[MPlayer-dev-eng] [PATCH] EOSD efficiency improvements

Reimar Döffinger Reimar.Doeffinger at gmx.de
Fri Mar 6 12:16:54 CET 2009


On Thu, Feb 26, 2009 at 05:47:02AM +0100, Grigori Goronzy wrote:
> Here's an updated patch. The first one has a rather ugly bug: bitmaps 
> bigger than EOSD_SURFACE_SIZE * EOSD_SURFACE_SIZE px are treated 
> incorrectly (clipped, plus a new surface is allocated every time).
> For such bitmaps, now a surface with POW size is allocated.

Sorry I just have no real time to look at it. The issue I have with that
kind of "complex" algorithms is that they usually are implemented in a
way that has pathological case where it would become completely unusable
while only providing a marginal speedup over simpler algorithms.
Which is the reason for the algorithm in vo_gl.
Of course I do not like it that with this code we would have two
different allocation algorithms, but it is impossible to freely choose
between them.
Or in short: without very good reasons why it would be too hard, there
should only be a single code for this allocation algorithm and both gl
and vdpau should use it.



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