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OSD tends not to update for a short period of time after a pause. #8172
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Related osd rendering issue at #8107 |
You didn't provide a log as the template requested, so it's hard to tell, but by default the OSC mouse-movement-detection-area is the bottom half of the screen, and in your animated gif the OSC seems to show up exactly when the mouse goes to the bottom half of the window. Next time, please follow the issue template even if you think it's not required. It's required at the template exactly because many people think, wrongly, that it's not required. |
closing this for now. if the issue still persists please open a new issue with all the info we ask for. |
This is still reproducible by me with mpv-master, at least on Windows. Doesn't happen in idle (when the the "Drop files or URLs..." message shows), but it does happen to me when a video is loaded. This issue has existed for a while on Windows, but I wasn't aware it's reproducible on linux too. We suspect some race condition, but it hasn't been pinpointed so far. |
some extra info. i wasn't able to reproduce this issue on macOS. |
seems like the script from this comment #8155 (comment) worked around the issue. it might be an indication for the source of the problem. |
The script, or anything which updates the OSD in any way makes it show. mpv does take the string, but simply doesn't display it right away, but does display it once anything changes at the OSD - like a script which adds a new overlay few ms later (like moving the mouse which shows the OSC - and now the earlier pause OSD message finally shows up too). That's probably because OSD updates are throttled differently when pauses/playing, and also in sync with the video frames, and changing the OSD output at exactly the same time as toggling pause seem to hit some race condition. |
If you pause or resume the video too quickly, either by clicking the pause/play button or through keypress, the OSC does not update itself immediately. This workaround adds a small delay after pausing so that the OSC can update itself promptly. Original commit from: cyl0/ModernX@8cd17a3 Code taken from here: mpv-player/mpv#8155 (comment) Related issues: mpv-player/mpv#8172 mpv-player/mpv#8350
This manifested most frequently as a bug where the OSD fails to update after pausing or single-stepping forwards (issues mpv-player#8172, mpv-player#8350). In `render_frame`, the vo thread takes the lock once before rendering the frame, and once after. The lock is relinquished whilst the frame is actually rendering. The redraw_request flag was being cleared whilst holding the lock *after* the video frame has been rendered; however this frame was rendered according to the request fetched whilst holding the lock the first time. If the OSD was updated during the rendering of this frame, the redraw request is cleared once the frame finishes rendering even though the updated OSD is not included in the rendered frame.
This manifested most frequently as a bug where the OSD fails to update after pausing or single-stepping forwards (issues mpv-player#8172, mpv-player#8350). In `render_frame`, the vo thread takes the lock once before rendering the frame, and once after. The lock is relinquished whilst the frame is actually rendering. The `redraw_request` flag was being cleared whilst holding the lock *after* the video frame has been rendered; however this frame was rendered according to the request fetched whilst holding the lock the first time. If the OSD was updated during the rendering of this frame, the redraw request is cleared once the frame finishes rendering even though the updated OSD is not included in the rendered frame. This patch fixes the race condition by clearing the `redraw_request` flag *before* the video frame rendering starts. That way, a redraw request that comes in during frame rendering will not be cleared without another call to `render_frame` or `do_redraw`.
This manifested most frequently as a bug where the OSD fails to update after pausing or single-stepping forwards (issues mpv-player#8172, mpv-player#8350). In `render_frame`, the vo thread takes the lock once before rendering the frame, and once after. The lock is relinquished whilst the frame is actually rendering. The `redraw_request` flag was being cleared whilst holding the lock *after* the video frame has been rendered; however this frame was rendered according to the request fetched whilst holding the lock the first time. If the OSD was updated during the rendering of this frame, the redraw request is cleared once the frame finishes rendering even though the updated OSD is not included in the rendered frame. This patch fixes the race condition by clearing the `redraw_request` flag *before* the video frame rendering starts. That way, a redraw request that comes in during frame rendering will not be cleared without another call to `render_frame` or `do_redraw`. However, we need to ensure that if the frame is dropped, we set `redraw_request` again if it was previously set. See the newly added comment in the code.
This manifested most frequently as a bug where the OSD fails to update after pausing or single-stepping forwards (issues mpv-player#8172, mpv-player#8350). In `render_frame`, the vo thread takes the lock once before rendering the frame, and once after. The lock is relinquished whilst the frame is actually rendering. The `redraw_request` flag was being cleared whilst holding the lock *after* the video frame has been rendered; however this frame was rendered according to the request fetched whilst holding the lock the first time. If the OSD was updated during the rendering of this frame, the redraw request is cleared once the frame finishes rendering even though the updated OSD is not included in the rendered frame. This patch fixes the race condition by clearing the `redraw_request` flag *before* the video frame rendering starts. That way, a redraw request that comes in during frame rendering will not be cleared without another call to `render_frame` or `do_redraw`. However, we need to ensure that if the frame is dropped, we set `redraw_request` again if it was previously set. See the newly added comment in the code.
