[vlc-devel] [PATCH 2/8] libvlc: add rendering callbacks for D3D11 and D3D9

Thomas Guillem thomas at gllm.fr
Tue May 7 12:58:48 CEST 2019


On Tue, May 7, 2019, at 12:04, Rémi Denis-Courmont wrote:
> No there should not be one API. We already went through this a few months ago. They have too different callback sets.

You *don't* want one API. I would prefer only having one API for D3D and OpenGL. I think we should vote on this.

> 
> 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.vlc-devel mailing list
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> 
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