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