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Commit Graph

14 Commits

Author SHA1 Message Date
wm4
ffe0526064 vo_opengl: simplify/fix user shader textures
This broke float textures, which were actually used by some shaders.
There were probably some other bugs as well.

Lots of code can be avoided by using ra_tex_params directly, so do that.

The main change is that COMPONENT/FORMAT are replaced by a single FORMAT
directive, which takes different parameters now. Due to the mess with
16/32 bit float textures, and because we want to support other APIs than
just GL in the future, it's not really clear how this should be handled,
and the nice component/type separation makes things actually harder. So
just jump the gun and use the ra_format.name names, which were
originally meant mostly for debugging. (This is probably something that
will be regretted later.)

Still only superficially tested, but seems to work.

Fixes #4708.
2017-08-03 16:19:49 +02:00
wm4
53188a14bf vo_opengl: manage user shader textures with ra
Drops some features I guess, no idea if those were needed. Untested due
to lack of test cases.
2017-07-30 11:38:52 +02:00
Niklas Haas
345bb193fe
vo_opengl: support loading custom user textures
Parsing the texture data as raw strings makes the textures the most
portable and self-contained. In order to facilitate different types of
shaders, the parse_user_shader interaction has been changed to instead
have it loop through blocks and call the passed functions for each valid
block parsed. This is more modular and also cleaner, with better code
separation.

Closes #4586.
2017-07-27 23:51:05 +02:00
Niklas Haas
f1af6e53f0 vo_opengl: slightly refactor user_shaders code
- Each struct tex_hook now stores multiple hooks, this allows us to
  avoid the awkward way of the current code has to add the same pass
  multiple times.

- As a consequence, SHADER_MAX_HOOKS was split up into SHADER_MAX_PASSES
  (number of tex_hooks) and SHADER_MAX_HOOKS (number of hooked textures
  per tex_hook), and both numbers decreased correspondingly.

- Instead of having a weird free() callback, we can just leverage
  talloc's recursive free behavior. The only user is the user shaders code
  anyway.
2017-07-27 23:45:17 +02:00
Niklas Haas
0c84ee01d5
vo_opengl: support user compute shaders
These are identical to regular fragment shader hooks, but with extra
metadata indicating the preferred block size.
2017-07-24 17:19:34 +02:00
Niklas Haas
dd78cc6fe7 vo_opengl: refactor vo performance subsystem
This replaces `vo-performance` by `vo-passes`, bringing with it a number
of changes and improvements:

1. mpv users can now introspect the vo_opengl passes, which is something
   that has been requested multiple times.

2. performance data is now measured per-pass, which helps both
   development and debugging.

3. since adding more passes is cheap, we can now report information for
   more passes (e.g. the blit pass, and the osd pass). Note: we also
   switch to nanosecond scale, to be able to measure these passes
   better.

4. `--user-shaders` authors can now describe their own passes, helping
   users both identify which user shaders are active at any given time
   as well as helping shader authors identify performance issues.

5. the timing data per pass is now exported as a full list of samples,
   so projects like Argon-/mpv-stats can immediately read out all of the
   samples and render a graph without having to manually poll this
   option constantly.

Due to gl_timer's design being complicated (directly reading performance
data would block, so we delay the actual read-back until the next _start
command), it's vital not to conflate different passes that might be
doing different things from one frame to another. To accomplish this,
the actual timers are stored as part of the gl_shader_cache's sc_entry,
which makes them unique for that exact shader.

Starting and stopping the time measurement is easy to unify with the
gl_sc architecture, because the existing API already relies on a
"generate, render, reset" flow, so we can just put timer_start and
timer_stop in sc_generate and sc_reset, respectively.

The ugliest thing about this code is that due to the need to keep pass
information relatively stable in between frames, we need to distinguish
between "new" and "redrawn" frames, which bloats the code somewhat and
also feels hacky and vo_opengl-specific. (But then again, this entire
thing is vo_opengl-specific)
2017-07-01 00:58:27 +02:00
wm4
2b6ac866c0 vo_opengl: use misc/ctype.h instead of <ctype.h>
Locale-independent, and doesn't have the char vs. unsigned char problem.
(Although in this case, the code was fine, because bstr.start is
unsigned char.)
2017-02-25 14:33:27 +01:00
Niklas Haas
be230d16e5 vo_opengl: move eval_szexpr to user_shaders.c
This moves some of the bulky user-shader specific logic into the file
dedicated to it. Rather than expose video.c state, variable lookup is
now done via a simulated closure.
2016-07-03 19:42:52 +02:00
Niklas Haas
54c48bd801 vo_opengl: make user hook passes optional
User hooks can now use an extra WHEN expression to specify when the
shader should be run. For example, this can be used to only run a chroma
scaling shader `WHEN CHROMA.w LUMA.w <`.

There's a slight semantics change to user shaders: When trying to bind a
texture that does not exist, a shader will now be silently skipped
(similar to when the condition is false) instead of generating an error.

This allows shader stages to depend on an optional earlier stage without
having to copy/paste the same condition everywhere.

(In other words: there's an implicit condition on all of the bound
textures existing)
2016-06-08 20:50:19 +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
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
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