[MPlayer-dev-eng] [PATCH]: reduce vsync wait in VDPAU

Stephen Warren swarren at nvidia.com
Wed Feb 25 21:08:43 CET 2009


Uoti Urpala wrote:
> 
> On Wed, 2009-02-25 at 11:09 +0100, Dan Oscarsson wrote:
> > In vdpau, the draw routine wait for an output surface to be idle. With
> > just two output surfaces, vdpau will have one displayed and one waiting
> > to be displayed. At next vsync, the displayed get idle and can be
> > reused, and the waiting one gets displayed.
> 
> This doesn't match what I see with vo_vdpau (using driver version
> 180.22). Playing with "-vo vdpau -benchmark -nosound" I get higher
> framerates than monitor refresh rate (with both hardware and software
> decoding).

NVIDIA's VDPAU implementation has two code-paths for presentation; one uses
the overlay HW and is sync'd to VSYNC. The other using blitting and is not
currently sync'd to VSYNC (this is a bug which we hope to fix in the future).
This probably explains why you're seeing different results.

The details regarding which path gets used when are included in the VDPAU
section of the README shipped with the driver.

-- 
nvpublic




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