X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=README;fp=README;h=79a63d9b0d78a8ee066306392b9beeb40eef23a3;hp=06afddee89782e1228eb3dab5f973b293e0db53a;hb=17a469f38066d783158e02c983f24396c9fb4a92;hpb=465c27f0766f4d5a226f6a4116cc2707002ee722 diff --git a/README b/README index 06afdde..79a63d9 100644 --- a/README +++ b/README @@ -91,12 +91,12 @@ OK, I can read a bit. What do you mean by “modern”? Backwards compatibility is fine and all, but sometimes we can do better by observing that the world has moved on. In particular: -* It's 2017, so people want to edit HD video. -* It's 2017, so everybody has a GPU. -* It's 2017, so everybody has a working C++ compiler. +* It's 2018, so people want to edit HD video. +* It's 2018, so everybody has a GPU. +* It's 2018, so everybody has a working C++ compiler. (Even Microsoft fixed theirs around 2003!) -While from a programming standpoint I'd love to say that it's 2016 +While from a programming standpoint I'd love to say that it's 2018 and interlacing does no longer exist, but that's not true (and interlacing, hated as it might be, is actually a useful and underrated technique for bandwidth reduction in broadcast video). Movit may eventually provide @@ -113,15 +113,18 @@ is written using straight-up single-threaded, scalar C! Clearly there is room for improvement here, and that improvement is sorely needed. We want to edit 1080p video, not watch slideshows. -Movit has chosen to run all pixel processing on the GPU, using GLSL—OpenCL is -way too young, and CUDA is single-vendor (and also surprisingly hard to -get good performance from for anything nontrivial). While “run on the GPU” -does not equal “infinite speed” (I am fairly certain that for many common -filters, I can beat the Intel-based GPU in my laptop with multithreaded SSE -code on the CPU—especially as moving the data to and from the GPU has a cost that is not -to be taken lightly), 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. +Movit has chosen to run all pixel processing on the GPU, mostly using GLSL +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 +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). 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,