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427 lines
13 KiB
Text
427 lines
13 KiB
Text
Hardware Acceleration in GStreamer 1.0
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Status : DRAFT
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Preamble:
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This document serves to identify and define the various usages of
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hardware-acceleration (hereafter hwaccel) in GStreamer 1.0, the
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problems that arise and need to be solved, and a proposal API.
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Out of scope:
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This document will initially limit itself to usage of hwaccel in the
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field of video capture, processing and display due to their
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complexity.
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It is not excluded that some parts of the research could be
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applicable to other fields (audio, text, generic media).
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This document will not cover how encoded data is parsed and
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fed/obtained to/from the various hardware subsystems.
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Overall Goal:
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Make the most of the underlying hardware features while at the same
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time not introduce any noticable overhead [0] and provide the
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biggest flexibility of use-cases possible.
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Secondary Goals:
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Avoid Providing a system that only allows (efficient) usage of one
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use-case and/or through a specific combination or elements. This is
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contrary to the principles of GStreamer.
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Not introduce any unneeded memory copies.
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Not introduce any extra latency.
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Process data asynchronously wherever possible.
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Terminology:
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Due to the limitations of the GStreamer 0.10 API, most of these
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element, especially sink elements, were named "non-raw video
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elements".
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In the rest of this document, we will no longer refer to them as
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non-raw since they _do_ handle raw video and in GStreamer 1.0 it no
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longer matters where the raw video is located or accessed. We will
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prefer the term "hardware-accelerated video element".
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Specificities:
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Hardware-accelerated elements differ from non-hwaccel elements in a
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few ways:
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* They handle memory which ,in the vast majority of the cases, is
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not accessible directly.
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* The processing _can_ happen asynchronously
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* They _might_ be part of a GPU sub-system and therefore tightly
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coupled to the display system.
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Features handled:
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HW-accelerated elements can handle a variety of individual logical
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features. These should, in the spirit of GStreamer, be controlable
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in an individual fashion.
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* Video decoding and encoding
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* Display
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* Capture
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* Scaling (Downscaling (preview), Upscaling (Super-resolution))
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* Deinterlacing (including inverse-telecine)
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* Post-processing (Noise reduction, ...)
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* Colorspace conversion
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* Overlaying and compositing
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Use-cases:
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----------
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UC1 : HW-accelerated video decoding to counterpart sink
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Example : * VDPAU decoder to VDPAU sink
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* libVA decoder to libVA sink
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In these situations, the HW-accelerated decoder and sink can use the
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same API to communicate with each other and share data.
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There might be extra processing that can be applied before display
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(deinterlacing, noise reduction, overlaying, ...) and that is
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provided by the backing hardware. All these features should be
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usable in a transparent fashion from GStreamer.
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They might also need to communicate/share a common context.
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UC2 : HW-accelerated video decoding to different hwaccel sink
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Example : * VDPAU/libVA decoder to OpenGL-based sink
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The goal here is to end up with the decoded pictures as openGL
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textures, which can then be used in an openGL scene (with all the
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transformations one can do with those textures).
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GStreamer is responsible for:
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1) Filling the contents of those textures
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2) Informing the application when to use which texture at which time
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(i.e. synchronization).
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How the textures are used is not the responsibility of GStreamer,
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although a fallback could be possible (displaying the texture in a
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specified X window for ex) if the application does not handle the
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OpenGL scene.
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Efficient usage is only possible if the HW-accelerated system
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provides an API by which one can either:
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* Be given openGL texture IDs for the decoder to decode into
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* OR 'transform' hwaccel-backed buffers into texture IDs
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Just as for UC1, some information will need to be exchanged between
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the OpenGL-backed elements and the other HW-accelerated element.
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UC3 : HW-accelerated decoding to HW-accelerated encoding
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This is needed in cases where we want to reencode a stream from one
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format/profile to another format/profile, like for example for
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UPNP/DLNA embedded devices.
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If the encoder and decoder are using the same backing hardware, this
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is similar to UC1.
