<div><br></div><div><br><div class="gmail_quote"><div dir="ltr">On Sat, 1 Dec 2018 at 6:35 pm, Peter Bennett <<a href="mailto:pb.mythtv@gmail.com">pb.mythtv@gmail.com</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><br>
<br>
On 12/1/18 5:22 PM, Jean-Yves Avenard wrote:<br>
> Hi.<br>
><br>
> Images obtained from VAAPI do jot need to be copied into main memory <br>
> to work with opengl. In fact you can directly use with opengl a VAAPI2 <br>
> image handle. It's just like any other textures.<br>
><br>
> Just like we do vdpau, all those decoding backends can be directly <br>
> used with opengl.<br>
><br>
Hi Jean-Yves<br>
<br>
Certainly this is true, I just need to find out what APIs to use and how <br>
to use them. I think that ffmpeg does not help with that side of things. <br>
I probably have to resort to VA APIs, CUDA APIS, Android native apis, <br>
etc. to do this. I will tackle theme one at a time.<br>
</blockquote><div dir="auto"><br></div><div dir="auto">Well, for the decoding side of things, you can use the hwaccel2 ffmpeg wrapper, you then find the image graphic handle in one of the data field. That leaves only the rendering side of things. All the decoding will be identical for all platforms.</div><div dir="auto"><br></div><div dir="auto">Happy to help if needed.</div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><br></blockquote></div></div>