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+DIRECT RENDERING METHODS -- by A'rpi
+======================== (based on a mail to -dev-eng)
+
+Ok. It seems none of you really knows what direct rendering means...
+I'll try to explain now! :)
+
+At first, there are 2 different way, both called direct rendering.
+The main point is the same, but they work different.
+
+method 1: decoding directly to externally provided buffers.
+so, the codec decodes macroblocks directly to the buffer provided by the
+caller. as this buffer will be read later (for MC of next frame) it's not
+a good idea to place such buffers in slow video ram. but.
+there are many video out drivers using buffers in system ram, and using some
+way of memcpy or DMA to blit it to video ram at display time.
+for example, Xv and X11 (normal and Shm too) are such thingie.
+XImage will be a buffer in system ram (!) and X*PutImage will copy it to
+video ram. Only nvidia and ati rage128 Xv drivers use DMA, others just
+memcpy it. Also some opengl drivers (including Matrox) uses DMA to copy from
+texsubimage to video ram.
+The current mplayer way mean: codec allocates some buffer, and decode image
+to that buffer. then this buffer is copied to X11's buffer. then Xserver
+copies this buffer to video ram. So one more memcpy than required...
+direct rendering can remove this extra memcpy, and use Xserver's memory
+buffers for decoding buffer. Note again: it helps only if the external
+buffer is in fast system ram.
+
+method 2: decoding to internal buffers, but blit after each macroblocks,
+including optional colorspace conversion.
+advantages: it can blit into video ram, as it keeps the copy in its internal
+buffers for next frame's MC. skipped macroblocks won't be copied again to
+video ram (except if video buffer address changes between frames -> hw
+double/triple buffering)
+Just avoiding blitting of skipped MBs mean about 100% speedup (2 times
+faster) for low bitrate (<700kbit) divxes. It even makes possible to watch
+VCD resolution divx on p200mmx with DGA.
+how does it work? the codec works as normally, decodes macroblocks into its
+internal buffer. but after each decoded macroblock, it immediatelly copies
+this macroblock to the video ram. it's in the L1 cache, so it will be fast.
+skipped macroblocks can be skipped easily -> less vram write -> more speedup.
+but, as it copies directly to video ram, it must do colorspace conversion if
+needed (for example divx -> rgb DGA), and cannot be used with scaling.
+another interesting question of such direct rendering is the planar formats.
+Eugene K. of Divx4 told me that he experienced worse performance blittig
+yv12 blocks (copied 3 blocks to 3 different (Y,U,V) buffers) than doing
+(really unneeded) yv12->yuy2 conversion on-the-fly.
+so, divx4 codec (with -vc divx4 api) converts from its internal yv12 buffer
+to the external yuy2.
+
+method 2a:
+libmpeg2 already uses simplified variation of this: when it finish decoding a
+slice (a horizontal line of MBs) it copies it to external (video ram) buffer
+(using callback to libvo), so at least it copies from L2 cache instead of
+slow ram. for non-predictive (B) frames it can re-use this cached memory
+for the next slice - so it uses less memory and has better cache utilization:
+it gave me 23% -> 20% VOB decoding speedup on p3. libavcodec supports
+per-slice callbacks too, but no slice-memory reusing for B frames yet.
+
+method 2b:
+some codecs (indeo vfw 3/4 using IF09, and libavcodec) can export the 'bitmap'
+of skipped macroblocks - so libvo driver can do selective blitting: copy only
+the changed macroblocks to slow vram.
+
+so, again: the main difference between method 1 and 2:
+method1 stores decoded data only once: in the external read/write buffer.
+method2 stores decoded data twice: in its internal read/write buffer (for
+later reading) and in the write-only slow video ram.
+
+both methods can make big speedup, depending on codec behaviour and libvo
+driver. for example, IPB mpegs could combine these, use method 2 for I/P
+frames and method 1 for B frams. mpeg2dec does already this.
+for I-only type video (like mjpeg) method 1 is better. for I/P type video
+with MC (like divx, h263 etc) method 2 is the best choice.
+for I/P type videos without MC (like FLI, CVID) could use method 1 with
+static buffer or method 2 with double/triple buffering.
+
+i hope it is clear now.
+and i hope even nick understand what are we talking about...
+
+ah, and at the end, the abilities of codecs:
+libmpeg2,libavcodec: can do method 1 and 2 (but slice level copy, not MB level)
+vfw, dshow: can do method 2, with static or variable address external buffer
+odivx, and most native codecs like fli, cvid, rle: can do method 1
+divx4: can do method 2 (with old odivx api it does method 1)
+xanim: they currently can't do DR, but they exports their
+internal buffers. but it's very easy to implement menthod 1 support,
+and a bit harder but possible without any rewrite to do method 2.
+
+so, dshow and divx4 already implements all requirements of method 2.
+libmpeg2 and libavcodec implements method 1 and 2a (lavc 2b too)
+
+anyway, in the ideal world, we need all codecs support both methods.
+anyway 2: in ideal world, there are no libvo drivers having buffer in system
+ram and memcpy to video ram...
+anyway 3: in our really ideal world, all libvo driver has its buffers in
+fast sytem ram and does blitting with DMA... :)
+
+============================================================================
+MPlayer NOW! -- The libmpcodecs way.
+
+libmpcodecs replaced old draw callbacks with mpi (mplayer image) struct.
+steps of decoding with libmpcodecs:
+1. codec requests an mpi from libmpcodecs core (vd.c)
+2. vd creates an mpi struct filled by codec's requirements (size, stride,
+ colorspace, flags, type)
+3. vd asks libvo (control(VOCTRL_GET_IMAGE)), if it can provide such buffer:
+ - if it can -> do direct rendering
+ - it it can not -> allocate system ram area with memalign()/malloc()
+ Note: codec may request EXPORT buffer, it means buffer allocation is
+ done inside the codec, so we cannot do DR :(
+4. codec decodes one frame to the mpi struct (system ram or direct rendering)
+5. if it isn't DR, we call libvo's draw functions to blit image to video ram
+
+current possible buffer setups:
+- EXPORT - codec handles buffer allocation and it exports its buffer pointers
+ used for opendivx, xanim and libavcodec
+- STATIC - codec requires a single static buffer with constant preserved content
+ used by codecs which do partial updating of image, but doesn't require reading
+ of previous frame. most rle-based codecs, like cvid, rle8, qtrle, qtsmc etc.
+- TEMP - codec requires a buffer, but it doesn't depend on previous frame at all
+ used for I-only codecs (like mjpeg) and for codecs supporting method-2 direct
+ rendering with variable buffer address (vfw, dshow, divx4).
+- IP - codec requires 2 (or more) read/write buffers. it's for codecs supporting
+ method-1 direct rendering but using motion compensation (ie. reading from
+ previous frame buffer). could be used for libavcodec (divx3/4,h263).
+ IP buffer stays from 2 (or more) STATIC buffers.
+- IPB - similar to IP, but also have one (or more) TEMP buffers for B frames.
+ it will be used for libmpeg2 and libavcodec (mpeg1/2/4).
+ IPB buffer stays from 2 (or more) STATIC buffers and 1 (or more) TEMP buffer.