#include "render.h"
Go to the source code of this file.
Classes | |
struct | mpv_opengl_init_params |
For initializing the mpv OpenGL state via MPV_RENDER_PARAM_OPENGL_INIT_PARAMS. More... | |
struct | mpv_opengl_fbo |
For MPV_RENDER_PARAM_OPENGL_FBO. More... | |
struct | mpv_opengl_drm_params |
Deprecated. More... | |
struct | mpv_opengl_drm_draw_surface_size |
For MPV_RENDER_PARAM_DRM_DRAW_SURFACE_SIZE. More... | |
struct | mpv_opengl_drm_params_v2 |
For MPV_RENDER_PARAM_DRM_DISPLAY_V2. More... | |
Macros | |
#define | mpv_opengl_drm_osd_size mpv_opengl_drm_draw_surface_size |
For backwards compatibility with the old naming of mpv_opengl_drm_draw_surface_size. More... | |
Typedefs | |
typedef struct mpv_opengl_init_params | mpv_opengl_init_params |
For initializing the mpv OpenGL state via MPV_RENDER_PARAM_OPENGL_INIT_PARAMS. More... | |
typedef struct mpv_opengl_fbo | mpv_opengl_fbo |
For MPV_RENDER_PARAM_OPENGL_FBO. More... | |
typedef struct mpv_opengl_drm_params | mpv_opengl_drm_params |
Deprecated. More... | |
typedef struct mpv_opengl_drm_draw_surface_size | mpv_opengl_drm_draw_surface_size |
For MPV_RENDER_PARAM_DRM_DRAW_SURFACE_SIZE. More... | |
typedef struct mpv_opengl_drm_params_v2 | mpv_opengl_drm_params_v2 |
For MPV_RENDER_PARAM_DRM_DISPLAY_V2. More... | |
#define mpv_opengl_drm_osd_size mpv_opengl_drm_draw_surface_size |
For backwards compatibility with the old naming of mpv_opengl_drm_draw_surface_size.
Definition at line 210 of file render_gl.h.
typedef struct mpv_opengl_drm_draw_surface_size mpv_opengl_drm_draw_surface_size |
For MPV_RENDER_PARAM_DRM_DRAW_SURFACE_SIZE.
typedef struct mpv_opengl_drm_params mpv_opengl_drm_params |
Deprecated.
For MPV_RENDER_PARAM_DRM_DISPLAY.
typedef struct mpv_opengl_drm_params_v2 mpv_opengl_drm_params_v2 |
For MPV_RENDER_PARAM_DRM_DISPLAY_V2.
typedef struct mpv_opengl_fbo mpv_opengl_fbo |
For MPV_RENDER_PARAM_OPENGL_FBO.
typedef struct mpv_opengl_init_params mpv_opengl_init_params |
For initializing the mpv OpenGL state via MPV_RENDER_PARAM_OPENGL_INIT_PARAMS.
This header contains definitions for using OpenGL with the render.h API.
The OpenGL backend has some special rules, because OpenGL itself uses implicit per-thread contexts, which causes additional API problems.
This assumes the OpenGL context lives on a certain thread controlled by the API user. All mpv_render_* APIs have to be assumed to implicitly use the OpenGL context if you pass a mpv_render_context using the OpenGL backend, unless specified otherwise.
The OpenGL context is indirectly accessed through the OpenGL function pointers returned by the get_proc_address callback in mpv_opengl_init_params. Generally, mpv will not load the system OpenGL library when using this API.
OpenGL has a large amount of implicit state. All the mpv functions mentioned above expect that the OpenGL state is reasonably set to OpenGL standard defaults. Likewise, mpv will attempt to leave the OpenGL context with standard defaults. The following state is excluded from this:
- the glViewport state - the glScissor state (but GL_SCISSOR_TEST is in its default value) - glBlendFuncSeparate() state (but GL_BLEND is in its default value) - glClearColor() state - mpv may overwrite the callback set with glDebugMessageCallback() - mpv always disables GL_DITHER at init
Messing with the state could be avoided by creating shared OpenGL contexts, but this is avoided for the sake of compatibility and interoperability.
On OpenGL 2.1, mpv will strictly call functions like glGenTextures() to create OpenGL objects. You will have to do the same. This ensures that objects created by mpv and the API users don't clash. Also, legacy state must be either in its defaults, or not interfere with core state.
The mpv_render_* API is used. That API supports multiple backends, and this section documents specifics for the OpenGL backend.
Use mpv_render_context_create() with MPV_RENDER_PARAM_API_TYPE set to MPV_RENDER_API_TYPE_OPENGL, and MPV_RENDER_PARAM_OPENGL_INIT_PARAMS provided.
Call mpv_render_context_render() with MPV_RENDER_PARAM_OPENGL_FBO to render the video frame to an FBO.
Hardware decoding via this API is fully supported, but requires some additional setup. (At least if direct hardware decoding modes are wanted, instead of copying back surface data from GPU to CPU RAM.)
There may be certain requirements on the OpenGL implementation:
Once these things are setup, hardware decoding can be enabled/disabled at any time by setting the "hwdec" property.