[vlc-devel] [PATCH 2/8] libvlc: add rendering callbacks for D3D11 and D3D9
remi at remlab.net
Tue May 7 14:00:24 CEST 2019
No. You want one API, in spite of earlier discussions.
Le 7 mai 2019 13:58:48 GMT+03:00, Thomas Guillem <thomas at gllm.fr> a écrit :
>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
>>> On 2019-05-06 16:33, Rémi Denis-Courmont wrote:
>>>> Le maanantaina 6. toukokuuta 2019, 16.01.31 EEST Steve Lhomme a
>>>>> 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
>>> time. Only the OpenGL "GetProcAddress" is specific to OpenGL.
>>> In the end they should be merged. The HDR10 Metadata should be
>>> the host app duringOpenGL MakeCurrent(true) for example, so the host
>>> pass it down/use it for tone mapping.
>>> I can rename the callbacks for now (the colorimetry structure should
>>> 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
>>> be stable in the future.
>>> Aside from that, I also think this architecture of rendering could
>>> 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
>>> engine) either a plain texture or a swapchain target, and a part
>>> actually display the rendered texture on the screen (which is really
>>> what a display module should do). I think that's the same for
>>> 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
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