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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - GL_NV_vdpau_interop partially available"
href="https://bugs.freedesktop.org/show_bug.cgi?id=92220#c14">Comment # 14</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - GL_NV_vdpau_interop partially available"
href="https://bugs.freedesktop.org/show_bug.cgi?id=92220">bug 92220</a>
from <span class="vcard"><a class="email" href="mailto:deathsimple@vodafone.de" title="Christian König <deathsimple@vodafone.de>"> <span class="fn">Christian König</span></a>
</span></b>
<pre>(In reply to Peter Frühberger from <a href="show_bug.cgi?id=92220#c13">comment #13</a>)
<span class="quote">> So @Christian happy for pointers on how to get it going.</span >
Yeah, completely agree with you. Software workarounds are very common in OpenGL
and nothing unusual.
Here are a few pointers into the code:
1. vlVdpVideoSurfaceGallium() in src/gallium/state_trackers/vdpau/surface.c.
That one is called to "export" video surfaces to OpenGL and the right place to
convert from frame to field.
2. vlVdpDecoderRender() in src/gallium/state_trackers/vdpau/decode.c. Here we
reallocate the buffer backing the surface before the decoding if the
frame/field flag doesn't match what the decoder expects.
3. vlVdpVideoMixerRender() in src/gallium/state_trackers/vdpau/mixer.c. Here we
use a vl_compositor_render() to compose the mixed output picture.
Essentially you only need to test if the surface is field based and if not
reallocate it and either use vl_compositor_render() or pipe->blit() to copy the
frame into fields.</pre>
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