On Nov 22, 2007 1:54 PM, Matthew Allum <[EMAIL PROTECTED]> wrote:

> My initial thought is simply proto it as a standalone special YUV
> texture actor and modify the sink to also use this. I dunno, but I think
> with Cogl/ClutterTexture's current state its going to be quite hard to
> push all the above high end functionality in with fallbacks for lower
> end cards / GL ES (1.1 at least). I may of course be wrong and am of
> course open to a patch :)

Make sense to me. I guess the custom actor can be then implemented in
clutter-gst. I'm not so much interested in fallbacks at the moment (my
gut feeling is that the fallback will be way slower than software RGB
-> YUV anyways). The fallback will be handled anyways in the
ClutterGstVideoSink -- if the hardware doesn't have the necessary
capabilities (or if the video comes in a YUV format that's not
supported by the shader implementation) the gst pipeline will do the
software conversion.

Will try to work on this.

> Also note Pippin has been working on a general shader infrastructure for
> clutter which obviously would have an effect on this. Pippin - do you
> want to get this stuff up in svn/git in a branch ?

I've seen a bug report in the bugzilla regarding this. I agree that
the hardest part with the shader support is handling the parameter
changes/animation.


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MDK
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