On Wed, Apr 8, 2009 at 21:43, Corbin Simpson <mostawesomed...@gmail.com> wrote:
> Brian Paul wrote:
>> Denis Martinez wrote:
>>> Hi!
>>>
>>> I'm a GSoC student interested in the Gallium subjects
>>> which are about the implementation of VDPAU and OpenGL 3.0.
>>>
>>> I would like to start learning Gallium3D, so my question is:
>>> Do you have any useful learning resources to recommend as a starting point?
>>> Also I'm thinking about hacking on Gallium, something not too difficult,
>>> in order to get started.
>>> I'm already familiar with C, Xorg, git, compiling/installing, but still
>>> have a lot to learn about OpenGL.
>>
>> Hi Denis,
>>
>> I'm not too familiar with the VDPAU stuff so maybe someone else can
>> comment on that.
>
> marcheu, ymanton, and I were talking about this a bit ago. Essentially,
> we have a state tracker/winsys combo called g3dvl (Gallium3D Video
> Layer) which can be used for XvMC. VDPAU support would require beefing
> this layer up to the point of being able to decode h.264, Theora, etc.
> in a big pipeline, and then writing the glue code to connect with the
> actual VDPAU interface.
>

Yes, as Corbin said, the plan is two-fold:
- first, bring g3dvl up to h.264 levels. Some things are "small" and
can be adapted from MPEG2 (new quantifying schemes and new block sizes
for motion vectors, new idct...) and some others are bigger
(supporting multiple reference frames, CABAC decoding, but that one
has to be done on the CPU anyway, unless you come up with a genius
idea to do it on the GPU). I would say you "simply" have to go one
feature at a time until you get mostly complete h.264 (let's be honest
here - no one implements the full h.264 standard today, heck 16
reference frames of 1080p is using up 64Mb of vram in YV12 format
already so not all cards can !).
- then add support for an API that actually exposes that new
functionality. VDPAU is probably our best candidate (short of creating
our own API, which is a no-no for standardization reasons).

Stephane

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