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If the encoder and decoder are backed by 1) different hardware but
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there is an API allowing communication between the two, OR 2) the
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same hardware but through different APIs this is similar to UC2.
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If the hardware backing the encoder and decoder don't have direct
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communication means, then best-effort must be ensured to only
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introduce one copy. The recent ongoing improvements in the kernel
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regarding DMA usage could help in that regards, allowing some
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hardware to be aware of another hardware.
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UC4 : HW-accelerated decoding to software plugin
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Examples : * Transcoding a stream using a software encoder
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* Applying measurement/transformations
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* Your crazy idea here
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* ...
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While the most common usage of HW-accelerated decoding is for
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display, we do not want to limit users of the GStreamer framework to
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only be able to use those plugins in some limited use-cases. Users
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should be able to benefit from the acceleration in any use-cases.
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UC5 : Software element to HW-accelerated display
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Examples : * Software decoder to VA/VDPAU/GL/.. sink
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* Visualization to VA/VDPAU/GL/... sink
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* anything in fact
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We need to ensure in these cases that any GStreamer plugin can
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output data to a HW-accelerated display.
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This process must not introduce any unwanted synchronization issues,
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meaning the transfer to the backing hardware needs to happen before
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the synchronization time in the sinks.
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UC6 : HW-accelerated capture to HW-accelerated encoder
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Examples : * Camerabin usage
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* Streaming server
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* Video-over-IP
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* ...
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In order to provide not only low-cpu usage (through HW-accelerated
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encoding) but also low-latency, we need to be able to have capture
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hardware provide the data to be encoded in such a way that the
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encoder can read it without any copy.
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Some capture APIs provide means by which the hardware can be
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provided by a pool of buffers backed by some MMAP contiguous
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memory.
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UC6.1 : UC6 + simultaneous preview
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Examples : Camerabin usage (preview of video/photo while shooting)
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Problems:
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---------
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P1 : Ranking of decoders
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How do we pick the best decoder available ? Do we just set the
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ranking of hardware-accelerated plugins to higher ranks ?
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P2 : Capabilities of HW-accelerated decoders
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Hardware decoders can have much tighter constraints as to what they
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can handle (limitations in sizes, bitrate, profile, level,
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...).
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These limitations might be known without probbing the hardware, but
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in most cases they require querying it.
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Getting as much information about the stream to decode is needed.
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This can be obtained through parsers and only look for a decoder
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once the parser has provided extensive caps.
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P3 : Finding and auto-plugging the best elements
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Taking the case where several decoders are available and several
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sink elements are available, how do we establish which is the best
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combination ?
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Assuming we take the highest-ranked (and compatible) decoder, how do
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we figure out which sink element is compatible ?
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Assuming the user/application selects a specific sink, how do we
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figure out which is the best decoder to use ?
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/!\ Caps are not longer sufficient to establish compatibility
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P4 : How to handle systems that require calls to happen in one thread
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In OpenGL (for example) calls can only be done from one thread,
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which might not be a GStreamer thread (the sink could be controlled
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from an application thread).
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How do we properly (and safely) handle buffers and contexts ? Do we
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create an API that allows marshalling processing into the proper
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thread (resulting in an asynchronous API from the GStreamer point of
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view) ?
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Proposal Design:
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D1 : GstCaps
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We use the "video/x-raw" GstCaps.
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The format field and other required fields are filled in the same
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way they would be for non-HW-accelerated streams.
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D2 : Buffers and memory access
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The buffers used/provided/consumed by the various HW-accelerated
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elements must be usable with non-HW-accelerated elements.
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To that extent, the GstMemory backing the various buffers must be
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accessible via the mapping methods and therefore have the proper
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GstAllocator implementation if-so required.
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In the un-likelihood that the hardware does not provide any means to
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map the memory or that there are such limitation (such as on DRM
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systems), there should still be an implementation of
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GstMemoryMapFunction that returns NULL (and a size/maxsize of zero)
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when called.
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D3 : GstVideoMeta
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In the same way that a custom GstAllocator is required, it is
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important that elements implement the proper GstVideoMeta API
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wherever applicable.
