prores decodes faster than realtime single threaded on a decade old CPU too
it doesn't make sense. it's much different with say, a video game, where a texture will be loaded once into VRAM, and then yes, all the work will be done on the GPU. a video will have CPU IO every frame, you are still doing a ton of CPU work. i don't know why people are talking about power efficiency, in a pro editing context, your CPU will be very, very busy with these IO threads, including and especially in ffmpeg with hardware encoding/decoding nonetheless. it doesn't look anything like a video game workload which is what this stack is designed for.
> We map the packet memory and let the GPU read it out directly via DMA
packets from where, exactly?
another POV is, all the complexity of what you are doing, all the salaries and whatever to do this prores thing you are doing, is competing with purchasing a $1,000 mac and plugging a cable in.
if your goal is, use a thing in the Apple ecosystem, the solution is, the Apple ecosystem. it isn't, create a shader for vulkan.
i didn't say that streaming prores 8k doesn't make sense. even if it were 60fps. i am saying that it doesn't make sense to do product development in figuring out how to decode this stuff in more ways.
Huh?