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  • #31
    Originally posted by bridgman View Post
    I haven't actually seen any shader-assisted H.264 decode implementations in public yet, have you ?
    There is also a shader based implementation for the Xbox 360's Xenos gpu.

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    • #32
      Bridgman, I think that would make a lot of sense. If AMD opened up the shader code for R600 (feel free to remove post-processing), it would be another big sweep of good FOSS PR.

      Surely it would also be rather fast for a qualified dev to remove any secret post-processing; sure, there's bound to be a legal review after that, but for shader code it should be lighter than for actual specs.
      Much faster than writing one from ground-up, to be sure

      Could you tell whether it's in a standard spec (GLSL, OpenCL...) or in something ATI-specific? Even if it only ran on R600+ gpus, it would make a great headline, wink wink.

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      • #33
        The shader code is *only* post processing AFAIK, I don't think we decode on shaders in the proprietary stack today - it's either CPU (r600) or UVD (everything else).

        My recollection is that the code starts in a high level shader language (probably HLSL) but then is hand-tweeked in some places.
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        • #34
          Oh, ok. I misunderstood that as having the UVD interfaces be implemented in shaders for that card.

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          • #35
            I'm not 100% sure myself. All the interesting questions seem to come up on the weekends when I can't wander over and pick brains
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            • #36
              Originally posted by bridgman View Post
              Yeah, like that...

              ... although I have more hair.
              Yeah like this much, right?:

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              • #37
                That's more like it.
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