this by removing the use of this function. It has barely any value
at this point anyway. Just use the libavcodec documented way to get the
surface directly.

Fixes #3150.
2016-05-17 10:59:11 +02:00
wm4
a2d58d9986 vo_opengl: move UT_buffer to switch handling
No reason to make it a special case.
2016-05-17 10:48:05 +02:00
wm4
f00040b9fc vo_opengl: make number of cached shaders/uniform dynamic
Use dynamic memory allocation, as the static allocation is starting to
get annoying.

Currently, SC_MAX_ENTRIES is essentially still a static upper limit on
the number of shaders. But in future we could try a more clever cache
replacement strategy, which does not keep stale entries forever if the
maximum happens not to be reached.
2016-05-17 10:45:01 +02:00
wm4
09763bef83 vo_opengl: move cached uniforms to a separate struct 2016-05-17 10:33:45 +02:00
Niklas Haas
8262a4dd52 vo_opengl: increase shader limits
The new uniforms introduced by 362015c have exceeded the uniform limit
when using high-radius tscale. In addition, the SC limit of 32 entries
might be pushing it with user shaders.

Just make these value a bigger to delay the onset of this same failure
mode. Maybe in the future it should be reworked to grow dynamically?
Either way, we *can* always predict a static upper bound on the number
of uniforms and shader cache entries, it's just that we forgot to do so.

Fixes #3151
2016-05-17 10:09:01 +02:00
Niklas Haas
e73c83d3df
vo_opengl: skip tonemapping if the output trc is HDR
This makes it so that users with actual HDR displays can just set their
config to target-trc=st2084 and get native HDR output. This will look a
bit silly for SDR content (everything will be really bright), but for
lack of a better tone mapping situation (including reverse tone mapping)
this is the easiest thing to do for now.

Ideally the brightness metadata should be part of the colorspace struct
or something (with mpv always adapting where necessary), but it depends
on the TRC and not the primaries so it's a bit more complicated than
that.
2016-05-16 14:42:45 +02:00
Niklas Haas
e6f6ae94f3
vo_opengl: copy over HDR parameters to dumb_mode
Since dumb mode is affected by tone mapping (which I'll call a feature,
not a bug), we need to copy over the configuration - in particular, the
defaults. (To prevent a render failure)
2016-05-16 14:20:48 +02:00
Niklas Haas
3bdbf6274c
vo_opengl: fall back to gamma2.2 by default for HDR content
Since HDR content is now auto-detected as such, we should probably do
something smarter in the "no configuration" case, such as outputting
gamma 2.2 instead.

This decision will affect the majority of users of stock configurations
who just play back appropriately tagged HDR files, so having a good
default behavior is important. "Output the HDR content as-is" is
definitely not likely to give the user a good result.
2016-05-16 14:07:39 +02:00
Niklas Haas
b6c40953cb
csputils: add AVCOL_TRC_SMPTEST2084 support
This now lets us auto-detect appropriately tagged HDR content using
FFmpeg's new TRC entries (when available).

Hidden behind an #if because Libav stable doesn't have it yet.
2016-05-16 13:59:57 +02:00
wm4
887b2cc30f vo_opengl: remove unnecessary casts 2016-05-16 12:58:09 +02:00
wm4
1bc902336a vo_opengl: remove another unneeded allocation 2016-05-16 12:54:45 +02:00
wm4
51307e9f18 vo_opengl: remove possibly undefined behavior 2016-05-16 12:53:45 +02:00
wm4
70df6aa375 vo_opengl: free to-be-added hook on hook array overflow
Seems sensible.

Untested.
2016-05-16 12:51:36 +02:00
wm4
155857dbe6 vo_opengl: never clear file cache
Make it dynamic and never remove entries from it.

For now, this is better than possibly creating dangling pointers all
over the place in the gl_user_shader struct.

Untested.
2016-05-16 12:51:26 +02:00
wm4
0c40eee479 vo_opengl: use proper include statement 2016-05-16 12:44:12 +02:00
wm4
dd99c1e3b4 vo_opengl: remove unnecessary allocation 2016-05-16 12:42:08 +02:00
wm4
56ed5bf1c7 vo_opengl: remove unused global variable
?
2016-05-16 12:41:55 +02:00
wm4
51603e472d vo_opengl: fix bicubic_fast in ES mode
GLES shaders disallow implicit conversion from int to float.

This has been broken for quite a while.
2016-05-16 12:10:47 +02:00
Niklas Haas
e047cc0931 vo_opengl: implement more HDR tonemapping algorithms
This is now a configurable option, with tunable parameters.

I got inspiration for these algorithms off wikipedia. "simple" seems to
work pretty well, but not well enough to make it a reasonable default.

Some other notable candidates:

- Local functions (e.g. based on local contrast or gradient)
- Clamp with soft knee (linear up to a point)
- Mapping in CIE L*Ch. Map L smoothly, clamp C and h.
- Color appearance models

These will have to be implemented some other time.

Note that the parameter "peak_src" to pass_tone_map should, in
principle, be auto-detected from the SEI information of the source file
where available. This will also have to be implemented in a later
commit.
2016-05-16 02:49:49 +02:00
Niklas Haas
3cfe98c684 vo_opengl: avoid redundant double-gamma conversion
Due to the way color management in mpv worked historically, the subtitle
blending function was written to preserve the linearity of the input.
(In the past, the 3DLUT function required linear inputs)

Since the 3DLUT was refactored to accept the video color directly, the
re-linearization after blending is now virtually always redundant.
(Notably, it's also redundant when CMS is turned off, so this way of
writing the code stopped making sense a long time ago. It is a remnant
from before the pass_colormanage function was as flexible as it is now)
2016-05-16 02:45:39 +02:00
Niklas Haas
f81f486c68 vo_opengl: implement HDR (SMPTE ST2084)
Currently, this relies on the user manually entering their display
brightness (since we have no way to detect this at runtime or from ICC
metadata). The default value of 250 was picked by looking at ~10 reviews
on tftcentral.co.uk and realizing they all come with around 250 cd/m^2
out of the box. (In addition, ITU-R Rec. BT.2022 supports this)

Since there is no metadata in FFmpeg to indicate usage of this TRC, the
only way to actually play HDR content currently is to set
``--vf=format=gamma=st2084``. (It could be guessed based on SEI, but
this is not implemented yet)

Incidentally, since SEI is ignored, it's currently assumed that all
content is scaled to 10,000 cd/m^2 (and hard-clipped where out of
range). I don't see this assumption changing much, though.

As an unfortunate consequence of the fact that we don't know the display
brightness, mixed with the fact that LittleCMS' parametric tone curves
are not flexible enough to support PQ, we have to build the 3DLUT
against gamma 2.2 if it's used. This might be a good thing, though,
consdering the PQ source space is probably not fantastic for
interpolation either way.

