Windows uyvy GPU support
Late last yeart Joshua posted a slab for GPU based yuyv support on Windows:
This was meant as a temporary fix until GPU uyvy support would be
properly supported on Windows. Did this ever make it into the Jitter
installer, or should we still use the slab? Additionally the link for
downloading the slab back then is now dead, and I couldn’t find it at
the incremental page.
On Aug 7, 2006, at 1:45 PM, Trond Lossius wrote:
> Late last yeart Joshua posted a slab for GPU based yuyv support on
> This was meant as a temporary fix until GPU uyvy support would be
> properly supported on Windows. Did this ever make it into the
> Jitter installer, or should we still use the slab? Additionally the
> link for downloading the slab back then is now dead, and I couldn’t
> find it at the incremental page.
Once we get to Jitter 1.6 beta testing on XP, I hope to implement .
However, it won’t be any better a solution than doing it manually via
slab, but rather, just more convenient (behind the scenes it will be
doing the exact same thing as you would do in a patcher, since UYVY
texture dispatching to the GPU isn’t supported on Windows as it is on
Macintosh). So it’s not really any sort of temporary fix at all. In
general, if anyone is interested in working with uyvy data I’d
recommend taking some time to play with this technique.
The file is still at the same location, but the URL has extra spaces
in it due to something about the forum software (sorry, I realize
this is annoying and affects long URLs in the forums). Here’s the
link again (replaced synthesisters with c74, but they both should
work). If there are any spaces in the following link as introduced by
the forum software, just delete them:
You can also do things in the uyvy2rgba shader like gamma correction,
spatial chroma filtering (for making 4:1:1 NTSC or 4:2:0 PAL DV look
smoother on high contrast chroma edges), or whatever other tricks you
want. This can also be done on Macintosh to get better looking
uyvy2rgba conversion than that which is built in to the uyvy texture
submission which apple OpenGL drivers provide. Lastly, some people
wanted to get data back from the GPU as UYVY data. While the OpenGL
implementation provides no such concept, a symmetric rgba2uyvy shader
could be used to convert rgba data to uyvy data (masquerading as rgba
data at half resolution, of course) to reduce the RAM for texture
readback by half.