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<p class="MsoNormal"><span lang="EN-US" style="color:#1F497D">Thanks, I want to check whether my idea is possible.<o:p></o:p></span></p>
<p class="MsoNormal"><span lang="EN-US" style="color:#1F497D"><o:p> </o:p></span></p>
<p class="MsoNormal"><span lang="EN-US" style="color:#1F497D">I know that there is GstDMABufAllocator, which is used in v4l2src; but seems glsink hasn’t used it yet.<o:p></o:p></span></p>
<p class="MsoNormal"><span lang="EN-US" style="color:#1F497D">It is not so important for the gap of one fd only for dri3/dma_buf<o:p></o:p></span></p>
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<![if !supportLists]><span lang="EN-US" style="color:#1F497D"><span style="mso-list:Ignore">-<span style="font:7.0pt "Times New Roman"">         
</span></span></span><![endif]><span lang="EN-US" style="color:#1F497D">It is legacy usage only (without 3D context)<o:p></o:p></span></p>
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<![if !supportLists]><span lang="EN-US" style="color:#1F497D"><span style="mso-list:Ignore">-<span style="font:7.0pt "Times New Roman"">         
</span></span></span><![endif]><span lang="EN-US" style="color:#1F497D">Current GPU does YUV->RGB conversion with ease, libyami support it automatically.<o:p></o:p></span></p>
<p class="MsoNormal"><span lang="EN-US" style="color:#1F497D"><o:p> </o:p></span></p>
<p class="MsoNormal"><span lang="EN-US" style="color:#1F497D"><o:p> </o:p></span></p>
<p class="MsoNormal"><span lang="EN-US" style="color:#1F497D">thanks<o:p></o:p></span></p>
<p class="MsoNormal"><span lang="EN-US" style="color:#1F497D"><o:p> </o:p></span></p>
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<p class="MsoNormal" align="left" style="text-align:left"><b><span lang="EN-US" style="font-size:10.0pt;font-family:"Tahoma","sans-serif";color:windowtext">From:</span></b><span lang="EN-US" style="font-size:10.0pt;font-family:"Tahoma","sans-serif";color:windowtext">
 gstreamer-devel [mailto:gstreamer-devel-bounces@lists.freedesktop.org] <b>On Behalf Of
</b>Nicolas Dufresne<br>
<b>Sent:</b> Monday, January 12, 2015 9:49 PM<br>
<b>To:</b> gstreamer-devel@lists.freedesktop.org<br>
<b>Subject:</b> Re: use dma_buf handle for hw video frames<o:p></o:p></span></p>
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<p class="MsoNormal" align="left" style="text-align:left"><span lang="EN-US"><o:p> </o:p></span></p>
<p class="MsoNormal" style="margin-bottom:12.0pt"><span lang="EN-US">What is the question ?<o:p></o:p></span></p>
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<p class="MsoNormal"><span lang="EN-US">Le 2015-01-12 01:24, Zhao, Halley a écrit :<o:p></o:p></span></p>
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<blockquote style="margin-top:5.0pt;margin-bottom:5.0pt">
<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>
</blockquote>
<p class="MsoNormal" align="left" style="text-align:left"><span lang="EN-US" style="font-size:12.0pt;font-family:宋体">See GstDMABufAllocator in gst-plugins-base.<br>
<br>
<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" align="left" style="text-align:left"><span lang="EN-US" style="font-size:12.0pt;font-family:宋体">If you want to experiment that (and if it improve the situation) feel free to propose some code.<br>
<br>
<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>
<p class="MsoNormal" align="left" style="text-align:left"><span lang="EN-US" style="font-size:12.0pt;font-family:宋体">Note that this is currently limited to 1 plane (1 FD) when combined with Mesa/DRM.<br>
<br>
Nicolas<o:p></o:p></span></p>
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