-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 Reimar Döffinger wrote:
On Mon, Nov 24, 2008 at 11:31:21PM +0000, Jim Hauxwell wrote:
2) uses a L8A8 texture for the osd, so is correctly alphablended. note that even the gl driver has to map the inverted alpha value using software memory copy (line ~551 in vo_gl.c). It should be possible to come up with a better way to do this.
I don't think so. Also + if(srca[x]){ + dst[x]=(~srca[x] << 8) | src[x]; + } Why ~srca[x]? I think it should be -srca[x] (a quicker way of writing ~srca[x]+1).
No, I wrote what I wrote, - -srca[i] gives the incorrect answer. If you take the value 0x0 then this gets transformed to 0x0 and not 0xFF which is the correct result. This is a bug in vo_gl.c, not my code. If you need a small test then I'll knock up the four or so lines to prove it.
Please be aware that although the code may use a glTexSubImage2D() for upload the chances are this is SW in the driver. It will use less memory bandwidth than the gl version as the gl version has no alpha test to reduce GPU loads from the framebuffer and its a two pass version.
I never really optimized the OSD-update for speed, never seemed relevant even at fullscreen resolution (at least not compared to the font rendering). But, I can say that back when I tested it, it seemed that NVidia could directly use L8 and A8 textures while it looked like L8A8 was converted in software before transfer (it caused noticeably higher CPU load). That was on an ancient TNT2 though... Note that for blending that matches the other vos, one of your blend settings should be D3DBLEND_ONE (the one that applies to the OSD texture).
Again, this is not a bug in my patch. The others vos (well gl anyway) uses a two pass blend, mine is a single pass, so this is the correct blending.
Greetings, Reimar Döffinger _______________________________________________ MPlayer-dev-eng mailing list MPlayer-dev-eng@mplayerhq.hu https://lists.mplayerhq.hu/mailman/listinfo/mplayer-dev-eng
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