Originally posted by PsynoKhi0
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Adobe's Flash Video Acceleration On Linux Uses VDPAU
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Originally posted by PsynoKhi0 View PostOr other vendors getting their stuff together. I'd much rather the latter actually. Not too keen on the one-size-fits-all approach.
The current VDPAU/VAAPI/XvBA situation in the linux world is ridiculous: Just pick one and fix it up so that all parties are satisfied instead of having every vendor invent their own.
Personally, I favor VDPAU: a lot of thought has been put into the overall
design, and the developers are responsive to inquiries and suggestions.
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Agree and disagree...
Originally posted by mlau View PostThis is why Windows is so much better: Microsoft provides ONE interface spec (DxVA) and driver and player software writers only have to worry about ONE interface (nevermind that DxVA isn't the perfect system).
The current VDPAU/VAAPI/XvBA situation in the linux world is ridiculous: Just pick one and fix it up so that all parties are satisfied instead of having every vendor invent their own.
Personally, I favor VDPAU: a lot of thought has been put into the overall
design, and the developers are responsive to inquiries and suggestions.
You just have a single API (DirectX), and if your drivers need to work with Windows, you just need to be complaint with MS API(s) (DirectDraw, Direct3D, DxVA, for instance). In another words, you don't need to create your own APIs, like it happens a lot on Linux (unfortunately).
Personally, I'd prefer an OpenGL-based shader solution to decode videos in HW. OpenGL is a proven technology, and is supported by almost all modern linux drivers. By another side, rival nVidia companies might not like to use rival technologies (VDPAU), so, here I disagree with your PoV. Futhermore, there are also some video decoding features in VDPAU that need PureVideo, and to make VDPAU work in another drivers, it might be needed to reverse-engineer some PureVideo features... (which could lead (although improbable) to lawsuits).
My 2c, cheers!
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Originally posted by evolution View PostPersonally, I'd prefer an OpenGL-based shader solution to decode videos in HW. OpenGL is a proven technology, and is supported by almost all modern linux drivers.
. Futhermore, there are also some video decoding features in VDPAU that need PureVideo, and to make VDPAU work in another drivers, it might be needed to reverse-engineer some PureVideo features... (which could lead (although improbable) to lawsuits).
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Originally posted by mlau View PostThis is why Windows is so much better: Microsoft provides ONE interface spec (DxVA) and driver and player software writers only have to worry about ONE interface (nevermind that DxVA isn't the perfect system).
The current VDPAU/VAAPI/XvBA situation in the linux world is ridiculous: Just pick one and fix it up so that all parties are satisfied instead of having every vendor invent their own.
Personally, I favor VDPAU: a lot of thought has been put into the overall
design, and the developers are responsive to inquiries and suggestions.
Comment
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Originally posted by bwat47 View PostQuote for truth. Fragmentation of important API's like this are really harming linux when it comes to 3rd party software/driver support.
Flash really needs to have video accel support on cards outside of nvidia as well, compared to windows the performance is just abysmal to say the least. For example my laptop: 2ghz core2 duo, 4gb ram, 512mb hd2600. Flash absolutely rapes my cpu in linux, 480p youtube video eats ~50% cpu, in windows it uses like 10%. Also playing flash eats so much cpu my entire browser becomes less responsive.
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To deanjo:
Adding to my last post, I also prefer to have OpenGL shader HW acceleration instead of libvdpau because these reasons:
1- It'd be easier to allow direct HW decoding of some codecs which (currently) don't have support with libvdpau (such as VP8 or VP3 (for instance, lots of anime movies you watch use it )) using shaders... If you already know OpenGL (shading programming), it's easier to make it work.
2- This is my major reason why I prefer to use OpenGL rather than libvdpau/libva. Both of them are libraries, so they also have the disadvantage of some overhead comparing to use OpenGL shaders directly on hardware... (For me, it's something like the case of using PulseAudio, when we just need for most cases the ALSA library to use our sound HW directly).
That's my personal opinion, OC.
Cheers!
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Originally posted by evolution View PostTo deanjo:
Adding to my last post, I also prefer to have OpenGL shader HW acceleration instead of libvdpau because these reasons:
1- It'd be easier to allow direct HW decoding of some codecs which (currently) don't have support with libvdpau (such as VP8 or VP3 (for instance, lots of anime movies you watch use it )) using shaders... If you already know OpenGL (shading programming), it's easier to make it work.
2- This is my major reason why I prefer to use OpenGL rather than libvdpau/libva. Both of them are libraries, so they also have the disadvantage of some overhead comparing to use OpenGL shaders directly on hardware... (For me, it's something like the case of using PulseAudio, when we just need for most cases the ALSA library to use our sound HW directly).
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