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

Grigori Goronzy greg at chown.ath.cx
Fri Mar 6 12:38:39 CET 2009


Reimar Döffinger wrote:

> 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.
>

OK.
You're right in that there are pathological cases where the new
allocation strategy doesn't offer any benefits, or is even worse than
the old one, but usually it is a lot faster for VDPAU.

> 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.
>

Which would also be useful for vo_direct3d, possibly. I'll see what I
can come up with...

Grigori



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