Partially addresses #2572.
2016-05-16 02:45:39 +02:00
Niklas Haas
965031ccd5 vo_opengl: use enums for choice options internally
This is much more readable than hard-coding magic IDs all over the file,
and removes the need for all the explanatory comments that were a direct
result of this.
2016-05-16 02:45:39 +02:00
Niklas Haas
362015cd77
vo_opengl: abstract hook texture access behind macro
This macro takes care of rotation, swizzling, integer conversion and
normalization automatically. I found the performance impact to be
nonexistant for superxbr and debanding, although rotation *did* have an
impact due to the extra matrix multiplication. (So it gets skipped where
possible)

All of the internal hooks have been rewritten to use this new mechanism,
and the prescaler hooks have finally been separated from each other.
This also means the prescale FBO kludge is no longer required.

This fixes image corruption for image formats like 0bgr, and also fixes
prescaling under rotation. (As well as other user hooks that have
orientation-dependent access)

The "raw" attributes (tex, tex_pos, pixel_size) are still un-rotated, in
case something needs them, but ideally the hooks should be rewritten to
use the new API as much as possible. The hooked texture has been renamed
from just NAME to NAME_raw to make script authors notice the change (and
also deemphasize direct texture access).

This is also a step towards getting rid of the use_integer pass.
2016-05-15 20:42:08 +02:00
Niklas Haas
dfc7b59909 vo_opengl: make the screen blue on shader errors
This helps visually signify that somthing went wrong, and prevents
confusing shader compilation errors with other types of bugs.
2016-05-15 20:42:02 +02:00
Niklas Haas
034faaa9d8 vo_opengl: use RPN expressions for user hook sizes
This replaces the previous TRANSFORM by WIDTH, HEIGHT and OFFSET where
WIDTH and HEIGHT are RPN expressions. This allows for more fine-grained
control over the output size, and also makes sure that overwriting
existing textures works more cleanly.

(Also add some more useful bstr functions)
2016-05-15 20:42:02 +02:00
Niklas Haas
7c3d78fd82 vo_opengl: support external user hooks
This allows users to add their own near-arbitrary hooks to the vo_opengl
processing pipeline, greatly enhancing the flexibility of user shaders.
This enables, among other things, user shaders such as CrossBilateral,
SuperRes, LumaSharpen and many more.

To make parsing the user shaders easier, shaders are now loaded as
bstrs, and the hooks are set up during video reconfig instead of on
every single frame.
2016-05-15 20:42:02 +02:00
Niklas Haas
d53142f9ba vo_opengl: add optional hook points
These are "sequence points" where the image could be rendered out to an
FBO, hooked, and re-loaded if any such hook exists. This is perfect for
things like the current user shaders system, as well as optional effects
like unsharp masking.

Note that since we have to pick *some* FBO to store the optionally
hooked texture, we just store it in an array indexed by an increasing
counter. Since we only ever store as many as MAX_TEXTURE_HOOKS + all
internal hook points entries, this is guaranteed to be enough space.

This commit also removes some of the now unused FBOs.
2016-05-15 20:42:02 +02:00
Niklas Haas
070edd7300 vo_opengl: add hooks and rework pass_read_video
The hook mechanism allows arbitrary processing stages to get dispatched
whenever certain named textures have been "finalized" by the code.

This is mostly meant to serve as a change that opens up the internal
processing in pass_read_video to user scripts, but as a side benefit all
of the code dealing with offsets and plane alignment and other such
confusing things has been rewritten.

This hook mechanism is powerful enough to cover the needs of both
debanding and prescaling (and more), so as a result they can be removed
from pass_read_video entirely and implemented through hooks.

Some avenues for optimization:

- The prescale hook is currently somewhat distributed code-wise. It might be
  cleaner to split it into superxbr and NNEDI3 hooks which can each be
  self-contained.

- It might be possible to move a large part of the hook code out to an
  external file (including the hook definitions for debanding and
  prescaling), which would be very much desired.

- Currently, some stages (chroma merging, integer conversion) will
  *always* run even if unnecessary. I'm planning another series of
  refactors (deferred img_tex) to allow dropping unnecessary shader
  stages like these, but that's probably some ways away. In the meantime
  it would be doable to re-add some of the logic to skip these stages if
  we know we don't need them.

- More hook locations could be added (?)
2016-05-15 20:42:02 +02:00
Niklas Haas
3d4889e91e vo_opengl: minor change to scaler_resizes_only
Instead of rounding down, we round to the nearest float. This reduces
the maximum possible error introduced by this rounding operation. Also
clarify the comment.
2016-05-15 20:42:02 +02:00
wm4
32c10956e0 vaapi: avoid forward declaration of variable
Why is everything so horrible.
2016-05-15 18:37:51 +02:00
wm4
449b948ee8 vo_opengl: remove some pointless compatibility
Remove non-texture_rg compatibility from LUT sampling. OpenGL without
texture_rg support will always trigger dumb-mode, and dumb-mode does not
use LUTs. It used not to, and that was when this made sense.
2016-05-14 12:02:02 +02:00
wm4
3858d37b61 vo_opengl: partially fix 0bgr format support
Fixes broken colors with --vf=format=0bgr (but only if deband is
disabled).

0bgr means the first byte is padding, while the following three bytes
are bgr. From the vo_opengl perspective, it has 4 physical components
with 3 logical components. copy_img_tex() simply copied 3 components
from the physical representation, which means the last component (r) was
sliced off.

Fix this by not using p->color_swizzle for packed formats, and instead
let packed formats set the per-plane swizzle in texplane.swizzle. The
latter applies the swizzle as part of operation in copy_img_tex(), which
essentially moves physical to logical representations.

Unfortunately, debanding (and thus with opengl-hq defaults) is still
broken.
2016-05-13 22:35:42 +02:00
wm4
09e07e92c5 vo_opengl: drop duplicate LUMINANCE_ALPHA handling
This was supposed to handle the absence of GL_ARB_texture_rg. But it's
already handled elsewhere. (init_format() sets texplane.swizzle
accordingly.)
2016-05-13 22:07:25 +02:00
wm4
7d2c6d60da vo_opengl: minor simplification
Make the find_plane_format function take a bit count.

This also makes the function's comment true for the first time the
function and its comment exist. (It was commented as taking bits, but
always took bytes.)
2016-05-13 21:46:08 +02:00
wm4
c9d8bc088c vo_opengl: restrict ES2 FBO formats
Only a few very low bit depth internal formats can be rendered to in
pure ES2 (GL_RGB565 is the "best" one).

Seems like the only potentially reasonable renderable formats in ES2
could be provided via GL_OES_rgb8_rgba8, or half-floats, so don't
bother with this at all.
2016-05-13 18:50:38 +02:00
wm4
f7c81c03b2 vo_opengl: angle: log extension string 2016-05-13 15:39:11 +02:00
wm4
a228bf54c8 vo_opengl: slightly better FBO format check
Now that we know in advance whether an implementation should support a
specific format, we have more flexibility when determining which format
to use.

