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<p class="MsoNormal"><span lang="EN-US">I have one idea to use dma_buf for hw video frames; in this way, video codec and sink can be clearly separated, video codec is simplified as well.<o:p></o:p></span></p>
<p class="MsoNormal"><span lang="EN-US">Since dma_buf is Linux kernel concept, different hw codecs can share the unique video sink.<o:p></o:p></span></p>
<p class="MsoNormal"><span lang="EN-US"><o:p> </o:p></span></p>
<p class="MsoNormal"><span lang="EN-US">For additional explanation,<o:p></o:p></span></p>
<p class="MsoNormal"><span lang="EN-US">We have a core codec library for VAAPI acceleration interface:
<a href="https://github.com/01org/libyami">https://github.com/01org/libyami</a>,<o:p></o:p></span></p>
<p class="MsoNormal"><span lang="EN-US">it can export hw video frame as dma_buf handle, then renders it as texture:
<a href="https://github.com/01org/libyami/blob/master/tests/decodeoutput.cpp#L465">
https://github.com/01org/libyami/blob/master/tests/decodeoutput.cpp#L465</a><o:p></o:p></span></p>
<p class="MsoNormal"><span lang="EN-US"><o:p> </o:p></span></p>
<p class="MsoNormal"><span lang="EN-US">another example is: we added libyami wrapper to ffmpeg for h264 decoder, then an example player can use dma_buf for video rendering:
<a href="https://github.com/01org/player-ffmpeg-yami">https://github.com/01org/player-ffmpeg-yami</a>
<o:p></o:p></span></p>
<p class="MsoNormal"><span lang="EN-US"><o:p> </o:p></span></p>
<p class="MsoNormal"><span lang="EN-US">besides opengl context, dri3 protocol supports dma_buf as well, thus legacy video rendering is fine as well.<o:p></o:p></span></p>
<p class="MsoNormal"><span lang="EN-US"><o:p> </o:p></span></p>
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