On 05/26/2016 02:09 PM, Kristine Ferrell wrote:
On Thu, May 26, 2016 at 12:20 AM, Zhao Yakui<[email protected]>  wrote:

On 05/26/2016 10:44 AM, Kristine Ferrell wrote:

Shengquan,

Thanks for the sample code. I have some follow-up questions:

1. Can I use VA_RT_FORMAT_RGB32 as the pixel format for
vaCreateSurfaces? It'll be simpler since normally the 2D texture is in
ARGB format.


[Yakui]: Yes. You can use the VA_RT_FORMAT_RBG32 as the pixel format.

2. Do I have to align the picture width and height, i.e., can I just use
1920x1080 for a full HD picture?


[Yakui]: You only need to use 1920x1080 for full HD picture. If the buffer is 
created by the vaapi driver, the driver can help to do the alignment of width 
and height. And you don't need to care it.

  BTW: How do you use the buffer? Is the buffer created in other component and 
then used for the vaapi driver or created by the vaapi driver?


The buffer is from prime fd which is created on a RGB format opengl 2D
texture. I want to use the prime fd and opengl 2D texture as is (no
conversion from RGB to NV12, no width / height alignment) since I
expect way better performance as the hardware encoder and GPU both
have direct access to the memory holding the texture data. Reading the
2D texture into main memory and then uploading the data into vaSurface
takes too much time and the performance won't be acceptable for my
application.

[Yakui]: That is OK. In such scenario you don't need to align the width/height. You only need to obtain the prime_fd exported from OGL 2D texture and then use it to create vaSurface for the later usage.





Best
Christine

On Wed, May 25, 2016 at 3:46 AM, Yuan, Shengquan
<[email protected]<mailto:[email protected]>>  wrote:

     For vaCreateContext, I think render_targets/num_render_targets are
     optional (it depends on driver implementation), and the surface of
     vaBeginPicture can a brand-new surface

     VAStatus vaCreateContext (

     VADisplay dpy,

     VAConfigID config_id,

     int picture_width,

     int picture_height,

     int flag,

     VASurfaceID *render_targets,

     int num_render_targets,

     VAContextID *context /* out */

     );

     DMA buffer can be imported through
     VA_SURFACE_ATTRIB_MEM_TYPE_DRM_PRIME, e.g.

     VASurfaceAttribExternalBuffers buf;

     VASurfaceAttribType type,

     VASurfaceAttrib attrib_list[2]

     unsigned long prime_fd; /* an input variable, it is the imported
     prime fd from other process */

     int stride = frame_width_aligned, height_aligned =
     frame_height_aligned;

     if (stride == 0)

     stride = frame_width_mbaligned;

     if (height_aligned == 0)

     height_aligned = frame_height_mbaligned;

     buf.pixel_format = VA_FOURCC_NV12;

     buf.width = frame_width_mbaligned;

     buf.height = frame_height_mbaligned;

     buf.data_size = stride * height_aligned * 1.5;

     buf.num_buffers = 1; /* import only 1 buffer */

     buf.num_planes = 3;

     buf.pitches[0] = stride;

     buf.pitches[1] = stride;

     buf.pitches[2] = stride;

     buf.pitches[3] = 0;

     buf.offsets[0] = 0;

     buf.offsets[1] = stride * height_aligned;

     buf.offsets[2] = buf.offsets[1];

     buf.offsets[3] = 0;

     buf.buffers =&prime_fd;

     buf.flags = 0;

     buf.private_data = NULL;

     attrib_list[0].type = (VASurfaceAttribType)VASurfaceAttribMemoryType;

     attrib_list[0].flags = VA_SURFACE_ATTRIB_SETTABLE;

     attrib_list[0].value.type = VAGenericValueTypeInteger;

     attrib_list[0].value.value.i = VA_SURFACE_ATTRIB_MEM_TYPE_DRM_PRIME

     attrib_list[1].type =
     (VASurfaceAttribType)VASurfaceAttribExternalBufferDescriptor;

     attrib_list[1].flags = VA_SURFACE_ATTRIB_SETTABLE;

     attrib_list[1].value.type = VAGenericValueTypePointer;

     attrib_list[1].value.value.p = (void *)buf;

     vaCreateSurfaces(

     va_dpy,

     VA_RT_FORMAT_YUV420,

     frame_width_mbaligned, frame_height_mbaligned,

     &surface_id, 1,

     &attrib_list, 2);

     *From:*Libva [mailto:[email protected]
     <mailto:[email protected]>] *On Behalf Of *Anon
     *Sent:* Wednesday, May 25, 2016 2:23 PM
     *To:* [email protected]<mailto:[email protected]>
     *Subject:* [Libva] encode surfaces created from prime fd (backed by
     OpenGL 2D texture)

     Hi All,

     I want to implement the following use case on Intel Haswell CPU with
     HD graphics:

     offscreen OpenGL rendering to OpenGL 2D texture ->  use
     EGL_MESA_image_dma_buf_export to export the texture as prime fd ->
     vaCreateSurfaces from the prime fd ->  use vaapi to hw acclerate h264
     encoding

     Is this supported by the latest va-api and libva-intel-driver
     release (i.e., 1.7.0)? If so, is there any example I can start with?

     I did read the sample application h264encode.c and thought it might
     be a good starting point. However, the first major issue I
     encountered is when creating context through vaCreateContext, a
     number of pre-allocated va surfaces are required and thus statically
     associated with the new va context. However, with prime fd, the fd
     will change so a new va surface is created with every new prime fd.
     I don't see any API can be used to dynamically add/remove va
     surfaces after the context is created. Can you please give me some
     suggestions?

     Best,

     Kristine




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