In particular, we can drop the roundabout ES logic.

I'm not sure if actually trying to create the FBO for probing still has
any value. But it might, so leave it for now.
2016-05-12 21:22:28 +02:00
wm4
0cd217b039 vo_opengl: disable scalers on ES2
Even if everything else is available, the need for first class arrays
breaks it. In theory we could fix this since we don't strictly need
them, but I guess it's not worth bothering.

Also give the misnamed have_mix variable a slightly better name.
2016-05-12 21:22:28 +02:00
wm4
bd41a3ab62 vo_opengl: add detection for the ES texture_rg extension 2016-05-12 21:22:28 +02:00
wm4
84ccebd9b9 vo_opengl: reorganize texture format handling
This merges all knowledge about texture format into a central table.

Most of the work done here is actually identifying which formats exactly
are supported by OpenGL(ES) under which circumstances, and keeping this
information in the format table in a somewhat declarative way. (Although
only to the extend needed by mpv.) In particular, ES and float formats
are a horrible mess.

Again this is a big refactor that might cause regression on "obscure"
configurations.
2016-05-12 21:22:28 +02:00
wm4
e68b510a94 vo_opengl: correctly disable interpolation if tscale can't be used
It'll fail with an assertion in the interpolation code otherwise.
2016-05-12 21:22:28 +02:00
wm4
d4712af5af vo_opengl: angle: dump translated shaders
Helpful for debugging and such.
2016-05-12 11:17:49 +02:00
wm4
01d04b100f vo_opengl: don't use dumb-mode with 10 bit integer texture hack
Recent regression. Caused it to use dumb-mode with integer textures,
which on ANGLE leads to nearest scaling.
2016-05-11 17:41:00 +02:00
wm4
fe540f4477 vo_opengl: fix NULL deref on certain init failures 2016-05-11 17:12:59 +02:00
wm4
70b3561270 video: add --hwdec=auto-copy mode
This uses the normal autoprobing rules like "auto", but rejects anything
that isn't flagged as copying data back to system memory.

The chunk in command.c was dead code, so remove it instead of updating
it.
2016-05-11 16:20:13 +02:00
wm4
cb694ffd8e vo_opengl: d3d11egl: support full range YUV
MSDN documents this as "Introduced in Windows 8.1.". I assume on Windows
7 this field will simply be ignored. Too bad for Windows 7 users.

Also, I'm not using D3D11_VIDEO_PROCESSOR_NOMINAL_RANGE_16_235 and
D3D11_VIDEO_PROCESSOR_NOMINAL_RANGE_0_255, because these are apparently
completely missing from the MinGW headers. (Such a damn pain.)
2016-05-11 15:40:31 +02:00
wm4
7983cda5bf vo_opengl: d3d11egl: don't require EGL_EXT_device_query
Older ANGLE builds don't export this.

This change is really only for convenience, and I might revert it at
some later point.
2016-05-11 15:40:31 +02:00
wm4
fd82e14888 build: merge d3d11va and dxva2 hwaccel checks
We don't have any reason to disable either. Both are loaded dynamically
at runtime anyway. There is also no reason why dxva2 would disappear
from libavcodec any time soon.
2016-05-11 15:40:31 +02:00
wm4
fde20d10bc vo_opengl: angle: dynamically load ANGLE
ANGLE is _really_ annoying to build. (Requires special toolchain and a
recent MSVC version.) This results in various issues with people
having trouble to build mpv against ANGLE (apparently linking it
against a prebuilt binary doesn't count, or using binaries from
potentially untrusted sources is not wanted).

Dynamically loading ANGLE is going to be a huge convenience. This commit
implements this, with special focus on keeping it source compatible to
a normal build with ANGLE linked at build-time.
2016-05-11 15:39:29 +02:00
wm4
1f6e71c7fa vo_opengl: fix passing along swizzle from hwdec interop
In theory this was needed for the previous commit (but wasn't in
practice, since for hwdec the LUMINANCE_ALPHA mangling is not applied
anymore, and ANGLE uses RG textures in absence of GL_ARB_texture_rg for
whatever crazy reasons).

In practice this caused funky colors on OSX with the uyvy422 format,
which is also fixed in this commit.
2016-05-10 21:12:57 +02:00
wm4
a3d416c3d3 vo_opengl: d3d11egl: native NV12 sampling support
This uses EGL_ANGLE_stream_producer_d3d_texture_nv12 and related
extensions to map the D3D textures coming from the hardware decoder
directly in GL.

In theory this would be trivial to achieve, but unfortunately ANGLE does
not have a mechanism to "import" D3D textures as GL textures. Instead,
an awkward mechanism via EGL_KHR_stream was implemented, which involves
at least 5 extensions and a lot of glue code. (Even worse than VAAPI EGL
interop, and very far from the simplicity you get on OSX.)

The ANGLE mechanism so far supports only the NV12 texture format, which
means 10 bit won't work. It also does not work in ES3 mode yet. For
these reasons, the "old" ID3D11VideoProcessor code is kept and used as a
fallback.
2016-05-10 21:06:34 +02:00
wm4
4b3faf9dc1 vo_opengl: add an angle-es2 backend
It forces es2 mode on ANGLE. Only useful for testing. Since the normal
"angle" backend already falls back to es2 if es3 does not work, this new
backend always exit when autoprobing it.
2016-05-10 20:19:25 +02:00
wm4
12ae19c449 vo_opengl: cosmetics: rename variables
"p" is used for the private context everywhere in the source file, but
renaming it also requires renaming some local variables.
2016-05-10 18:49:49 +02:00
wm4
b0b01aa250 vo_opengl: refactor how hwdec interop exports textures
Rename gl_hwdec_driver.map_image to map_frame, and let it fill out a
struct gl_hwdec_frame describing the exact texture layout. This gives
more flexibility to what the hwdec interop can export. In particular, it
can export strange component orders/permutations and textures with
padded size. (The latter originating from cropped video.)

The way gl_hwdec_frame works is in the spirit of the rest of the
vo_opengl video processing code, which tends to put as much information
in immediate state (as part of the dataflow), instead of declaring it
globally. To some degree this duplicates the texplane and img_tex
structs, but until we somehow unify those, it's better to give the hwdec
state its own struct. The fact that changing the hwdec struct would
require changes and testing on at least 4 platform/GPU combinations
makes duplicating it almost a requirement to avoid pain later.

Make gl_hwdec_driver.reinit set the new image format and remove the
gl_hwdec.converted_imgfmt field.

Likewise, gl_hwdec.gl_texture_target is replaced with
gl_hwdec_plane.gl_target.

