Re: [PATCH 0/3] Handling of reduced FPS in V4L2

2017-03-29 Thread Jose Abreu
Hi Hans, On 28-03-2017 11:07, Hans Verkuil wrote: > On 27/03/17 13:58, Jose Abreu wrote: >> Hi Hans, >> >> >> On 24-03-2017 12:28, Hans Verkuil wrote: >>> On 03/24/17 13:21, Jose Abreu wrote: Hi Hans, On 24-03-2017 12:12, Hans Verkuil wrote: > On 03/24/17 12:52, Jose

Re: [PATCH 0/3] Handling of reduced FPS in V4L2

2017-03-28 Thread Hans Verkuil
On 27/03/17 13:58, Jose Abreu wrote: > Hi Hans, > > > On 24-03-2017 12:28, Hans Verkuil wrote: >> On 03/24/17 13:21, Jose Abreu wrote: >>> Hi Hans, >>> >>> >>> On 24-03-2017 12:12, Hans Verkuil wrote: On 03/24/17 12:52, Jose Abreu wrote: > Hi Hans, > > >>> Can you please

Re: [PATCH 0/3] Handling of reduced FPS in V4L2

2017-03-27 Thread Jose Abreu
Hi Hans, On 24-03-2017 12:28, Hans Verkuil wrote: > On 03/24/17 13:21, Jose Abreu wrote: >> Hi Hans, >> >> >> On 24-03-2017 12:12, Hans Verkuil wrote: >>> On 03/24/17 12:52, Jose Abreu wrote: Hi Hans, >> Can you please review this series, when possible? And if you >> could

Re: [PATCH 0/3] Handling of reduced FPS in V4L2

2017-03-24 Thread Hans Verkuil
On 03/24/17 13:21, Jose Abreu wrote: > Hi Hans, > > > On 24-03-2017 12:12, Hans Verkuil wrote: >> On 03/24/17 12:52, Jose Abreu wrote: >>> Hi Hans, >>> >>> > Can you please review this series, when possible? And if you > could test it on cobalt it would be great :) Hopefully next

Re: [PATCH 0/3] Handling of reduced FPS in V4L2

2017-03-24 Thread Jose Abreu
Hi Hans, On 24-03-2017 12:12, Hans Verkuil wrote: > On 03/24/17 12:52, Jose Abreu wrote: >> Hi Hans, >> >> Can you please review this series, when possible? And if you could test it on cobalt it would be great :) >>> Hopefully next week. >> Thanks :) >> >>> Did you have some

Re: [PATCH 0/3] Handling of reduced FPS in V4L2

2017-03-24 Thread Hans Verkuil
On 03/24/17 12:52, Jose Abreu wrote: > Hi Hans, > > >>> Can you please review this series, when possible? And if you >>> could test it on cobalt it would be great :) >> Hopefully next week. > > Thanks :) > >> Did you have some real-world numbers w.r.t. measured >> pixelclock frequencies and

Re: [PATCH 0/3] Handling of reduced FPS in V4L2

2017-03-24 Thread Jose Abreu
Hi Hans, >> Can you please review this series, when possible? And if you >> could test it on cobalt it would be great :) > Hopefully next week. Thanks :) > Did you have some real-world numbers w.r.t. measured > pixelclock frequencies and 60 vs 59.94 Hz and 24 vs 23.976 Hz? I did make some

Re: [PATCH 0/3] Handling of reduced FPS in V4L2

2017-03-24 Thread Hans Verkuil
On 03/24/17 12:03, Jose Abreu wrote: > Hi Hans, > > > On 21-03-2017 11:49, Jose Abreu wrote: >> Hi all, >> >> This is a follow up patch from this discussion [1]. It should be >> seen more as a starting point to introduce better handling of >> time per frame in v4l2. Quoting Hans Verkuil from

Re: [PATCH 0/3] Handling of reduced FPS in V4L2

2017-03-24 Thread Jose Abreu
Hi Hans, On 21-03-2017 11:49, Jose Abreu wrote: > Hi all, > > This is a follow up patch from this discussion [1]. It should be > seen more as a starting point to introduce better handling of > time per frame in v4l2. Quoting Hans Verkuil from [1]: > > 1) "Add a flag

[PATCH 0/3] Handling of reduced FPS in V4L2

2017-03-21 Thread Jose Abreu
Hi all, This is a follow up patch from this discussion [1]. It should be seen more as a starting point to introduce better handling of time per frame in v4l2. Quoting Hans Verkuil from [1]: 1) "Add a flag V4L2_DV_FL_CAN_DETECT_REDUCED_FPS. If set, then the hw can detect the difference between