On Tuesday 12 September 2006 22:32, Timothy Miller wrote:
>
> So YUYV isn't the format.  It's an encoding that we could accept. 
> For all we care, it could be YYUV.  Or UVUV, where Y comes later.  In
> the latter case, you send |X|/4 UVUV 32-bit words.  That's |X|/2
> encodings of U and V together, and they apply to pairs of scanlines. 
> Later, when you send the Y's (one for each pixel), the GPU knows
> where to go to fetch the U and V values sent earlier.
>
> One way to handle this is to use the texture unit.  You're going to
> fill a rectangle with pixels.  First, you upload all of the U and V
> values to a texture.  When you're doing that, the GPU is implicitly
> storing UVuv words as pairs of words, XXUV and XXuv.  What you create
> is a 1/4 scale (1/2 x 1/2) image that has U values stored in G and V
> values stored in B.

<more detail removed>

Timothy, did you read my post from Saturday? I proposed something very 
similar, but using the VGA nanocontroller to do the YUV->RGB 
conversion. It's there anyway, already contains all the addressing 
logic, and there's a remarkable conceptual similarity between 
converting VGA text surfaces into RGB and converting YUV surfaces into 
RGB.

It was a rather long post and there were no replies, but I still think 
it's an interesting idea and I would like some opinions from you all...

Lourens

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