This manifested most frequently as a bug where the OSD fails to update after pausing or single-stepping forwards (issues mpv-player#8172, mpv-player#8350). In `render_frame`, the vo thread takes the lock once before rendering the frame, and once after. The lock is relinquished whilst the frame is actually rendering. The `redraw_request` flag was being cleared whilst holding the lock *after* the video frame has been rendered; however this frame was rendered according to the request fetched whilst holding the lock the first time. If the OSD was updated during the rendering of this frame, the redraw request is cleared once the frame finishes rendering even though the updated OSD is not included in the rendered frame. This patch fixes the race condition by clearing the `redraw_request` flag *before* the video frame rendering starts. That way, a redraw request that comes in during frame rendering will not be cleared without another call to `render_frame` or `do_redraw`. However, we need to ensure that if the frame is dropped, we set `redraw_request` again if it was previously set. See the newly added comment in the code.
This manifested most frequently as a bug where the OSD fails to update after pausing or single-stepping forwards (issues mpv-player#8172, mpv-player#8350). In `render_frame`, the vo thread takes the lock once before rendering the frame, and once after. The lock is relinquished whilst the frame is actually rendering. The redraw_request flag was being cleared whilst holding the lock *after* the video frame has been rendered; however this frame was rendered according to the request fetched whilst holding the lock the first time. If the OSD was updated during the rendering of this frame, the redraw request is cleared once the frame finishes rendering even though the updated OSD is not included in the rendered frame.
Just to throw some potential weirdness on this one, I can reproduce the issue in wayland but not in x11. Nothing springs to mind why that would happen. |
There is a very subtle race in vo that can manifest itself on pause events. In the renderloop, render_frame, unsurprisingly, does the heavy lifting of actually queuing up and flipping the frames. This is called during normal playback. Sometimes various parts of the player can make a redraw request which will latter trigger another render of the frame later down in the loop (do_redraw). Because these requests can happen at essentially anytime, sometimes the redraw request will happen *before* do_redraw and it'll be caught in render_frame. When this happens, the existing render_frame run works perfectly fine as a redraw so it clears out the request which is sensible. Normally this is all locked of course, but there's one catch. render_frame has to unlock itself when propagating down into specific VOs/backends. That's what causes this bug. While render_frame is unlocked, other parts of the player can send redraw requests which will cause in->request_redraw to become true. The logic in the code always clears out this parameter after a successful render, but this isn't correct. When in->request_become becomes true in the middle of render_frame, there needs to be one more draw afterwards to reflect whatever actually changed (usually the OSD). Instead, this gets simply discarded. If you rapidly spam pause while rendering things to the OSD at the same time, it's possible to for the last render to behind a frame and appear as if your osd event was ignored. Once you realize what is happening, the fix is quite simple. Just store the initial value of in->request_redraw before the unlock step. After we do the render step and unlock again, only set in->request_redraw to false if there was an initial redraw request. We just finished doing a redraw, so it is safe to clear. Otherwise, leave in->request_redraw alone. If it is initially false, then it will still be false and nothing changes. However if it updated to true in the middle of the rendering, this value is now preserved so we can go and call do_redraw later and show what that last frame was meant to be when you pause. One unfortunate thing about this design is that it is technically possible for other internal things in vo to update during that unlocked period. Hopefully, that doesn't actually happen and only redraw requests work like this. Fixes mpv-player#8172 and mpv-player#9735.
There is a very subtle race in vo that can manifest itself on pause events. In the renderloop, render_frame, unsurprisingly, does the heavy lifting of actually queuing up and flipping the frames. This is called during normal playback. Sometimes various parts of the player can make a redraw request which will latter trigger another render of the frame later down in the loop (do_redraw). Because these requests can happen at essentially anytime, sometimes the redraw request will happen *before* do_redraw and it'll be caught in render_frame. When this happens, the existing render_frame run works perfectly fine as a redraw so it clears out the request which is sensible. Normally this is all locked of course, but there's one catch. render_frame has to unlock itself when propagating down into specific VOs/backends. That's what causes this bug. While render_frame is unlocked, other parts of the player can send redraw requests which will cause in->request_redraw to become true. The logic in the code always clears out this parameter after a successful render, but this isn't correct. When in->request_become becomes true in the middle of render_frame, there needs to be one more draw afterwards to reflect whatever actually changed (usually the OSD). Instead, this gets simply discarded. If you rapidly spam pause while rendering things to the OSD at the same time, it's possible to for the last render to behind a frame and appear as if your osd event was ignored. Once you realize what is happening, the fix is quite simple. Just store the initial value of in->request_redraw before the unlock step. After we do the render step and unlock again, only set in->request_redraw to false if there was an initial redraw request. We just finished doing a redraw, so it is safe to clear. Otherwise, leave in->request_redraw alone. If it is initially false, then it will still be false and nothing changes. However if it updated to true in the middle of the rendering, this value is now preserved so we can go and call do_redraw later and show what that last frame was meant to be when you pause. One unfortunate thing about this design is that it is technically possible for other internal things in vo to update during that unlocked period. Hopefully, that doesn't actually happen and only redraw requests work like this. Fixes mpv-player#8172 and mpv-player#8350.
