[vlc-devel] [PATCH 2/8] libvlc: add rendering callbacks for D3D11 and D3D9
Rémi Denis-Courmont
remi at remlab.net
Tue May 7 12:04:19 CEST 2019
No there should not be one API. We already went through this a few months ago. They have too different callback sets.
Le 7 mai 2019 09:43:47 GMT+03:00, Steve Lhomme <robux4 at ycbcr.xyz> a écrit :
>On 2019-05-06 16:33, Rémi Denis-Courmont wrote:
>> Le maanantaina 6. toukokuuta 2019, 16.01.31 EEST Steve Lhomme a écrit
>:
>>> ---
>>> include/vlc/libvlc_media_player.h | 144
>++++++++++++++++++++++++++++++
>>> include/vlc_vout_display.h | 8 +-
>>> lib/libvlc.sym | 1 +
>>> lib/media_player.c | 54 +++++++++++
>>> 4 files changed, 203 insertions(+), 4 deletions(-)
>> This is heavily coupled to DX. Identifiers should not be generic.
>
>It's on purpose, because in the end there should be one API covering
>OpenGL, D3D, Vulkan, Metal, etc. I mimicked the OpenGL callbacks on
>purpose because they are pretty much doing the same thing at the same
>time. Only the OpenGL "GetProcAddress" is specific to OpenGL.
>
>In the end they should be merged. The HDR10 Metadata should be passed
>to
>the host app duringOpenGL MakeCurrent(true) for example, so the host
>can
>pass it down/use it for tone mapping.
>
>I can rename the callbacks for now (the colorimetry structure should be
>
>shared already). But I think in the end it should be merged. And it
>should be done before the 4.0 libvlc is finalized because we want it to
>
>be stable in the future.
>
>Aside from that, I also think this architecture of rendering could also
>
>become a module type in VLC. Right now the D3D display modules are
>actually made of a part that renders to a texture (I'd call rendering
>engine) either a plain texture or a swapchain target, and a part that
>actually display the rendered texture on the screen (which is really
>what a display module should do). I think that's the same for OpenGL.
>This splitting could be reused for rendering using the GPU to do
>blending, colorimetry conversion, 360 projection, chroma conversion,
>resizing, etc. This can be used by the transcoder (especially when
>encoding in the GPU). That may be done in 5.0 it's not urgent.
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