[MPlayer-dev-eng] [PATCH] EOSD efficiency improvements
Grigori Goronzy
greg at chown.ath.cx
Fri Mar 6 13:24:23 CET 2009
Reimar Döffinger wrote:
> You should not compare it with the old code but with the OpenGL code.
> I consider the OpenGL code quite simple and the worst case is that it
> uses up an additional 0.5 MB of video RAM.
> Whereas for your code, if I read it right, the worst case would be bitmaps
> alternating between 1 pixels wide and 257 pixels high and 1 pixel high
> and 511 pixels wide, which would allocate almost 1024 times as much
> video RAM as necessary.
Yes, that's pretty much the pathological case I had in mind, too.
> Of course you can extend your code to handle those cases better, but the
> question to me is if all that code is justifiable by the speed
> advantages over a more simple approach like in vo_gl - I _assumed_ it
> isn't, I do not know for sure though I admit.
What I don't like about vo_gl's current algorithm is that it doesn't
perform well with lots of small bitmaps after the textures for small
bitmaps fill up. This should be easy to fix though, by allocating
another set of such textures (and there shouldn't be any pathological
cases).
Grigori
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