Hi Adam,

You would need either TFP extension or vaCreateSurfaceGLX/vaCopySurfaceGLX 
supported in the PSB driver in order to get the decoded video into the OpenGL 
pipeline.  Before this happens, the only way of doing blended UI is through 
subpictures. Gwenole had some comments on the various ways of doing UI 
recently: http://lists.freedesktop.org/archives/libva/2010-January/000140.html
   
Regards,
Jonathan

-----Original Message-----
From: [email protected] 
[mailto:[email protected]] On Behalf Of Adam Strzelecki
Sent: Thursday, February 11, 2010 6:51 AM
To: [email protected]
Subject: [Libva] vaCreateSurfaceGLX on psb fails (due lack of 
GLX_EXT_texture_from_pixmap)

Hi,

I am developing some OpenGL video surveillance app. Since it was decided we 
will be using GMA 500 & Linux for some of monitoring stations I started 
implementing HW accel based on VA API.
Unfortunately it seems PSB does NOT support vaCreateSurfaceGLX which always 
fails.
I debugged it a bit and it seems that check_tfp_extensions fails due missing 
GLX_EXT_texture_from_pixmap.

So now I got serious problem, since cannot get valid GL texture out of VA 
Surface I cannot render it into backbuffer as rest of UI using regular OpenGL 
pipeline.
Only thing that works with PSB is regular vaPutSurface, but it always renders 
to FRONT BUFFER, while rest of UI based on OpenGL renders to BACK BUFFER, then 
page flip ruins everything.
I cannot have both vaPutSurface & OpenGL without flickering.

As stated in other threads here vaGetImage and vaDeriveImage also DOESN'T work 
for PSB. So anyone can tell me how I can render VA Surface together with other 
things out of OpenGL altogether using PSB?

Is there any trick that can enable me to do that? Maybe it could be possible to 
make vaPutSurface render to BACK BUFFER? This would make things easier... even 
all GLX based extensions vaCreateSurfaceGLX and vaAssociateSurfaceGLX would not 
be necessary.

Would be great if vaPutSurface had a flag telling it to render to Drawable 
backbuffer if present, so we can use just vaPutSurface without additional 
hassle of mapping into GL textures.

Best regards,
-- 
Adam | nanoant.com
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