1. 29 Mar, 2021 3 commits
  2. 26 Mar, 2021 10 commits
    • Niklas Haas's avatar
      README: add screenshot of plplay · 0b9f1eca
      Niklas Haas authored
      It would be cool if I could figure out more screenshots to add, maybe
      some sort of comparison between bilinear and jinc scaling or w/e.
      0b9f1eca
    • Niklas Haas's avatar
      utils/frame_queue: guard against future PTS · 7329f2c2
      Niklas Haas authored
      Fixes at least one abort() by turning it into a more reasonable
      fallback to zOH semantics.
      
      Not the proper solution to #133, but better than crashing.
      7329f2c2
    • Niklas Haas's avatar
      shaders/colorspace: make gamut warning less broken · 46ab5528
      Niklas Haas authored
      The current logic either just saturates the pixel or else does whatever.
      I realized there's no really sane way to "invert" an out-of-gamut color,
      and even if we did invert it in a reasonable manner, it's still less
      visible than just making it pink.
      
      Context provides better clues for what's out of gamut, anyways.
      46ab5528
    • Niklas Haas's avatar
      format: fix weird floating point printing edge case · 68c2e806
      Niklas Haas authored
      We really need a better function for this.
      68c2e806
    • Niklas Haas's avatar
      demos/plplay: add UI with settings integration · 20a0b9b3
      Niklas Haas authored
      This is actually insanely useful for testing.
      
      Still missing some way to load custom shaders / 3DLUTs / ICC profiles,
      unfortunately. Also missing ICC-related settings, for reasons which may
      require an API change.
      20a0b9b3
    • Niklas Haas's avatar
      gcovr: exclude demos/ · 5f3d0cb9
      Niklas Haas authored
      They don't contribute anything meaningful to the test framework.
      5f3d0cb9
    • Niklas Haas's avatar
      renderer: correctly invalidate mixer cache when render params change · 3207144b
      Niklas Haas authored
      Annoying but necessary. Otherwise this just creates unintuitive
      behaviour, especially when displaying the same frame over and over again
      (which is the default pl_queue semenatics for single frame streams).
      3207144b
    • Niklas Haas's avatar
      tests: add test case for pl_queue functions · cbd9f0e6
      Niklas Haas authored
      Replaces the old hacky manual pl_frame_mix test, mostly as a matter of
      convenience.
      
      Could probably also somehow test that it does the right logic, but
      that's a lot harder to do this way and a lot easier to do visually.
      cbd9f0e6
    • Niklas Haas's avatar
      demos/plplay: rewrite on top of proper decode/present loop · 4b0657fc
      Niklas Haas authored
      This threads the decoder loop to make it run asynchronously from the
      present loop, so we can fetch frames from it as fast as possible /
      required.
      
      We also switch to the new `pl_queue` API, using it to translate frame
      timestamps into `pl_frame_mix` structs suitable for interpolation.
      
      This currently defaults on, but I still need to hook it up to the UI.
      4b0657fc
    • Niklas Haas's avatar
      utils/frame_queue: add new interpolation helper · 0e594407
      Niklas Haas authored
      The API for `pl_frame_mix` is currently a bit abstract and high-level.
      Most clients will probably not care to reimplement the massive amounts
      of logic that go into constructing a proper frame queue.
      
      Enter `pl_queue`, the solution for all your frame queuing needs! This
      will interface with the decoder via your choice of a push or pull API,
      and translate all decoded frames into an abstract internal timeline,
      `pl_frame_mix` slices of which can be probed for arbitrary timestamps.
      
      As an extra bonus, this also contains code for things like FPS
      estimation and VPS (vsyncs per second) estimation, somewhat mirroring
      the logic in e.g. mpv's interpolation/display-sync code.
      
      It's worth pointing out that this is a rather severe API break for
      `pl_frame_mix`, but I'm pretty sure this API has absolutely zero users,
      given the massive amount of effort required to use it before this
      commit. So I didn't bother with backwards compatibility, aside from an
      API bump as usualy.
      0e594407
  3. 23 Mar, 2021 2 commits
    • Niklas Haas's avatar
      vulkan: blacklist FUCHSIA strings · ac44e8f1
      Niklas Haas authored
      Maybe one day we'll actually figure out how to make this python script
      exclude platform-specific stuff in a way that doesn't rely on hardcoding
      a list of strings to blacklist.
      
      One day.
      
      Fixes #131
      ac44e8f1
    • Niklas Haas's avatar
      filters: rename pl_filter_triangle/box to bilinear/nearest · b6d393d7
      Niklas Haas authored
      I have no idea why I ever gave these such confusing names. Just rename
      them and keep around the old names for backwards compatibility.
      
