Re: [SPAM] Re: Seeking advice for rewrite of dlls/quartz/videorenderer.c using DirectDraw

2007-06-13 Thread Stefan Dösinger

 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*.
Yes, I understood that part in your first mail. My point was that while the 
implementation of native quartz MAY be more efficient, using DirectDraw in 
Wine is not faster than using GDI directly per se. That doesn't mean that 
native can't be faster than builtin, but that would be because of a better 
implementation, not because it uses 2D ddraw. Direct3D, on the other hand, 
would be hw accelerated, and thus faster. Sorry that I didn't make this 
clear.




Re: [SPAM] Re: Seeking advice for rewrite of dlls/quartz/videorenderer.c using DirectDraw

2007-06-12 Thread Alex Villací­s Lasso

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);'





Re: [SPAM] Re: Seeking advice for rewrite of dlls/quartz/videorenderer.c using DirectDraw

2007-06-12 Thread Chris Robinson
On Tuesday 12 June 2007 04:36:52 pm Alex Villací­s Lasso wrote:
 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*.

Because built-in quartz uses GDI, which is slow as fsck. Native I'm quite sure 
uses D3D, which in Wine will go through OpenGL and still be accelerated. 
OpenGL will do stretching and color conversions in hardware so it's not so 
slow.