Closed Funodav closed 1 year ago
This is a known issue. Fixing it requires either a lot of ugly work-arounds or a rewrite of the core shader system / video rendering logic. (I decided to go with the latter, but it's not done)
Actually, in this specific case it might be possible to work around the issue slightly more easily by allowing the automatic dumb mode fallback if, for that particular frame, no scaling is required.
--scaler-resizes-only
?
Or is that why bilinear is used?
You can use profiles as a workaround for the time being.
Any word on this being fixed? I noticed that if any type of scale (clean profile with only dscale for example) or shaders are applied it also sets scale to bilinear at native playback
From what I understand:
Any word on this being fixed? I noticed that if any type of scale (clean profile with only dscale for example) or shaders are applied it also sets scale to bilinear at native playback
Forgot to follow up on this. It's fixed with --vo=gpu-next
Good news, thanks!
Any word on this being fixed? I noticed that if any type of scale (clean profile with only dscale for example) or shaders are applied it also sets scale to bilinear at native playback
Forgot to follow up on this. It's fixed with
--vo=gpu-next
Is there any other option to fix this problem? Because with --vo=gpu-next
mpv won't start in my case.
mpv version and platform
mpv 0.28.0-432-gec625266c8 on Windows 10 using d3d11
Reproduction steps
Change the --scale filter to anything other than bilinear and play a video in native resolution
Expected behavior
mpv should not using scaling when both input and output are the same resolution, like when you set it to bilinear.
Actual behavior
mpv is using bilinear "for nothing" increasing gpu usage.
Gpu load
--scale=bilinear : 20% / native res. : 14%
--scale=spline36 : 32% / native res. : 21%
Log file
https://pastebin.com/m9AMsyLt