Tuesday, June 24th, 2014, 00:00 UTC | ||
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[03:17:46] | MythBuild: | build #792 of master-win8-msvc-2010–32bit is complete: Failure [4failed Configure and Build] Build details are at http://code.mythtv.org/buildbot/builders/mast . . . t/builds/792 blamelist: David Blain <dblain@mythtv.org > |
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[08:16:45] | stuarta: | morning all |
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[12:28:18] | jya: | stuartm: do you have any knowledge of the openglvideo.cpp file ? |
[12:28:47] | stuartm: | none at all, sorry |
[12:29:05] | jya: | looking at line 999: you see there it does SetViewPort with "masterViewPortSize" , which is always set to 1920x1080 |
[12:29:23] | jya: | on my laptop, that cause the PiP to be completely outside the viewing window obviously |
[12:29:32] | stuartm: | although I've occassionally touched the opengl painters, the video stuff was all Mark, Daniel and others |
[12:29:39] | jya: | Any ideas what a "SetViewPort" would do? |
[12:30:31] | jya: | ok... is see what a viewport is in the opengl vocabulary |
[12:30:46] | jya: | why would you ever want to assume it's 1920x1080 though |
[12:34:03] | jya: | well, removing that line, PiP works fine with my intel driver now |
[12:36:16] | stuartm: | viewport comes up a fair bit in graphics, even html/css, it usually denotes the area of the screen or widget basically, the viewable area of a canvas although the canvas/texture itself may be larger – I would guess in this instance that since the maximum video size is 1920x1080 that someone decided to use that as the basis for a co-ordinate system and maybe the output texture size? when offsetting the pip video against the mask but since I don't |
[12:36:18] | stuartm: | know the exact implementation details I can't really be helpful |
[12:36:45] | stuartm: | no hints in the commit which added that line? |
[12:37:11] | jya: | now need to find a way to get OpenGL to natively display NV12 frame, and we'll have all the bricks required to work on a pi. The OMX decoder returns a NV12 frame, and there's no way we could convert that back to what we can display and have enough time to do something else |
[12:37:41] | stuartm: | Mark was at one time working on Picture By Picture, it may even be connected to that |
[12:38:17] | jya: | picture by picture ? |
[12:38:19] | jya: | what's that? |
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[12:39:38] | stuartm: | jya: where instead of having a smaller video within the main video, the two videos are of equal size with each using half the screen |
[12:39:51] | stuartm: | https://www.opengl.org/discussion_boards/show . . . -with-OpenGL << Suggests using shaders |
[12:40:18] | jya: | stuartm was going to use XBMC code, internally they use NV12 instead... |
[12:41:43] | jya: | doing so on the CPU, even with SSE accelerated code, it's still pretty slow to deinterleave the data |
[12:41:58] | jya: | using C on my laptop is 600 times slower than via SSE |
[12:42:36] | jya: | and even my i7–4650 1.7GHz becomes unable to play a 1080P video where the frames are NV12 (the default with VAAPI) |
[12:44:00] | jya: | right now, even the conversion from YV12 -> RGB appears to be made in software. It's done via FFmpeg using SSE accelerated code, but it's not gonna help on a PI |
[12:48:17] | jya: | the 1920x1080 viewport was introduced in this commit by danielk: https://github.com/MythTV/mythtv/commit/aaf6f . . . 19d97dd687cb |
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[12:50:22] | stuartm: | http://stackoverflow.com/questions/7901519/ho . . . gb-to-yuv420 |
[12:50:37] | stuartm: | except that's the wrong way around |
[12:51:40] | stuartm: | http://visionexperts.blogspot.co.uk/2009/06/h . . . 0-video.html |
[12:52:42] | stuartm: | no actual code examples, but an explanation of how they did it using a shader – speed up from 8ms per frame to 1.4ms per frame over software |
[12:54:09] | jya: | they use shaders in xbmc.. will see how they are doing it |
[12:54:26] | jya: | they say that they went from 8ms per frame to 0.8ms per frame |
[12:54:52] | jya: | we've been talking about the NV12 frame copy and how fast they can do it using USWC memory |
[12:57:03] | dekarl: | https://github.com/xbmc/xbmc/blob/master/xbmc . . . GBShader.cpp and https://github.com/xbmc/xbmc/tree/master/system/shaders might be useful to extend https://github.com/MythTV/mythtv/blob/master/ . . . nglvideo.cpp |
[13:09:01] | jya: | cool, I've found why frames where width != pitches weren't displayed properly with openGL... there's no account for pitches at all |
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[13:11:39] | jya: | if we can get all that work done via the video card, will significantly reduce the CPU% to play our video |
[13:11:58] | jya: | the YUV->RGB conversion is done for every frame. |
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[17:06:28] | dblain: | now win32/msvc build is failing linking libmythtv :( |
[17:06:53] | dblain: | at least it shows as fail on the build server now |
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[21:21:08] | t0mahawk: | stuartm, do you have a second for a pm, I want to ask you something about the architechture for the web frontend |
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