iMX6 hardware decode issue on Android
Eric-BTG
eric.chaloin at bt-ground.com
Fri Sep 4 07:44:31 PDT 2015
Hi,
Interresting stuff !! :) Thanks for your interrest.
I did explore eglvivsink possibility but facing problems when linking it to
android egl vivante. I can't use it as it because I have no framebuffer on
my android platform.
I get EGL/eglvivante.h header from
https://github.com/rogeriorps/gpu-samples-mx6/blob/master/lesson05/include/EGL/eglvivante.h
I'm able to build libgstimxeglvivsink.a with it setting egl platform to fb
but can't link it further.
Fb and gl symbols are missing:
../src/eglvivsink/gles2_renderer.c:725: error: undefined reference to
'glTexDirectVIVMap'
../src/eglvivsink/gles2_renderer.c:740: error: undefined reference to
'glTexDirectVIV'
../src/eglvivsink/gles2_renderer.c:772: error: undefined reference to
'glTexDirectInvalidateVIV'
../src/eglvivsink/egl_platform_fb.c:67: error: undefined reference to
'fbGetDisplayByIndex'
../src/eglvivsink/egl_platform_fb.c:148: error: undefined reference to
'fbCreateWindow'
../src/eglvivsink/egl_platform_fb.c:150: error: undefined reference to
'fbGetWindowGeometry'
../src/eglvivsink/egl_platform_fb.c:188: error: undefined reference to
'fbDestroyWindow'
I will have to link against freescale .so android egl lib. Writing fb
functions to create/destroy/get geometry of android native window does not
seems to be a big issue.
I think this is a good canditate to solve my CPU copies issue. Its looks
easyer than implementing zero copy in glimagesink.
I will look deeper to use imxeglvivsink and write android missing glue.
Thanks!
Eric
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