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The GstVideoMeta fields should correspond to the memory returned by
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a call to gst_buffer_map() and/or gst_video_meta_map().
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=> gst_video_meta_{map|unmap}() needs to call the
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GstVideoMeta->{map|unmap} implementations
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D4 : Custom GstMeta
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In order to pass along API and/or hardware-specific information
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regarding the various buffers, the elements will be able to create
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custom GstMeta.
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Ex (For VDPAU):
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struct _GstVDPAUMeta {
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GstMeta meta;
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VdpDevice device;
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VdpVideoSurface surface;
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...
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};
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If an element supports multiple APIs for accessing/using the data
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(like for example VDPAU and GLX), it should all the applicable
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GstMeta.
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D5 : Buffer pools
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In order to:
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* avoid expensive cycles of buffer destruction/creation,
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* allow upstream elements to end up with the optimal buffers/memory
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to which to upload,
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elements should implement GstBufferPools whenever possible.
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If the backing hardware has a system by which it differentiates used
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buffers and available buffers, the bufferpool should have the proper
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release_buffer() and acquire_buffer() implementations.
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D6 : Ahead-of-time/asynchronous uploading
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In the case where the buffers to be displayed are not on the target
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hardware, we need to ensure the buffers are uploaded before the
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synchronization time. If data is uploaded at the render time we will
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end up with an unknown render latency, resulting in bad A/V
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synchronization.
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In order for this to happen, the buffers provided by downstream
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elements should have a GstAllocator implementation allowing
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uploading memory on _map(GST_MAP_WRITE).
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If this uploading happens asynchronously, the GstAllocator should
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implement a system so that if an intermediary element wishes to map
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the memory it can do so (either by providing a cached version of the
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memory, or by using locks).
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D7 : Overlay and positioning support
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FIXME : Move to a separate design doc
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struct _GstVideoCompositingMeta {
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GstMeta meta;
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/* zorder : Depth Position of the layer in the final scene
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* 0 = background
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* 2**32 = foreground
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*/
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guint zorder;
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/* x,y : Spatial position of the layer in the final scene
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*/
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guint x;
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guint y;
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/* width/height : Target width/height of the layer in the
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* final scene.
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*/
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guint width;
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guint height;
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/* basewidth/baseheight : Reference scene width/height
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* If both values are zero, the x/y/width/height values above
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* are to be used as absolute coordinates, regardless of the
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* final scene's width and height.
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* If the values are non-zero, the x/y/width/height values
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* above should be scaled based on those values.
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* Ex : real x position = x / basewidth * scene_width
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*/
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guint basewidth;
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guint baseheight;
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/* alpha : Global alpha multiplier
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* 0.0 = completely transparent
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* 1.0 = no modification of original transparency (or opacity)
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*/
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gdouble alpha;
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}
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D8 : De-interlacing support
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FIXME : Move to a separate design doc
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For systems that can apply deinterlacing, the user needs to be in
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control of whether it should be applied or not.
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This should be done through the usage of the deinterlace element.
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In order to benefit from the HW-acceleration, downstream/upstream
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elements need a way by which they can indicate that the
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deinterlacing process will be applied later.
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To this extent, we introduce a new GstMeta : GstDeinterlaceMeta
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typedef const gchar *GstDeinterlaceMethod;
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struct _GstDeinterlaceMeta {
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GstMeta meta;
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GstDeinterlaceMethod method;
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}
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D9 : Context sharing
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Re-use parts of -bad's videocontext ?
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D10 : Non-MT-safe APIs
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If the wrapped API/system does not offer an API which is MT-safe
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and/or usable from more than one thread (like OpenGL), we need:
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* A system by which a global context can be provided to all elements
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wanting to use that system,
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* A system by which elements can serialize processing to a 3rd party
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thread.
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[0]: Defining "noticeable overhead" is always tricky, but essentially
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means that the overhead introduced by GStreamer core and the element
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code should not exceed the overhead introduced for non-hw-accelerated
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elements.
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