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If you have extra shifter or ALU bandwidth you can attack this by replacing , but you can't do this when the compiler is generating code from intrinsics.
And before you say that performance doesn't matter so much, remember that the purpose of those intrinsics is so that you can optimize hotspots using CPU-specific optimizations. This all only pertains to the Microsoft Visual C compiler, and as it turns out, the Intel C/C Compiler generates much better MMX and SSE2 code. As it stands right now, though, I still have to use Visual C , and that means I'm still going to have to hand-roll a lot of assembly code for performance.
Applying this both horizontally and vertically gives the bicubic filter.
The fact that you calculate the 2D filter as two 1D passes means that the 2D filter is separable; this reduces the number of effective taps for the 2D filter from 16 to 8.
Some do that and have unused space betweeen the Cr and Cb planes (weird). And a few simply don't support it (lame but pragmatic). Unfortunately, no one seems to have bothered to ever define the YV12 format properly in this regard, and thus we have massive confusion.
First, I finally fixed the FAQ link from the program, and also updated the knowledge base for known bugs in 1.5.10.
Having a configuration called "Win32 Release AMD64" is a bit weird, however.
There are two major bottlenecks to getting Virtual Dub running smoothly on AMD64: the compiler doesn't support inline assembly, and the OS doesn't support MMX for 64-bit tasks.
Thus, I've been continuing to use Visual C 6.0 SP5 PP.The code has shipped and is in 1.5.10, but is hard-coded off in .I might resurrect it again as NVIDIA reportedly exposes a number of features in their hardware in Open GL that are not available in Direct3D, such as the full register combiners, and particularly the final combiner.That is a valid question, given that I don't really like Direct3D (which I affectionately call "caps bit hell").
The reason is that I wrote a basic Open GL display driver for 1.5.5 and found that it was unusable due to a bug in the NVIDIA drivers that caused a stall of up to ten seconds when switching between display contexts.However, I doubt that there's anything I can use, because the two critical features I need for improving the GF2 path are either doubling the result of the framebuffer blend or another texture stage, both of which are doubtful.