<div dir="ltr">Hi,<div class="gmail_extra"><br><div class="gmail_quote">On 18 March 2013 02:55, Sylvain BERTRAND <span dir="ltr"><<a href="mailto:sylware@legeek.net" target="_blank">sylware@legeek.net</a>></span> wrote:<br>
<blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">Another though which targets sub-surface interfaces: are the<br>
hardware overlays for YUV buffers that more energy efficient than<br>
GPU scaling/color space conversion since most the energy would be<br>
burned into the video decoding anyway?</blockquote><div><br></div><div style>Yes, much. In a real-life usetime test on a mobile product I worked on, we were able to see a 20% difference between GPU and overlay usage. Also, the overlays have much better colourspace conversion, and _much_ better filtering, especially for scaling. Often you can only import YUV textures as TEXTURE_EXTERNAL in GL, which only gives you linear or nearest filters. The difference in final image quality is huge.</div>
<div style><br></div><div style>The other benefit is that the overlay scales as scanout occurs. By contrast, using the GPU implies writing out the post-scaled texture every frame. For higher resolutions, this can push you over your memory bandwidth and make you start to drop frames.</div>
<div style><br></div><div style>There was a brief fad amongst desktop GPU manufacturers several years ago where they tried to drop overlays in favour of shaders - they all brought them back by the next generation.</div><div style>
<br></div><div style>Cheers,</div><div style>Daniel</div></div></div></div>