      API bump because this is technically an ABI break (symbol rename).
      b6d393d7
  4. 21 Mar, 2021 2 commits
    • Niklas Haas's avatar
      demos: build both glfw and sdl · 10913533
      Niklas Haas authored
      Apparently GLFW has a habit of not working on Wayland, because they
      hard-code the platform at compile time. Might as well just provide all
      four variants, who really cares about a few extra binaries?
      
      The proper solution would be to make loading the windowing system
      dynamic at runtime, but that probably requires handling command line
      arguments and I can't really be bothered.
      
      Also suppress a warning in the sdl code by rewriting it slightly.
      10913533
    • Niklas Haas's avatar
      dither: suppress warning with NDEBUG · 8e535ed2
      Niklas Haas authored
      8e535ed2
  5. 18 Mar, 2021 2 commits
  6. 17 Mar, 2021 1 commit
    • Niklas Haas's avatar
      demos: refactor components and integrate into build system · c6f9fb97
      Niklas Haas authored
      Major refactor of the demos/ directory, accomplishing a number of goals:
      
      1. Allowing easy switching between OpenGL and Vulkan variants.
      2. Supporting both GLFW and SDL2, chosen at compile time. The window
         management itself was made entirely modular for this purpose.
      3. Refactor all of the demo programs atop these new abstractions.
      4. Building them correctly and automatically (via meson).
      
      I also plan on factoring out the nuklear code to its own helper, but I
      avoided making that part of the same commit to prevent it from blowing
      up any further.
      c6f9fb97
  7. 16 Mar, 2021 1 commit
  8. 12 Mar, 2021 1 commit
    • Niklas Haas's avatar
      renderer: fix memory leak · 2d2aafff
      Niklas Haas authored
      Introduced by 8ef0f369, the `psh` plane shader needs to be aborted
      even on a successful subpass merge.
      
      Maybe this API should be redesigned. Oh well.
      
      Fixes #130
      2d2aafff
  9. 11 Mar, 2021 1 commit
  10. 09 Mar, 2021 9 commits
  11. 07 Mar, 2021 1 commit
  12. 03 Mar, 2021 7 commits
    • Niklas Haas's avatar
      ci: reorganize CI jobs · 5b0ef42d
      Niklas Haas authored
      - don't execute llvmpipe jobs if compiling fails
      - don't execute *san jobs if test-gpu fails
      - rename everything to make it clearer what's being tested
      5b0ef42d
    • Niklas Haas's avatar
      tests: fix/improve REQUIRE() failure output · a5a2b35d
      Niklas Haas authored
      Missing newline, also make it more easily searchable
      a5a2b35d
    • Niklas Haas's avatar
      demos: add nuklear UI example · da42e00d
      Niklas Haas authored
      Mostly a shitty proof concept, but it runs.
      
      I plan on expanding this demo in the future, but for now it works as a
      sufficient stand-alone example, so I want to get it merged.
      da42e00d
    • Niklas Haas's avatar
      dispatch: add support for dispatching custom vertices · df960521
      Niklas Haas authored
      This is actually easier accomplished than expected. Hugely useful for
      the `nuklear` demo I'm working on, and in theory also allows stuff like
      VR integration using custom vertices, although it does prevent the use
      of e.g. sampling shader functions (though this can be mitigated by using
      the custom shader sampler signature stuff).
      
      Also builds off the previous commit by allowing vertex shaders to access
      _all_ shaders descriptors/variables, even though the vast majority of
      our vertex shaders don't care.
      
      As an aside, also expose a good blending mode to use for typical alpha
      blending. Didn't feel like making a separate ABI bump for this.
      df960521
    • Niklas Haas's avatar
      vulkan: allow vertex shaders to access descriptors / constants · 71a228dc
      Niklas Haas authored
      This doesn't really come with a performance penalty, and enabling them
      can be useful when using the pl_pass_run API directly, in which case
      vertex shaders might want to access descriptors or push constants.
      71a228dc
    • Niklas Haas's avatar
      gpu: add support for indexed draw calls · 2f49f699
      Niklas Haas authored
      This is needed for nuklear, in particular. Not really a huge hassle for
      us to support, so we might as well.
      
      This commit also adds support for `pl_pass_run_params.buf_offset` to
      both vulkan and opengl, which was previously completely forgotten.
      2f49f699
    • Niklas Haas's avatar
      demos: factor common GLFW code out of demos · 565a532b
      Niklas Haas authored
      This simplifies the demos to focus on their specific logic rather than
      the window creation boilerplate, and also allows me to expand the amount
      of demos without needing to re-duplicate this logic over and over again.
      565a532b