Hi,
Le 23 avr. 09 à 19:14, Rusty Lynch a écrit :
Caveat:
Again, just like with helix, we would still need texture-from-pixmap
support and support for passing in a pixmap to libva. Without this
then
we would have to use the libva method to copy the data out of the
hardware and then write that into the 2d texture. I don't know how
much
of a performance impact that will have.
It's huge. I experimented with vaGetImge() for Flash HD (H.264
encoded) video playback in Gnash. A single vaGetImage() completes in
approx. 19 ms for 720x576 clips (~60+ ms for 1080p). Besides, Flash
requires RGB24 pixels data. It should be possible to composite the
other way around, that is write a real VA backend and merge other
Flash elements through vaPutImage() or Subpictures? That sounds much
less trivial though (I am currently not familiar enough with Gnash
code).
TFP is the only sane route for OpenGL rendering, unless you implement
a specific backend/hook for it. e.g. a vaPutSurfaceGL() which takes a
GL texture id as argument instead, and a vaGetDisplayGL() with a
Display* and a GLXContext for example.
Regards,
Gwenole.
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