There is a very subtle race in vo that can manifest itself on pause events. In the renderloop, render_frame, unsurprisingly, does the heavy lifting of actually queuing up and flipping the frames. This is called during normal playback. Sometimes various parts of the player can make a redraw request which will latter trigger another render of the frame later down in the loop (do_redraw). Because these requests can happen at essentially anytime, sometimes the redraw request will happen *before* do_redraw and it'll be caught in render_frame. When this happens, the existing render_frame run works perfectly fine as a redraw so it clears out the request which is sensible. Normally this is all locked of course, but there's one catch. render_frame has to unlock itself when propagating down into specific VOs/backends. That's what causes this bug. While render_frame is unlocked, other parts of the player can send redraw requests which will cause in->request_redraw to become true. The logic in the code always clears out this parameter after a successful render, but this isn't correct. When in->request_become becomes true in the middle of render_frame, there needs to be one more draw afterwards to reflect whatever actually changed (usually the OSD). Instead, this gets simply discarded. If you rapidly spam pause while rendering things to the OSD at the same time, it's possible to for the last render to be behind a frame and appear as if your osd event was ignored. Once you realize what is happening, the fix is quite simple. Just store the initial value of in->request_redraw before the unlock step. After we do the render step and unlock again, only set in->request_redraw to false if there was an initial redraw request. We just finished doing a redraw, so it is safe to clear. Otherwise, leave in->request_redraw alone. If it is initially false, then it will still be false and nothing changes. However if it updated to true in the middle of the rendering, this value is now preserved so we can go and call do_redraw later and show what that last frame was meant to be when you pause. One unfortunate thing about this design is that it is technically possible for other internal things in vo to update during that unlocked period. Hopefully, that doesn't actually happen and only redraw requests work like this. Fixes mpv-player#8172 and mpv-player#8350.
There is a very subtle race in vo that can manifest itself on pause events. In the renderloop, render_frame, unsurprisingly, does the heavy lifting of actually queuing up and flipping the frames. This is called during normal playback. Sometimes various parts of the player can make a redraw request which will latter trigger another render of the frame later down in the loop (do_redraw). Because these requests can happen at essentially anytime, sometimes the redraw request will happen *before* do_redraw and it'll be caught in render_frame. When this happens, the existing render_frame run works perfectly fine as a redraw so it clears out the request which is sensible. Normally this is all locked of course, but there's one catch. render_frame has to unlock itself when propagating down into specific VOs/backends. That's what causes this bug. While render_frame is unlocked, other parts of the player can send redraw requests which will cause in->request_redraw to become true. The logic in the code always clears out this parameter after a successful render, but this isn't correct. When in->request_become becomes true in the middle of render_frame, there needs to be one more draw afterwards to reflect whatever actually changed (usually the OSD). Instead, this gets simply discarded. If you rapidly spam pause while rendering things to the OSD at the same time, it's possible to for the last render to be behind a frame and appear as if your osd event was ignored. Once you realize what is happening, the fix is quite simple. Just store the initial value of in->request_redraw before the unlock step. After we do the render step and unlock again, only set in->request_redraw to false if there was an initial redraw request. We just finished doing a redraw, so it is safe to clear. Otherwise, leave in->request_redraw alone. If it is initially false, then it will still be false and nothing changes. However if it updated to true in the middle of the rendering, this value is now preserved so we can go and call do_redraw later and show what that last frame was meant to be when you pause. One unfortunate thing about this design is that it is technically possible for other internal things in vo to update during that unlocked period. Hopefully, that doesn't actually happen and only redraw requests work like this. Fixes #8172 and #8350.
Reproduction steps
When you add osd-msg for the Pause key in input.conf, e.g.:
SPACE osd-msg cycle pause
OSD tends not to update for a short period of time after a pause.
The osd-msg will show when you drag the mouse and the bottom control panel will appear. (see gif)
The issue was found here #8155
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