Hi Erwin.
Just realised..
You can 'trick' this by using unbuffered layer contents with
DLBM_WINDOWS on your layer, and then simply display all your 16 frames
as full-screen windows, and "top" the appropriate one. You then of
course need to implement this layer with DLCAPS_WINDOWS and implement
the necessary glue logic, and hope noone gets the idea to show
overlapping windows, or simply test and reject this in AddRegion or
SetRegion.
hth
Niels
Erwin Rol wrote:
Hallo all,
I am working on a enhanced Geode LX driver, and included a video
layer. At the moment it is one big hack to see if it works, but now I
need some directions on how to implement it properly.
The Geode LX has a overlay that can use a piece of framebuffer memory
and display it on the screen while doing YUV->RGB conversion and
hardware scaling.
I made a video layer in my DirectFB driver and can get a surface of
that video layer, and use that. But the problem is that I want to do
video, and need more than one buffer, so here is where the big hack
starts (at least I think it is a hack).
I created a surface of 16*H by W and use SetSourceRectangle() to
switch the part that has to be displayed. This switching can be done
very fast because it is just reprogramming the start offset of the
overlay. This means i have a queue of 16 video frame buffers that i
can use, and display them without an extra copy. It works but that
can't be the way to do it, because i have to recognize that i am
requesting such a large surface and not try to actually create a 16*h
by w overlay (wich actually works, and looks funny, because you get 16
small pictures of the video).
SO the questions prety much boils down how you can do N-buffering
(like in double and triple buffering) for a video overlay layer.
TIA,
Erwin
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