Closed age1988 closed 3 years ago
Does setting --fbo-format
work for you?
You could read my log file.
Another way to see my question is this: If i use fbo-format rgba16 why yuv420p is stored in a r8,r8,r8 texture? The rgba16 is then used only after the conversion yuv->RGB? Wouldn't be better to store yuv420p in a r16,r16,r16 texture?
Wouldn't be better to store yuv420p in a r16,r16,r16 texture?
But why? If you originally have 8 bits per component, what are you gonna use the rest for? In other words, what are you trying to achieve?
You can use vf=format=yuvp10
or similar to force a CPU conversion
before upload to the GPU. This comes with no benefits because you aren't
gaining any data in the extra bits, but may be useful for testing. It's
also wasteful and slow.
You can use fbo-format
to affect the precision with which
postprocessing steps are rounded between passes. This does affect
quality (assuming you have any postprocessing shaders enabled), but any
gains past 16 bits (the default for modern systems) are negligible.
On Tue, 08 Sep 2020 07:36:09 -0700, age1988 notifications@github.com wrote:
Looking at the log file mpv use 8bit texture for 8bit decoded yuv format
[vo/gpu/d3d11] yuv420p => 3 planes 2x2 8/0 [r8/r8/r8] (r/g/b) [unorm]
and 16bit texture for >8bit decoded yuv format
[vo/gpu/d3d11] yuv420p10 => 3 planes 2x2 16/-6 [r16/r16/r16] (r/g/b) [unorm]
Is it possible to force 16bit texture for 8bit yuv? Example
[vo/gpu/d3d11] yuv420p => 3 planes 2x2 16/-6 [r16/r16/r16] (r/g/b) [unorm]
There would be any benefits? Maybe slighty better chroma upscaling?
Log file logmpv.log
-- You are receiving this because you are subscribed to this thread. Reply to this email directly or view it on GitHub: https://github.com/mpv-player/mpv/issues/8068Non-text part: text/html
the questions has been discussed and answered, so closing.
Looking at the log file mpv use 8bit texture for 8bit decoded yuv format
[vo/gpu/d3d11] yuv420p => 3 planes 2x2 8/0 [r8/r8/r8] (r/g/b) [unorm]
and 16bit texture for >8bit decoded yuv format
[vo/gpu/d3d11] yuv420p10 => 3 planes 2x2 16/-6 [r16/r16/r16] (r/g/b) [unorm]
Is it possible to force 16bit texture for 8bit yuv? Example
[vo/gpu/d3d11] yuv420p => 3 planes 2x2 16/-6 [r16/r16/r16] (r/g/b) [unorm]
There would be any benefits? Maybe slighty better chroma upscaling?
Log file logmpv.log