iMX6 hardware decode issue on Android

Bing Song Kevin.Song at freescale.com
Sat Sep 5 06:15:43 PDT 2015


gst1.0-fsl-plugins only included vpudec. Freescale has special patch for glimagesink to directly upload texture. The patch applied in gstreamer1.0-plugins-bad in Yocto.

Regards,
Song Bing.

-----Original Message-----
From: gstreamer-devel [mailto:gstreamer-devel-bounces at lists.freedesktop.org] On Behalf Of Carlos Rafael Giani
Sent: Saturday, September 05, 2015 4:49 PM
To: gstreamer-devel at lists.freedesktop.org
Subject: Re: iMX6 hardware decode issue on Android

Is this release 4.0.6 of gst1.0-fsl-plugins? I did not see anything like this in there. Do you use the glupload method nicolas suggested?

Am 2015-09-05 um 04:44 schrieb Bing Song:
> You can refer Freescale latest Yocto release. It already implemented vpudec ! glimagesink without video frame buffer copy. Their share video buffer with absolute physical address. Will share video buffer with DMA FD in the future.
>
> Why need replace Freescale media player with GStreamer player on Android? Do you have any special requirement?
>
> Regards,
> Song Bing.
>
> ________________________________________
> From: gstreamer-devel <gstreamer-devel-bounces at lists.freedesktop.org> 
> on behalf of Eric-BTG <eric.chaloin at bt-ground.com>
> Sent: Friday, September 4, 2015 10:44 PM
> To: gstreamer-devel at lists.freedesktop.org
> Subject: Re: iMX6 hardware decode issue on Android
>
> 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/inc
> lude/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
>
>
>
> --
> View this message in context: 
> http://gstreamer-devel.966125.n4.nabble.com/iMX6-hardware-decode-issue
> -on-Android-tp4673449p4673484.html
> Sent from the GStreamer-devel mailing list archive at Nabble.com.
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