mirror of https://github.com/mpv-player/mpv
121 lines
6.7 KiB
Plaintext
121 lines
6.7 KiB
Plaintext
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DIRECT RENDERING METHODS -- by A'rpi
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======================== (based on a mail to -dev-eng)
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Ok. It seems none of you really knows what direct rendering means...
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I'll try to explain now! :)
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At first, there are 2 different way, both called direct rendering.
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The main point is the same, but they work different.
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method 1: decoding directly to externally provided buffers.
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so, the codec decodes macroblocks directly to the buffer provided by teh
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caller. as this buffer will be readed later (for MC of next frame) it's not
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a good idea to place such buffers in slow video ram. but.
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there are many video out drivers using buffers in system ram, and using some
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way of memcpy or DMA to blit it to vieo ram at display time.
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for example, Xv and X11 (normal and Shm too) are such thingie.
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XImage will be a buffer in system ram (!) and X*PutImage will copy it to
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video ram. Only nvidia and ati rage128 Xv drivers use DMA, others just
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memcpy it. Also some opengl drivers (including Matrox) uses DMA to copy from
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subteximage to video ram.
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The current mpalyer way mean: codec allocates some buffer, and decode image
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to that buffer. then this buffer is copied to X11's buffer. then Xserver
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copies this buffer to video ram. So one more memcpy than required...
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direct rendering can remove this extar memcpy, and use the Xserver's memory
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buffers for decoding buffer. Note again: it helps only if the external
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buffer is in fast system ram.
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method 2: decoding to internal buffers, but blit after each macroblocks,
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including optional colorspace conversion.
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advantages: it can blit into video ram, as it keeps the copy in its internal
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buffers for next frame's MC. skipped macroblocks won't be copied again to
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video ram (except if video buffer address changes between frames -> hw
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double/triple buffering)
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Just avoiding blitting of skipped MBs mean about 100% speedup (2 times
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faster) for low bitrate (<700kbit) divxes. It even makes possible to watch
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VCD resolution divx on p200mmx with DGA.
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how does it work? the codec works as normally, decodes macroblocks into its
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internal buffer. but after each decoded macroblock, it immediatelly copies
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this macroblock to the video ram. it's in the L1 cache, so it will be fast.
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skipped macroblocks can be skipped easily -> less vram write -> more speedup.
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but, as it copies directly to video ram, it must do colorspace conversion if
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needed (for example divx -> rgb DGA), and cannot be used with scaling.
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another interesting question of such direct rendering is the planar formats.
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Eugene K. of Divx4 told me that he experienced worse performance blittig
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yv12 blocks (copied 3 blocks to 3 different (Y,U,V) buffers) than doing
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(really unneeded) yv12->yuy2 conversion on-the-fly.
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so, divx4 codec (with -vc divx4 api) converts from its internal yv12 buffer
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to the external yuy2.
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libmpeg2 already uses simplified variation of this: when it finish decoding a
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slice (a horizontal line of MBs) it copies it to external (video ram) buffer
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(using callback to libvo), so at least it copies from L2 cache instead of
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slow ram. it gave me 23% -> 20% VOB decoding speedup on p3.
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so, again: the main difference between method 1 and 2:
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method1 stores decoded data only once: in the external read/write buffer.
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method2 stores decoded data twice: in its internal read/write buffer (for
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later reading) and in the write-only slow video ram.
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both methods can make big speedup, depending on codec behaviour and libvo
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driver. for example, IPB mpegs could combine these, use method 2 for I/P
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frames and method 1 for B frams. mpeg2dec does already this.
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for I-only type video (like mjpeg) method 1 is better. for I/P type video
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with MC (like divx, h263 etc) method 2 is the best choice.
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for I/P type videos without MC (like FLI, CVID) could use method 1 with
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static buffer or method 2 with double/triple buffering.
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i hope it is clear now.
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and i hope even nick understand what are we talking about...
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ah, and at the end, the abilities of codecs:
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libmpeg2: can do method 1 and 2 (but slice level copy, not MB level)
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vfw, dshow: can do method 2, with static or variable address external buffer
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odivx, and most native codecs like fli, cvid, rle: can do method 1
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divx4: can do method 2 (with old odivx api it does method 1)
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libavcodec, xanim: they currently can't do DR, but they exports their
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internal buffers. but it's very easy to implement menthod 1 support,
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and a bit harder but possible without any rewrite to do method 2.
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so, dshow and divx4 already implements all requirements of method 2.
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libmpeg2 implements method 1, and it's easy to add to libavcodec.
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anyway, in the ideal world, we need all codecs support both methods.
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anyway 2: in ideal world, there are no libvo drivers having buffer in system
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ram and memcpy to video ram...
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anyway 3: in our really ideal world, all libvo driver has its buffers in
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fast sytem ram and does blitting with DMA... :)
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============================================================================
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MPlayer NOW! -- The libmpcodecs way.
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libmpcodecs replaced old draw callbacks with mpi (mplayer image) struct.
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steps of decoding with libmpcodecs:
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1. codec requests an mpi from libmpcodecs core (vd.c)
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2. vd creates an mpi struct filled by codec's requirements (size, stride,
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colorspace, flags, type)
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3. vd asks libvo (control(VOCTRL_GET_IMAGE)), if it can provide such buffer:
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- if it can -> do direct rendering
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- it it can not -> allocate system ram area with memalign()/malloc()
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Note: codec may request EXPORT buffer, it means buffer allocation is
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done inside the codec, so we cannot do DR :(
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4. codec decodes frame to the mpi struct (system ram or direct rendering)
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5. if it isn't DR, we call libvo's draw functions to blit image to video ram
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current possible buffer setups:
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- EXPORT - codec handles buffer allocation and it exports its buffer pointers
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used for opendivx, xanim and libavcodec
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- STATIC - codec requires a single static buffer with constant preserved content
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used by codecs which do partial updating of image, but doesn't require reading
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of previous frame. most rle-based codecs, like cvid, rle8, qtrle, qtsmc etc.
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- TEMP - codec requires a buffer, but it doesn't depend on previous frame at all
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used for I-only codecs (like mjpeg) and for codecs supporting method-2 direct
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rendering with variable buffer address (vfw, dshow, divx4).
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- IP - codec requires 2 (or more) read/write buffers. it's for codecs supporting
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method-1 direct rendering but using motion compensation (ie. reading from
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previous frame buffer). could be used for libavcodec (divx3/4,h263) later.
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IP buffer stays from 2 (or more) STATIC buffers.
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- IPB - similar to IP, but also have one (or more) TEMP buffers for B frames.
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it will be used for libmpeg2 and libavcodec (mpeg1/2/4).
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IPB buffer stays from 2 (or more) STATIC buffers and 1 (or more) TEMP buffer.
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