| MDK_BUILD_INFO |
int |
2 |
0/1/2 |
print build info or not. 0: no print. 1: version info only. 2: version and build details |
| MDK_LOG |
int |
0 |
0/1 |
print log or not |
| MDK_CLOG |
int |
0 |
0/1 |
output log to defaul std::clog buffer |
| MDK_LOG_STATUS |
int |
1 |
0/1 |
print playback progress or not |
| VO_DROP |
float |
0 |
[0,1] |
frame drop rate on video output |
| ALSA_DEVICE |
int |
|
0/1 |
alsa device name |
| CUDA_DEVICE |
int |
|
>0 |
cuda device index |
| CUDA_STREAM |
int |
1 |
0/1 |
use cuda stream or not |
| CUDA_PBO |
int |
0 |
0/1 |
use pbo to interop cuda with gl |
| MMAL_EGLIMAGE_POOL |
int |
0 |
>0 |
use eglimage pool for mmal rendering |
| MMAL_GL_FORMAT |
string |
|
rgba,yuv420p |
pixel format of converted eglimage from mmal buffer |
| VAIMAGE_DERIVE |
int |
1 |
0/1 |
use vaapi derived image if map to host memory |
| VAIMAGE_FORMAT |
string |
|
|
select a pixel format to get vaapi surface data. derived image is disabled |
| VDPAU_GL |
string |
"video" for nv, "output" otherwise |
video,output,pixmap |
video: map video surface as semi-planar yuv texturesoutput: map output surface as an rgb texturepixmap: use pixmap as rgb texture, supports glx and egl |
| VAAPI_GL |
string |
depends on gl context |
x11/dri3/drm2/drm |
drm2: default for egl + libav2.1.0+drm: for egl+ legacy libavx11: for glx |
| VAAPI_VPP |
int |
0 |
0/1 |
1: convert to rgb surface then imported by EGL. usually not required, only for testing, because a surface will be converted automatically if can't be imported(EGL+desktop GL + external only formats) |
| GL_MAJOR |
int |
|
[2,4] |
major version of opengl context to create |
| GL_MINOR |
int |
|
[0,6] |
minor version of opengl context to create |
| GL_PROFILE |
string |
|
core/compat/no |
profile of opengl context to create |
| GL_ES |
int |
|
0/1 |
create OpenGL Desktop or ES |
| GL_EGL |
int |
|
1/0 |
prefer EGL or not |
| GL_DEBUG |
int |
|
1/0 |
enable debug message or not |
| EGL_LIB |
string |
|
|
force libEGL path |
| EGL_ANGLE |
string |
d3d11 |
|
select ANGLE platform implementation to create an EGL context. can be d3d11, d3d11_fl9,d3d9, vulkan, opengl, opengles depends on the angle you use |
| EGL_SURFACELESS |
int |
1 |
1/0 |
use surfaceless context for an offscreen context and internal shared context |
| EGL_HDR_METADATA |
int |
1 |
1/0 |
enable hdr metadata pass through |
| GL_TONE_MAP |
int |
1 |
1/0 |
enable hdr tone map or not. can disable for hdr devices |
| GL_VAO |
int |
1 |
1/0 |
enable vao or not |
| GL_VBO |
int |
1 |
1/0 |
enable vbo or not |
| GL_PBO |
int |
0 |
1/0 |
enable pbo or not |
| GL_IMMUTABLE_TEX |
int |
0 |
1/0 |
enable immutable textures or not |
| GL_TEXTURE16_DEPTH |
int |
16 |
16/8 |
texel depth for 16bit images |
| GL_LEGACY |
int |
0 |
1/0 |
use legacy es2 textures for old devices |
| GL_YUV_SAMPLER |
int |
0 |
1/0 |
use GL_EXT_YUV_target when possible |
| DRM_CARD |
int |
0 |
>=0 |
drm device index |
| DRM_FORMAT_DETAIL |
int |
0 |
0/1 |
show drm format modifiers details |
| DISPMANX_ID |
int |
|
>=0 |
rpi dispmanx id to create a rendering surface |
| USE_METADATA_PRIMARIES |
int |
1 |
0/1 |
use frame level mastering metadata if available |
| GPU_TONE_MAP |
string |
2390 |
2390/hable |
hdr tone map curve |
| MIN_SEEK_FREQUENCY |
int |
1 |
0/1 |
enable frequently seek optimizations or not |
| KEY_FRAMES_ONLY |
int |
0 |
0/1 |
decode only key-frames or not |
| D3D_SYNC |
string |
fence |
fence,map,query,none |
d3d11 resource sync |
| D3D_TRACE |
int |
0 |
0/1 |
trace some d3d11/12 object life time and print logs |
| D3D11_GL |
string |
|
eglstream,eglpbuf,host |
rendering d3d11 textures via eglstream, eglpub etc. |
| D3D11_KMT |
int |
0 |
0/1 |
1: enable sync via kmt, also requires env var D3D11_ZERO_COPY=0 |
| GPU_OPTIMAL_UPLOAD |
int |
1 |
0/1 |
d3d11/12 only. optimize texture upload for UMA. value 2(d3d11 only) always enable optimal path, but result may be not expected |
| GPU_OPTIMAL_DOWNLOAD |
int |
1 |
0/1 |
d3d11/12 only. optimize texture download for UMA. value 2(d3d11 only) always enable optimal path, but result may be not expected |
| BUILD_SPV |
int |
0 |
0/1 |
1: always build shaders to spirv. by defaut prebuilt blobs are used |
| DRM_FORMAT_DETAIL |
int |
0 |
0/1 |
show modifiers details |