On 10.10.24 12:35, Anton Khirnov wrote:
I have to wonder if it would actually help, given the overhead of
copying the data to the GPU and back. Wouldn't it be more useful to
write normal SIMD?

Yes -- that's indeed very good question!

I'm also not convinced that it will always show positive consequences for the actual processing performance, cause of the already mentioned upload/download requirements.

It's also very hard to examine this question by empiric means, because the wide range of possible hardware configurations and capabilities makes final answer resp. objective judgment nearly impossible.

Nevertheless, I think, solving this kind of tasks by compute shaders looks for nowadays developers more natural and intuitive than spending overly efforts on cryptic CPU based SIMD optimizations, although this other approach is still a valuable field of development.

How well it works in practice also depends on optimizations of the already established processing infrastructure, image data exchange pipeline and development advises available within the given framework.

One of the main reasons, why I'm interested in this kind of GPU utilization within ffmpeg, isn't so much performance related, but caused by the fact, that the available pixel formats defined by the vulkan hw acceleration subsystem look much more suitable and complete for high end video processing than their sws counterparts.

Well -- in fact it's more important that there is a minimal set of common pixel formats which are supported very well on either side and provide an optimized/efficient path for exchange between both worlds, but nearly lossless processing of floating point image data seems to fit much better into this other context.

Martin
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