Split out a init_image_desc function from init_format. The latter is not
called in the hwdec case at all anymore. Setting up most of struct
texplane is also completely separate in the hwdec and normal cases.

video.c does not check whether the hwdec "mapped" image format is
supported. This should not really happen anyway, and if it does, the
hwdec interop backend must fail at creation time, so this is not an
issue.
2016-05-10 18:42:42 +02:00
Mantas Mikulėnas
00c9bdf3f7 x11: tell GNOME to use dark window decorations 2016-05-09 20:39:59 +02:00
wm4
46fff8d31a video: refactor how VO exports hwdec device handles
The main change is with video/hwdec.h. mp_hwdec_info is made opaque (and
renamed to mp_hwdec_devices). Its accessors are mainly thread-safe (or
documented where not), which makes the whole thing saner and cleaner. In
particular, thread-safety rules become less subtle and more obvious.

The new internal API makes it easier to support multiple OpenGL interop
backends. (Although this is not done yet, and it's not clear whether it
ever will.)

This also removes all the API-specific fields from mp_hwdec_ctx and
replaces them with a "ctx" field. For d3d in particular, we drop the
mp_d3d_ctx struct completely, and pass the interfaces directly.

Remove the emulation checks from vaapi.c and vdpau.c; they are
pointless, and the checks that matter are done on the VO layer.

The d3d hardware decoders might slightly change behavior: dxva2-copy
will not use the VO device anymore if the VO supports proper interop.
This pretty much assumes that any in such cases the VO will not use any
form of exclusive mode, which makes using the VO device in copy mode
unnecessary.

This is a big refactor. Some things may be untested and could be broken.
2016-05-09 20:03:22 +02:00
wm4
ee4c00698f vo_direct3d: remove passing device to decoder
This was never really used anyway. Removing it for the sake of the
following commit.
2016-05-09 18:59:10 +02:00
Emmanuel Gil Peyrot
f99e48ae6a wayland: use the advertised size in fullscreen
When we receive the wl_shell_surface::configure event, it makes sense
to respect the aspect ratio of the video in windowed mode, but in
fullscreen it forces compositing and wastes resources (until atomic
modesetting is available everywhere and we can stop having
desynchronised planes).

Weston mitigates a resolution mismatch by creating black surfaces and
compositing them around the fullscreen surface, placed at the middle,
while GNOME puts it at the top-left and leaves the rest of the desktop
composited below, both of them producing a subpar experience.

Fixes #3021, #2657.
2016-05-08 19:47:08 +02:00
maniak1349
7d9eab15f0 win32: make taskbar progress indication optional
Add --taskbar-progress command line option and property which controls taskbar
progress indication rendering in Windows 7+. This option is on by default and
can be toggled during playback.

This option does not affect the creation process of ITaskbarList3. When the
option is turned off the progress bar is just hidden with TBPF_NOPROGRESS.

Closes #2535
2016-05-08 17:05:20 +02:00
wm4
8fe33a11e2 x11: slightly safer X11 error handler behavior
The X11 error handler is global, and not per-display. If another Xlib
user exists in the process, they can conflict. In theory, it might
happen that e.g. another library sets an error handler (overwriting the
mpv one), and some time after mpv closes its display, restores the error
handler to mpv's one. To mitigate this, check if the error log instance
is actually set, instead of possibly crashing.

The change in vo_x11_uninit() is mostly cosmetic.
2016-05-08 11:04:44 +02:00
wm4
55846641ea x11: add --x11-bypass-compositor=always
Also add missing documentation for fs-only, and correct the default.
2016-05-06 19:57:17 +02:00
wm4
7a75e7c002 vo_opengl: angle: avoid fullscreen FBO copy for flipping
In order to honor the differences between OpenGL and Direct3D coordinate
systems, ANGLE uses a full FBO copy merely to flip the final frame
vertically. This can be avoided with the EGL_ANGLE_surface_orientation
extension.
2016-05-05 18:44:41 +02:00
wm4
605dd928d3 vo_opengl: angle: call eglTerminate()
I hope that this does what we expect it does: destroy the EGLDisplay
specific to our HDC. (Some implementations will terminate all EGL
contexts in the whole process.)

eglReleaseThread() merely calls eglMakeCurrent(0, 0, 0, 0), which is
not enough.

This commit also fixes the problem fixed with the previous commit,
but I think both changes are needed to make our API usage clean.
2016-05-05 13:46:18 +02:00
wm4
f56555b514 vo_opengl: EGL: fix hwdec probing
If ANGLE was probed before (but rejected), the ANGLE API can remain
"initialized", and eglGetCurrentDisplay() will return a non-NULL
EGLDisplay. Then if a native GL context is used, the ANGLE/EGL API will
then (apparently) keep working alongside native OpenGL API. Since GL
objects are just numbers, they'll simply fail to interact, and OpenGL
will get invalid textures. For some reason this will result in black
textures.

With VAAPI-EGL, something similar could happen in theory, but didn't in
practice.
2016-05-05 13:38:08 +02:00
wm4
833375f88d command: change some hwdec properties
Introduce hwdec-current and hwdec-interop properties.

Deprecate hwdec-detected, which never made a lot of sense, and which is
replaced by the new properties. hwdec-active also becomes useless, as
hwdec-current is a superset, so it's deprecated too (for now).
2016-05-04 16:55:26 +02:00
Niklas Haas
86b5f1463c lcms: don't warn/error on 3dlut cache misses
Cache misses are a normal and expected part of the operation of a cache.
It doesn't really make sense to show a user-visible warning for them.

To work-around this, just skip trying to open the cache if it doesn't
exist yet.
2016-05-04 12:10:55 +02:00
Niklas Haas
9054460bba lcms: improve black point handling (especially BT.1886)
First of all, black point compensation is now on by default. This is
really rather harmless and only improves the result (where "improvement"
means "less black clipping").

Second, this adds an option to limit the ICC profile's contrast, which
helps for untagged matrix profiles that are implicitly black scaled even
in colorimetric intent. (Note that this relies on BPC being enabled to
work properly, which is why the two changes are tied together)

Third, this uses the LittleCMS built in black point estimator instead of
relying on the presence of accurate A2B tables. This also checks tags
and does some amounts of noise elimination.

If the option is unspecified and the profile is missing black point
information, print a warning instructing the user to set the option, and
fall back to 1000 otherwise.
2016-05-04 12:10:45 +02:00
wm4
5be40f035b d3d: DXVA2_ModeMPEG2_VLD supports all profiles
Fixes hardware decoding of most mpeg2 things.
2016-05-03 15:46:16 +02:00
wm4
eefe7ad28b vo_opengl: vdpau: fix certain cases of preemption recovery failures
The vdpau_mixer could fail to be recreated properly if preemption
occured at some point before playback initialization (like when using
--hwdec-preload and the opengl-cb API).

Normally, the vdpau_mixer was supposed to be marked invalid when the
components using it detect a preemption, e.g. in hwdec_vdpau.c. This one
didn't mark the vdpau_mixer as invalid if preemption was detected in
reinit(), only in map_image().

