Stefan Dösinger escribió:
Hi,
I am now thinking
about rewriting the video rendering with DirectDraw. It seems that
native quartz.dll uses DirectDraw, not GDI, to display video frames into
the output window.
DirectDraw sounds like the right way to implement quartz video output, but
performance wise I am concerned about the performance of our current
directdraw implementation. DirectDraw is implemented in software, on top of
gdi, so you end up with just one more abstraction layer in between. Our DDraw
code basically has the capability to use opengl for hardware acceleration,
but its far from complete.
One thing I am worried about is the pixel format of the surfaces. The
video data is 32bpp, but the output window uses my X config at 16bpp.
However, nowhere in the ddraw trace of native quartz I can find any
reference to a CreateSurface with 32bpp. It seems that native quartz
does the depth conversion itself. The question is this: if I create a 32
bpp surface (in order to lock it and write the 32 bpp frame data into
it), can I then blit it into a 16 bpp output window and somehow let
DirectDraw take care of the depth conversion? If so, can this be any
faster than writing the depth conversion myself?
You cannot create a 16 bit front buffer on a 32 bit desktop, except if you
switch to exclusive mode(and thus fullscreen). The really proper way to
handle this is to create an overlay surface in your video's input format and
overlay the primary(= the screen) with it. The issue with this is that wine
does not support overlay surfaces yet. There is an overlay implementation via
Xv in CodeWeaver's Picasa wine tree(downloadable at www.google.com). I was
about to integrate it into wine, but some problems with accessing Xv from
wined3d arised, and the overall idea was to wait for the wined3d using WGL
instead of GLX efforts, which somehow froze with the windowed GL rendering
problems.
The other idea would be to create a Direct3D device(with the back buffer
beeing automatically in desktop bit depth), + a few(dynamic) textures in the
video's format and size. Then upload the video into the textures and draw
quads on the back buffer, then flip. This way the opengl hardware does the
color conversion and filtering for you. The drawback is that you need
hardware acceleration.
Obviously, if you can use Direct3D, and Direct3D uses OpenGL, you could use
OpenGL directly, which saves you a not really cheap layer and gets you more
control over opengl. The advantage of using Direct3D would be that an Overlay
path and a Direct3D path could share some code, but I don't know how much.
Maybe I forgot to explain. My test application was run with
WINEDLLOVERRIDES=quartz=n in order to use the native quartz.dll . With
this, audio does not stutter. The explanation about the DirectDraw
implementation in Wine being based on top of GDI does not explain how
native quartz manages to play smoothly while builtin quartz stutters
*when both are run under Wine*. Maybe the real trick is that native
quartz does the 32bpp - 16 bpp conversion in a way that is faster than
the one made by StretchDIBits(). If this is correct, then I should
implement my own depth conversion as part of the rewrite and then use
DirectDraw to blit the resulting frame into the output. What do you think?
--
perl -e '$x=2.4;print sprintf(%.0f + %.0f = %.0f\n,$x,$x,$x+$x);'