>-----Original Message-----
>From: Stephane Marchesin [mailto:marche...@icps.u-strasbg.fr]
>Sent: 2009年4月9日 4:46
>To: Corbin Simpson
>Cc: Denis Martinez; mesa3d-dev@lists.sourceforge.net
>Subject: Re: [Mesa3d-dev] Google Summer of Code
>
>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).

Hi,
        What kind of GPU shading language are you using for mc and idct?

Thanks
Zou Nan hai

>
>Stephane
>
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