It's cleaner to detect preemption directly in the vdpau_mixer, which
ensures it's always recreated correctly.
2016-05-03 13:56:11 +02:00
wm4
8a26e139af x11: extend --x11-bypass-compositor with fs-only option
The "fs-only" choice sets the _NET_WM_BYPASS_COMPOSITOR to 1 if the
window is fullscreened, and 0 otherwise. (0 is specified to be the
implicit default - i.e. no change is requested in windowed mode.)

In particular, change the default to "fs-only".

Fixes #2582.
2016-05-02 21:21:53 +02:00
James Ross-Gowan
622bcb0e37 win32: replace libuuid.a usage with initguid.h
Including initguid.h at the top of a file that uses references to GUIDs
causes the GUIDs to be declared globally with __declspec(selectany). The
'selectany' attribute tells the linker to consolidate multiple
definitions of each GUID, which would be great except that, in Cygwin
and MinGW GCC 6.1, this method of linking makes the GUIDs conflict with
the ones declared in libuuid.a.

Since initguid.h obsoletes libuuid.a in modern compilers that support
__declspec(selectany), add initguid.h to all files that use GUIDs and
remove libuuid.a from the build.

Fixes #3097
2016-05-01 21:10:24 +10:00
Nyx0uf
ed695ce689 os x: handle multiple dropped files on the window
Should fix #3076 (partially).

Signed-off-by: wm4 <wm4@nowhere>
2016-04-30 18:58:06 +02:00
maniak1349
949247d6e6 w32_common: respect --fit-border on size check
Fit whole window or just a client area in accord with value of --fit-border option.

Fixes #2935.
2016-04-30 18:55:09 +02:00
maniak1349
5c90352ae6 w32_common: fix size calculations for window resize
Substraction of 1 is not necessary due to .right and .bottom values of RECT
struct describing a point one pixel outside of the rectangle.

Fixes #2935. (2.b)
2016-04-30 18:55:09 +02:00
Kevin Mitchell
8d51f08010 d3d11va: fix invalid deref on decoder init failure
fixes #3092
2016-04-29 23:36:01 -07:00
wm4
64f9e48bf1 d3d11va, dxva2: return the format struct directly
Slight simplification, IMHO.
2016-04-29 23:30:01 +02:00
wm4
016eab2209 d3d11va, dxva2: simplify decoder selection
In particular, this moves the depth test to common code.

Should be functionally equivalent, except that for DXVA2, the
IDirectXVideoDecoderService_GetDecoderRenderTargets API is called
more often potentially.
2016-04-29 23:24:28 +02:00
wm4
bda111018c video: add IMGFMT_P010 alias
Gets rid of some silliness, and might be useful in the future.
2016-04-29 22:38:54 +02:00
wm4
304d9d58dd vo_opengl: fix build with GLES3 headers
Legacy desktop GL only symbols. Broken by the previous commit.
2016-04-27 20:26:08 +02:00
wm4
9d16837c99 vo_opengl: support GL_EXT_texture_norm16 on GLES
This gives us 16 bit fixed-point integer texture formats, including
ability to sample from them with linear filtering, and using them as FBO
attachments.

The integer texture format path is still there for the sake of ANGLE,
which does not support GL_EXT_texture_norm16 yet.

The change to pass_dither() is needed, because the code path using
GL_R16 for the dither texture relies on glTexImage2D being able to
convert from GL_FLOAT to GL_R16. GLES does not allow this. This could be
trivially fixed by doing the conversion ourselves, but I'm too lazy to
do this now.
2016-04-27 19:19:56 +02:00
wm4
757c8baf8c vo_opengl: always use sized internal formats
This shouldn't make much of a difference, but should make the following
commit simpler.
2016-04-27 19:02:04 +02:00
wm4
9cb036f297 vo_opengl: d3d11egl: minor simplification
This should be ok. eglBindTexImage() just associates the texture, and
does not make a copy (not even a conceptual one).
2016-04-27 14:35:24 +02:00
wm4
0b1ba577b1 vo_opengl: d3d11egl: print warning on unsupported colorspaces
Not much we can do about. If there are many complaints, a mechanism to
automatically disable interop in such cases could be added.
2016-04-27 14:34:46 +02:00
wm4
dff33893f2 d3d11va: store texture/subindex in IMGFMT_D3D11VA plane pointers
Basically this gets rid of the need for the accessors in d3d11va.h, and
the code can be cleaned up a little bit.

Note that libavcodec only defines a ID3D11VideoDecoderOutputView pointer
in the last plane pointers, but it tolerates/passes through the other
plane pointers we set.
2016-04-27 14:06:50 +02:00
wm4
9896994688 vd_lavc: adjust D3D11VA autoprobe order
We want to prefer d3d11va over dxva2 anything. But since dxva2 copyback
is more efficient than d3d11va's currently, d3d11va-copy should come
last.
2016-04-27 13:54:20 +02:00
wm4
3706918311 vo_opengl: D3D11VA + ANGLE interop
This uses ID3D11VideoProcessor to convert the video to a RGBA surface,
which is then bound to ANGLE. Currently ANGLE does not provide any way
to bind nv12 surfaces directly, so this will have to do.

ID3D11VideoContext1 would give us slightly more control about the
colorspace conversion, though it's still not good, and not available
in MinGW headers yet.

The video processor is created lazily, because we need to have the coded
frame size, of which AVFrame and mp_image have no concept of. Doing the
creation lazily is less of a pain than somehow hacking the coded frame
size into mp_image.

I'm not really sure how ID3D11VideoProcessorInputView is supposed to
work. We recreate it on every frame, which is simple and hopefully
doesn't affect performance.
2016-04-27 13:49:47 +02:00
wm4
cf9b415173 hwdec: remove numbers from enum
They don't actually mean anything.

Just HWDEC_NONE should remain 0, because it's the default init value for
structs etc.
2016-04-27 13:37:55 +02:00
wm4
d3a26272cd vo_opengl: print error if opengl hwdec interop fails 2016-04-27 13:32:49 +02:00
wm4
da59726776 vd_lavc: hack against videotoolbox crash on failure
I guess this won't ever be fixed properly in FFmpeg. Too hairy, and the
alternative (using VideoToolbox as "full decoder") is too attractive.
2016-04-26 18:53:58 +02:00
wm4
dfe40f770d vo_rpi: rename mutex/cond variables
They're now used for the TV callback too, not just vsync.
2016-04-26 17:12:01 +02:00
wm4
6798525251 vo_rpi: wait for vsync with a timeout
Sucks, but better than freezing forever given the (to me) unpredictable
RPI behavior. This will be good enough to drop out of vsync timing mode,
or to abort playback.
2016-04-26 17:11:16 +02:00
wm4
74e3d11f21 vo_rpi: attempt to survive display mode changes
Recreate all dispmanx objects after mode changes signalled by the TV
callback. This is needed since dispmanx objects are marked as invalid
and cease working.

