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Posted by / 06-Jul-2017 14:41

Stories tagged dating netscape com

The problem is that different drivers and applications are inconsistent about how they treat or format odd-width and odd-height YV12 images.

Some support it by truncating the chroma planes (dumb). Now, if people had sense, they would have handled this the way that MPEG and JPEG do, and simply require that the bitmap always be padded to the nearest even boundaries and that the extra pixels be ignored on decoding.

The code has shipped and is in 1.5.10, but is hard-coded off in .

The fact that you calculate the 2D filter as two 1D passes means that the 2D filter is separable; this reduces the number of effective taps for the 2D filter from 16 to 8.

I know a few of you are going to yell out "use compiler intrinsics," but please look at this first: push ebp mov ebp,esp and esp,0FFFFFFF8h sub esp,8 movd mm1,dword ptr [ebp 8] pxor mm0,mm0 punpcklbw mm1,mm0 movq mm0,mm1 movq mm2,mm0 punpckhwd mm2,mm1 movq mm1,mm2 punpckhwd mm1,mm2 pmullw mm0,mm1 psrlw mm0,8 movq mmword ptr [esp],mm0 emms movq mm0,mmword ptr [esp] movq mm1,mm0 packuswb mm0,mm1 movd eax,mm0 mov esp,ebp pop ebp ret push ebp mov ebp,esp and esp,0FFFFFFF8h sub esp,8 movd mm1,dword ptr [ebp 8] pxor mm0,mm0 punpcklbw mm1,mm0 movq mm0,mm1 punpckhwd mm1,mm0 movq mm2,mm1 punpckhwd mm2,mm1 pmullw mm0,mm2 psrlw mm0,8 movq mmword ptr [esp],mm0 emms movq mm0,mmword ptr [esp] movq mm1,mm0 packuswb mm1,mm0 movd eax,mm1 mov esp,ebp pop ebp ret This, historically, is why I have not bothered to use MMX/SSE/SSE2 compiler intrinsics in Virtual Dub — the code generation sucks.

The VC6 processor pack was quite bad and tended to generate about two move instructions for every ALU op; this was improved in VS.

However, I doubt that there's anything I can use, because the two critical features I need for improving the GF2 path are either doubling the result of the framebuffer blend or another texture stage, both of which are doubtful.

My daily commute takes me across the San Mateo Bridge.

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We can do this on a GPU by doing the horizontal pass into a render target texture, then using that as the source for a vertical pass.