Comments (6)
Which version of mesa do you have? Post here output of glxinfo
, please.
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mesa 9.1.4 on archlinux
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I use texture swizzle feature to create single-channel textures. Mesa 8.0.5 just ignored that on gma950, but 9.1.4 reports an error. Anyway texture swizzles are slow and I have plans to use GL shaders, so it will be fixed someday. For now you can try to apply patch below:
diff --git a/vdpau-soft.c b/vdpau-soft.c
index 031003d..18f275c 100644
--- a/vdpau-soft.c
+++ b/vdpau-soft.c
@@ -2110,11 +2110,6 @@ softVdpBitmapSurfaceCreate(VdpDevice device, VdpRGBAFormat rgba_format, uint32_t
glx_context_pop();
return VDP_STATUS_ERROR;
}
- if (VDP_RGBA_FORMAT_A8 == rgba_format) {
- // map red channel to alpha
- GLint swizzle_mask[] = {GL_ONE, GL_ONE, GL_ONE, GL_RED};
- glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzle_mask);
- }
gl_error = glGetError();
glx_context_pop();
@@ -2996,15 +2991,10 @@ softVdpDeviceCreateX11(Display *display_orig, int screen, VdpDevice *device,
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, GL_ONE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, GL_ONE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, GL_ONE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, GL_RED);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, watermark_width, watermark_height, 0, GL_RED,
GL_UNSIGNED_BYTE, watermark_data);
I haven't tested it. I think, VDP_RGBA_FORMAT_A8 may become broken, it is used for either OSD or subtitles in mplayer.
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It works, thanks. Flashplayer works a little faster but still is slow, and vdpau in mplayer display only one frame (I'm using xv anyway)
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Flashplayer works a little faster but still is slow
that's because now library does colorspace conversion with libswscale rather than with GL shader. Don't know, will it be faster or not, but that's on the list.
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does colorspace conversion with libswscale rather than with GL shader. Don't know, will it be faster or not
BTW, looks like libswscale is faster. On Intel HD4000 shader-based conversion a little bit faster, but on GMA950 + Atom N270, shader conversion three times slower.
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Related Issues (20)
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