From 9be82157cfc320d6669d82ab9057862067b77325 Mon Sep 17 00:00:00 2001 From: "Steinar H. Gunderson" Date: Tue, 23 Jan 2018 22:14:06 +0100 Subject: [PATCH 1/1] Typo fixes. --- README | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/README b/README index aef8bc7..dfddd7a 100644 --- a/README +++ b/README @@ -116,13 +116,13 @@ fragment shaders. While “run on the GPU” does not equal “infinite speed” GPU programming is probably the _simplest_ way of writing highly parallel code, and it also frees the CPU to do other things like video decoding. -Although compute shaders are supported, and can be used or speedups if +Although compute shaders are supported, and can be used for speedups if available (currently, only the deinterlacer runs as a compute shader), it is surprisingly hard to get good performance for compute shaders for anything nontrivial. This is also one of the primary reasons why Movit uses GLSL and not any of the major GPU compute frameworks (CUDA and OpenCL), although it is also important that it is widely supported (unlike CUDA) and driver quality -general is fairly good (unlike OpenCL). +generally is fairly good (unlike OpenCL). Exactly what speeds you can expect is of course highly dependent on your GPU and the exact filter chain you are running. As a rule of thumb, -- 2.39.2