Linked by lemur2 on Wed 18th May 2011 13:58 UTC
Linux Efforts to implement NVIDIA's Video Decode and Presentation API for Unix (VDPAU) on the open source Radeon Gallium3D drivers (for AMD/ATI chipsets) are reportedly just beginning to work. Being Gallium3D-based means this new VDPAU state tracker is using GPU shaders and not the dedicated Unified Video Decoding (UVD) engine found on modern Radeon HD graphics processors, but using shaders is still a big performance win for HD video playback compared to pegging the CPU constantly. Also, MPEG-2 is the only codec known to work at this time. Once the basic state tracker functionality works, support for other video codecs, such as VP8 and H264, should be relatively easy to add.
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RE[2]: Nice work..
by Neolander on Thu 19th May 2011 13:50 UTC in reply to "RE: Nice work.."
Member since:

On the OS-software interface side, OpenGL and DirectX are standardized, with relatively infrequent changes.

Why couldn't this happen on the hardware-OS interface side ?

It's not as if GPU vendors innovate so much that they need new standards all the time anyway. From time to time we see a new feature like unified shaders or tesselation, but most of the time it's really just stacking more and more shaders on a single chip and making them run faster.

Edited 2011-05-19 13:50 UTC

Reply Parent Score: 3

RE[3]: Nice work..
by f0dder on Thu 19th May 2011 16:33 in reply to "RE[2]: Nice work.."
f0dder Member since:

Remember how slow the OpenGL consortium used to be?

That was for agreeing about software standard. Now care to wager how long it would take to get people to agree about hardware standards? We'd end with too little or too much, after taking way too long.

If you want to be able to support new tech, then we don't have a set-in-stone standard, and what good is it, then?

A minimalist interface, say modesetting and basic 2D acceleration + compositing would go a far way, and could probably done in UEFI. I don't believe in anything more than that.

I do wish hardware vendors would be more open and release specifications, but OTOH there's the whole point about R&D costs and patented tech that might even have been licensed from other companies.

Reply Parent Score: 1

RE[4]: Nice work..
by Kivada on Thu 19th May 2011 20:14 in reply to "RE[3]: Nice work.."
Kivada Member since:

They where "slow" just as much because of old school fixed function GPUs as they where because every company had to reinvent the wheel by coming up with their own proprietary method of doing the same thing that did nothing but case massive compatibility problems with accelerated apps and games back in the bad old days.

These days with unified shaders they can implement allot more features allot faster, hence the *.1 releases backporting new features to older GPUs that can still handle the new extensions.

Reply Parent Score: 2