One important point is that the vsync callbacks will stop coming when
this happens, so restoring the callback is important.

Note that the MMAL renderer itself does not get trashed by the firmware
on such events, but we completely reconfigure it anyway when it happens.
2016-04-26 16:47:53 +02:00
wm4
dfa88271a2 vp_rpi: fix indentation
This also moves the p->background check into the top if (the code
effectively didn't do anything when this false).
2016-04-26 13:59:06 +02:00
wm4
8ffd2f1dd4 vd_lavc: simplify some unneeded ifdeffery
These were for ancient libavcodec versions.
2016-04-25 19:11:16 +02:00
wm4
6a1814dfb8 vd_lavc: make image_format hwdec field optional
For Mediacodec in particular we don't care about the format. It can just
decode to whatever it wants. The only case we would care about is it not
returning an opaque format if we don't have proper interop, but
libavcodec always returns non-opaque formats by default.
2016-04-25 12:23:38 +02:00
wm4
7e3d8e7134 vd_lavc: simplify RPI and Mediacodec wrappers
Use the recently added lavc_suffix mechanism to select the wrapper
decoder.

With all hwdec callbacks being optional, and RPI/Mediacodec having only
dummy callbacks, all the callbacks can be removed as well.

The result is that the vd_lavc_hwdec struct for both of them is tiny.
It's better to move them to vd_lavc.c directly, because they are so
trivial and small.
2016-04-25 12:23:38 +02:00
wm4
46e49a37be vd_lavc: make all hwdec callbacks optional 2016-04-25 12:23:37 +02:00
wm4
bb17df1f07 vd_lavc: set AVCodecContext.time_base to forced time base
This is a bit sketchy, as there isn't a truly standard way to
communicate the timebase.
2016-04-25 12:23:37 +02:00
wm4
4f5509e1dd vd_lavc: better hwdec wrapper decoder selection
This is intended for cases when --hwdec needs to override the decoder
implementation in use, like for example on the RPI.

It does two things:
1. Allow the hwdec to indicate a decoder suffix. libavcodec by
   convention adds a suffix to all wrapper decoders, and here we start
   relying on it. While not necessarily the best idea, it's the only
   thing we got. libavcodec's hwaccel list is useless, because it only
   has the codec ID, not the associated decoder's name.
2. Make --hwdec=auto work properly. It shouldn't fail anymore, and hwdec
   probing should reliably work, even if a different decoder is selected
   with --vd. The semantics of --hwdec should dictate that it overrides
   the default decoder.
2016-04-25 12:13:12 +02:00
wm4
85416bc36a vd_lavc: allow process_image() to return NULL
In case of errors or whatever.
2016-04-25 11:30:07 +02:00
wm4
021cb2c387 mp_image: allow passing NULL to mp_image_new_custom_ref()
A minor simplification. Most callers don't need this, and there's no
good reason why the caller should provide an "initializer" like this.
(This function calls mp_image_new_dummy_ref(), which has no reason
for an initializer either.)
2016-04-25 11:28:49 +02:00
wm4
b1a8e8dba6 vd_lavc: fix hwdec fallback if hwdec pre-initialization fails
Damn.
2016-04-22 15:52:16 +02:00
wm4
244eff9201 vo_opengl: always reset some GL state when leaving renderer
The active texture and some pixelstore parameters are now always reset
to defaults when entering and leaving the renderer. Could be important
for libmpv.
2016-04-22 12:08:21 +02:00
Kevin Mitchell
ce153bdb42 d3dva: move Intel_H264_NoFGT_ClearVideo to lower priority
This seems to cause problems, so only use it if H264_E is not available.

fixes #3059
2016-04-18 02:00:50 -07:00
Kevin Mitchell
2f5c7af914 dxva2: fix missing newline in error message 2016-04-18 01:58:18 -07:00
Kevin Mitchell
611594e7e8 d3dva: include selected decoder and format in verbose output 2016-04-17 18:28:14 -07:00
wm4
44644e69f0 vo_opengl: fix an outdated comment
This wasn't updated over multiple iterations.
2016-04-16 16:16:50 +02:00
wm4
9db1b7a001 vo_lavc: fix build on Libav
OF COURSE Libav doesn't have AV_PICTURE_TYPE_NONE. Why the fuck would
it?
2016-04-15 19:35:29 +02:00
wm4
050b17ca9c mp_image: make mp_image_copy_fields_* private
Future code should always use mp_image_{to,from}_av_frame(). Everything
else is way too messy and fragile.
2016-04-15 15:48:02 +02:00
wm4
a77cbc504a vo_lavc: unsupport deprecated AVFMT_RAWPICTURE
As of ffmpeg git master, only the libavdevice decklink wrapper supports
this. Everything else has dropped support.

You're now supposed to use AV_CODEC_ID_WRAPPED_AVFRAME, which works a
bit differently. Normal AVFrames should still work for these encoders.
2016-04-15 15:45:38 +02:00
wm4
798188cb33 vo_lavc: send refcounted AVFrame to encoder
This potentially makes it more efficient, and actually makes it simpler.

Yes, AV_PICTURE_TYPE_NONE is the default for pict_type.
2016-04-15 15:43:46 +02:00
wm4
d04aa5ef4e mp_image: add mp_image_to_av_frame()
What mp_image_to_av_frame_and_unref() should have been. (The _unref
variant is still useful though.)
2016-04-15 15:33:53 +02:00
wm4
e6cdfdfa74 mp_image: simplify mp_image_steal_data()
Why was this so complex.
2016-04-15 15:31:23 +02:00
wm4
bbaedfd0c5 mp_image: pass through AVHWFramesContext
In both directions.
2016-04-15 15:07:02 +02:00
wm4
b735c0e207 lcms: include math.h
Fixes #3053.
2016-04-15 13:58:41 +02:00
wm4
8c02c92ab9 vo_opengl: rpi: don't include x11 header file
Copy & paste bug.
2016-04-15 09:45:15 +02:00
Niklas Haas
e3e03d0f34 vo_opengl: simplify and improve up scale=oversample
Since what we're doing is a linear blend of the four colors, we can just
do it for free by using GPU sampling.

This requires significantly fewer texture fetches and calculations to
compute the final color, making it much more efficient. The code is also
much shorter and simpler.
2016-04-12 16:26:53 +02:00
wm4
837b865c7f vf_vavpp: reindent 2016-04-11 22:03:26 +02:00
wm4
f5ff2656e0 vaapi: determine surface format in decoder, not in renderer
Until now, we have made the assumption that a driver will use only 1
hardware surface format. the format is dictated by the driver (you
don't create surfaces with a specific format - you just pass a
rt_format and get a surface that will be in a specific driver-chosen
format).

In particular, the renderer created a dummy surface to probe the format,
and hoped the decoder would produce the same format. Due to a driver
bug this required a workaround to actually get the same format as the
driver did.

