[gst-devel] How to fit in a GPU accelerated rendering plugin

Wladimir van der Laan laanwj at gmail.com
Sat Dec 15 18:00:35 CET 2007

> I think you could augment the capabilities for your plugin with a
> property that says this is an opengl handle for a texture, and write
> your own sink that accepts capabilities correspondingly and actually
> shows the texture somehow.

This was close to what I had in mind, thanks.

> To allow for still downloading the rendered
> frame from GPU to CPU memory you could write a plugin that does exactly
> that conversion. I could also be just completely rambling though :)

Can a plugin detect somehow what its output expects? Could I do something
like 'if attached to a normal plugin, download the video data to the CPU, if
attached to a GPU plugin, pass pointer on GPU'.

Now that I think of it, I'd need something analogous to 'pads' but then in
GPU memory to store the immediate result, and still have it pipeline nicely.

It is indeed interesting and you should post your source code
> somewhere :)

I certainly will, probably after I solve these loose ends. At least I have
everything working now, so I can think about details like this :)

If it turns out too complicated I'll first publish the version that
downloads back, optimizations can always be added in the future.

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