>-----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 > >--------------------------------------------------------------------------- >--- >This SF.net email is sponsored by: >High Quality Requirements in a Collaborative Environment. >Download a free trial of Rational Requirements Composer Now! >http://p.sf.net/sfu/www-ibm-com >_______________________________________________ >Mesa3d-dev mailing list >Mesa3d-dev@lists.sourceforge.net >https://lists.sourceforge.net/lists/listinfo/mesa3d-dev ------------------------------------------------------------------------------ This SF.net email is sponsored by: High Quality Requirements in a Collaborative Environment. Download a free trial of Rational Requirements Composer Now! http://p.sf.net/sfu/www-ibm-com _______________________________________________ Mesa3d-dev mailing list Mesa3d-dev@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/mesa3d-dev