Change this so that the format is determined in the decoder. The format
is then passed down as hw_subfmt, which allows the renderer to configure
itself with the correct format. If the hardware surface changes its
format midstream, the renderer can be reconfigured using the normal
mechanisms.

This calls va_surface_init_subformat() each time after the decoder
returns a surface. Since libavcodec/AVFrame has no concept of sub-
formats, this is unavoidable. It creates and destroys a derived
VAImage, but this shouldn't have any bad performance effects (at
least I didn't notice any measurable effects).

Note that vaDeriveImage() failures are silently ignored as some
drivers (the vdpau wrapper) support neither vaDeriveImage, nor EGL
interop. In addition, we still probe whether we can map an image
in the EGL interop code. This is important as it's the only way
to determine whether EGL interop is supported at all. With respect
to the driver bug mentioned above, it doesn't matter which format
the test surface has.

In vf_vavpp, also remove the rt_format guessing business. I think the
existing logic was a bit meaningless anyway. It's not even a given
that vavpp produces the same rt_format for output.
2016-04-11 22:03:26 +02:00
Rudolf Polzer
160497b8ff encode_lavc: Migrate to codecpar API. 2016-04-11 14:57:20 -04:00
Niklas Haas
b968d779af aspect: rework --video-unscaled
In the past, --video-unscaled also disabled zooming and aspect ratio
corrections. But this didn't make much sense in terms of being a useful
option. The new behavior just sets the initial video size to be
unscaled, but it's still affected by zoom commands and aspect ratio
corrections.

To get the old behavior back, --video-aspect=0 --video-zoom=0 need to be
added as well (in the general case). Most of the time it should not make
a difference though.

Also, there seems to have been some additional dst_rect clamping code
inside src_dst_split_scaling that didn't seem to either be necessary nor
ever get triggered. (The code immediately above it already makes sure to
crop the video if it's larger than the dst_rect)

No idea why it was there, but I just removed it.
2016-04-10 18:29:20 +02:00
wm4
b18bfd0352 aspect: remove useless debug messages
Never needed them. This makes the code slightly more readable.
2016-04-10 16:29:33 +02:00
wm4
87cb2339a6 vo_opengl: improve rotation handling (again)
Apply basic transformations like rotation by 90° and mirroring when
sampling from the source textures. The original idea was making this
part of img_tex.transform, but this didn't work: lots of code plays
tricks on the transform, so manipulating it is not necessarily
transparent, especially when width/height are switched. So add a new
pre_transform field, which is strictly applied before the normal
transform.

This fixes most glitches involved with rotating the image.

Cropping and rotation are now weirdly separated, even though they could
be done in the same step. I think this is not much of a problem, and
has the advantage that changing panscan does not trigger FBO
reallocations (I think...).
2016-04-08 22:21:38 +02:00
wm4
6325bdf197 vo_opengl: log if glGetString(GL_VERSION) returns NULL
Typically happens with some implementations if no context is currrent,
or is otherwise broken. This is particularly relevant to the opengl_cb
API, because the API user will have no other indication what went wrong.
2016-04-08 10:57:21 +02:00
wm4
813372d6e9 d3d: fix Windows build
Commit f009d16f accidentally broke it.

Thanks to RiCON for noticing and testing.
2016-04-07 21:04:31 +02:00
wm4
0812719497 vo_opengl: videotoolbox: use kCVPixelBufferLock_ReadOnly for screenshots
Why not.
2016-04-07 19:55:51 +02:00
wm4
f033481551 videotoolbox: change how videotoolbox format is managed
The underlying intention of this code is to make changing
--videotoolbox-format at runtime work. For this reason, the format can't
just be statically setup, but must be read from the option at runtime.

This means the format is not fixed anymore, and we have to make sure the
renderer is property reinitialized if the format changes. There is
currently no way to trigger reinit on this level, which is why the
mp_image_params.hw_subfmt field was introduced.

One sketchy thing remains: normally, the renderer is supposed to be
involved with VO format negotiation, which would ensure that the VO
can take the format at all. Since the hw_subfmt is not part of this
format negotiation, it's implied the get_vt_fmt() callback only
returns formats supported by the renderer. This is not necessarily
clear because vo_opengl checks this with converted_imgfmt separately.
None of this matters in practice though, because we know all formats
are always supported.

(This still requires somehow triggering decoder reinit to make the
change effective.)
2016-04-07 19:54:58 +02:00
wm4
f34d086cb9 mp_image: introduce a hw_subfmt field
For hwaccel formats, mp_image will merely point to a hardware surface
handle. In these cases, the mp_image_params.imgfmt field describes the
format insufficiently, because it mostly only describes the type of the
hardware format, not its underlying format.

Introduce hw_subfmt to describe the underlying format. It makes sense to
use it with most hwaccels, though for now it will be used with the
following commit only.
2016-04-07 18:47:32 +02:00
wm4
8a67606c20 vd_lavc: let hardware decoder request delaying frames explicitly
Until now, the presence of the process_image() callback was used to set
a delay queue with a hardcoded size. Change this to a vd_lavc_hwdec
field instead, so the decoder can explicitly set this if it's really
needed.

Do this so process_image() can be used in the VideoToolbox glue code for
something entirely unrelated.
2016-04-07 18:47:32 +02:00
wm4
f009d16f36 vd_lavc: fix codec vs. decoder confusion
Some functions which expected a codec name (i.e. the name of the video
format itself) were passed a decoder name. Most "native" libavcodec
decoders have the same name as the codec, so this was never an issue.

This should mean that e.g. using "--vd=lavc:h264_mmal --hwdec=mmal"
should now actually enable native surface mode (instead of doing copy-
back).
2016-04-07 17:48:00 +02:00
wm4
32a92071b4 vo: don't reset vsync statistics on seeks etc.
The sync-by-display mode relies on using the vsync statistics for
timing. As a consequence discontinuities must be handled somehow. Until
now we have done this by completely resetting these statistics.

This can be somewhat annoying, especially if the GL driver's vsync
timing is not ideal. So after e.g. a seek it could take a second until
it locked back to the proper values.

Change it not to reset all statistics. Some state obviously has to be
reset, because it's a discontinuity. To make it worse, the driver's
vsync behavior will also change on such discontinuities. To compensate,
we discard the timings for the first 2 vsyncs after each discontinuity
(via num_successive_vsyncs). This is probably not fully ideal, and
num_total_vsync_samples handling in particular becomes a bit
questionable.
2016-04-06 22:56:12 +02:00
wm4
796b32c4d7 vo_opengl: fix build breakage 2016-04-06 01:21:16 +02:00
wm4
7a5312e9a6 vo_opengl: minor simplification
It's the same functionally.
2016-04-05 20:58:22 +02:00
wm4
afd685490d vo_opengl: fix nnedi + rectangle textures
Shader compilation error due to incompatible samplers.
2016-04-05 20:57:02 +02:00
Niklas Haas
c0e13d54a8 aspect: make video-zoom logarithmic
The past behavior was a bit weird, especially when zooming out. There
was no simple way to zoom in or out in consistent increments using
keybindings alone.

