[mythtv] [mythtv-commits] Ticket #2649: Opengl video renderer

Mark Buechler mark.buechler at gmail.com
Wed Jan 24 17:22:22 UTC 2007

Mark, if this OGL OSD renderer is at some point in the near future going to
be in one of Myth's branches, and things are more or less stable, I'll
probably opt for upgrading my card. In the mean time I can test with a 6800
to guage performance. I was thinking of going with a 7600 endstate.

Thanks for your reply.

- Mark.

On 1/24/07, Mark Kendall <mark.kendall at gmail.com> wrote:
> On 1/24/07, Mark Buechler <mark.buechler at gmail.com> wrote:
> > Mark, this patch looks very interesting indeed. I'd like to test it with
> my
> > 5700, however, I'm not certain it's fast enough. I don't use any
> > deinterlacers and I often watch 1080i content on a 1080i screen.
> >
> > In your estimation, what is the minimum NVidia card required for 1080i
> HD
> > without any deinterlacers? Specifically, I'm interested in the OpenGL
> OSD.
> >
> Based on what I've seen and read, the main bottleneck with fragment
> programs is texture sampling. yuv to rgb conversion takes 3 texture
> samples per pixel per frame/field, yuv to rgba (for osd) takes 4 and
> the most demanding deinterlacer takes another 11 (on top of yuv2rgb).
> Some fag packet calculations suggest that the 6200 can cope with at
> least 300,000,000 samples per second (standard def PAL, 50 fields per
> second, progressive kernel deinterlacer) - probably more as it seems
> to cope with pip on top as well.
> Assuming PAL 1080i with opengl osd and no deinterlacers, the GPU will
> need to do around 360million samples (around 435m for 30fps).
> So my gut feeling would be that the 5700 can't cope (though I'm
> guessing on its performance). Comment out 3 lines of code however and
> you could force the main video to software color conversion and just
> use hardware conversion for OSD....which might work.
> I'll see if I can test that later (it was on my list of things to look
> at anyway)
> regards
> Mark
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