The new behavior preserves most of the old behavior's semantics but
scales out to infinity better. It coincidentally also makes it
really easy to get clean power of 2 ratios (e.g. 2x, 4x, 8x and their
inverses).

Fixes #3004.
2016-04-03 14:51:31 +02:00
Niklas Haas
a3361ad0ce gl_lcms: choose BT.1886 gamma per-channel
This makes the black point closer (chromatically) to the white point, by
ensuring channels keep their consistent brightness ratios as they go
down to zero.

I also raised the 3DLUT version as this changes semantics and is a
separate commit from the previous one.
2016-04-01 10:27:32 +02:00
Niklas Haas
2dcf18c0c0 vo_opengl: generate 3DLUT against source and use full BT.1886
This commit refactors the 3DLUT loading mechanism to build the 3DLUT
against the original source characteristics of the file. This allows us,
among other things, to use a real BT.1886 profile for the source. This
also allows us to actually use perceptual mappings. Finally, this
reduces errors on standard gamut displays (where the previous 3DLUT
target of BT.2020 was unreasonably wide).

This also improves the overall accuracy of the 3DLUT due to eliminating
rounding errors where possible, and allows for more accurate use of
LUT-based ICC profiles.

The current code is somewhat more ugly than necessary, because the idea
was to implement this commit in a working state first, and then maybe
refactor the profile loading mechanism in a later commit.

Fixes #2815.
2016-04-01 10:27:27 +02:00
wm4
c971220cdd demux_lavf, ad_lavc, ad_spdif, vd_lavc: handle FFmpeg codecpar API change
AVFormatContext.codec is deprecated now, and you're supposed to use
AVFormatContext.codecpar instead.

Handle this for all of the normal playback code.

Encoding mode isn't touched.
2016-03-31 22:00:45 +02:00
Kevin Mitchell
d88934815d dxva2: abort on mp_image_new_custom_ref failure 2016-03-30 09:01:35 -07:00
Kevin Mitchell
c0848e18e9 dxva2: stop using pointer obfuscator LPDIRECT3DSURFACE9
It's just ugly and unnecessary.
2016-03-30 09:01:34 -07:00
Kevin Mitchell
213c611471 dxva2: rewrite to use shared code with d3d11va
This is basically a full rewrite to make it look more like d3d11va.c
2016-03-30 09:01:33 -07:00
Kevin Mitchell
a7110862c8 vd_lavc: add d3d11va hwdec
This commit adds the d3d11va-copy hwdec mode using the ffmpeg d3d11va
api. Functions in common with dxva2 are handled in a separate decode/d3d.c
file. A future commit will rewrite decode/dxva2.c to share this code.
2016-03-30 09:01:27 -07:00
Niklas Haas
ec6e8a31e0 vo_opengl: draw transparency checkerboard after upscaling
This also draws it after color management etc. In a nutshell, this
change makes the transparency checkerboard independent of upscaling,
panning, cropping etc. It will always be the same apparent size and
position (relative to the window).

It will also be independent of the video colorspace and such things.
(Note: This might cause white imbalance issues if playing a file with a
white point that does not match the display, in absolute colorimetric
mode. But that's uncommon, especially in conjunction with transparent
image files, so it's not a primary concern here)
2016-03-29 22:29:19 +02:00
wm4
dae23fff09 vo_opengl: always premultiply alpha
Until now, we've let the windowing backend decide. But since they
usually require premultiplied alpha, and premultiplied alpha is easier
to handle, hardcode it.
2016-03-29 21:56:38 +02:00
wm4
b95a10c2dd vo_opengl: fix rotation direction
The recent changes fixed rotation handling, but reversed the rotation
direction. The direction is expected to be counter-clockwise, because
demuxers export video rotation metadata as such.
2016-03-29 11:47:16 +02:00
wm4
bd98d9e232 vo_opengl: slightly compress gl_set_debug_logger()
No functional changes.
2016-03-28 18:07:41 +02:00
wm4
b8b2a465d1 vo_opengl: reduce temporary variables in gl_transform_trans()
Using a single gl_transform variable instead of many float ones makes it
easier to see what it's doing. No functional change.
2016-03-28 18:07:18 +02:00
wm4
5827d9cc09 vo_opengl: fix rotation
This has been completely broken since commit 93546f0c. But even before,
rotation handling did not make too much sense. In particular, it rotated
the contents of the cropped image, instead of adjusting the crop
rectangle as well. The result was that things like panscan or zooming
did not behave as expected with rotation applied.

The same is true for vertical flipping. Flipping is triggered by
negative image stride. OpenGL does not support flipping the image on
upload, so it's done as part of the rendering. It can be triggered with
--vf=flip, but other filters and even decoders could setup negative
stride to flip the image.

Fix these issues by applying transforms to texture coordinates properly,
and by making rotation and flipping part of these transforms.

This still doesn't work properly for separated scaling. The issue is
that we'd have to adjust how the passes are done. For now, pick a very
stupid solution by rotating the image to a FBO, and then scaling from
that. This has the avantage that the scale logic doesn't have to be
complicated for such a rare case. It could be improved later.

Prescaling is apparently still broken. I don't know if chroma
positioning works properly either. None of this should affect the case
with no rotation.
2016-03-28 17:02:27 +02:00
wm4
e5b5cc2a2f vo_opengl: fix row-major vs. column-major confusion
gl_transform_vec() assumed column-major, while everything else seemed to
assumed row-major memory organization for gl_transform.m. Also,
gl_transform_trans() seems to contain additional confusion.

This didn't matter until now, as everything has been orthogonal, this
the swapped matrix entries were always 0.
2016-03-28 16:16:09 +02:00
wm4
fb70819048 vo_opengl: don't upload potentially uninitialized memory to GL buffer
If the texture count is lower than 4, entries in va.textcoord[] will
remain uninitialized. While this is unlikely to be a problem (since
these values are unused on the shader side too), it's not nice and might
explain some things which have shown up in valgrind.

Fix by always initializing the whole thing.
2016-03-28 16:13:56 +02:00
wm4
c51fe7944d vo_openg: fix debanding + rectangle-textures 2016-03-27 16:46:01 +02:00
Jan Ekström
5843392db5 Add a mediacodec decoder hwdec wrapper
Does the same thing as the rpi one - makes fallback possible by
pretending that h264_mediacodec is a hwdec.
2016-03-25 21:35:59 +01:00
Jan Ekström
83b8d3f52c vd_lavc: mediacodec also needs special timebase love 2016-03-25 21:35:57 +01:00
wm4
a76f3e8e46 vo_opengl: minor coding style adjustment 2016-03-24 21:23:22 +01:00