On Sun, 24 Feb 2008 22:41:59 -0300 "Gustavo Sverzut Barbieri" <[EMAIL PROTECTED]> babbled:
i can't answer with respect to directfb, but the hardware you have is probably similar to what i've seen before. you get multiple display layers/planes (multiple framebuffers). one layer is YUV video data - thats your video layer. you are expected to just decode all video data into here and the hardware will convert to RGB and scale. it's really only mostly useful for 1 video at a time, and is "intended" to be fullscreen (you can twist it to do more, but only for limited uses). you may get a second YUV video layer for picture-in-picture, but then you get an overlay layer thats RGBG of some sort. maybe 32bit ARGB or 16bit RGB656 + an alpha mask or rgb555 with 1 bit for alpha (on/off) or maybe even color-keyed. this layer is probably where you want to render stuff into with evas most likely. now the question comes - how much help does the hardware supply in rendering to this layer? in my experience it generally is very minimal or even non-existent. you need to check what drawing operations are supported and what their limitations are. i might be tempted to do an engine just for GDL to draw in the overlay layer with evas (and leave video to something else). DFB is your other choice there. > Hi guys, > > I'll have to work with an Intel consumer electronics soon (CE2110, > [1]) so I started to investigate its capabilities and found that it > provides video overlays optimized for media playbacks, so you can > provide nice OSD (on screen display) without wasting much CPU, also > this board have some hardware decoders for h264 and mpeg2 and I guess > these do output to these overlays. > > They provide video drivers with their own library called GDL - > Graphics Device Library [2], with backend/engines for SDL and > DirectFB. This GDL seems to be pretty decent in hardware support, with > 2D including primitives like line, rectangle and blits (alpha, scaled > too [3]). This library itself is a tiny convenience library to issue > ioctl() to their kernel driver. > > I could not find CE2110 SDK, but there is one for the 854 chipset [4] > that contains sample programs with the GDL, just download it, > uncompress 8xxpsp-GDL-1.1-135.i386.rpm and then see > ./usr/local/gdl-8xx/samples/ > > Now to Evas part: we have an outdated DirectFB which AFAIK nobody is > using or willing to maintain and we (more specifically Cedric) have > SDL almost integrated. > I know SDL is really bare bones, so overhead of it should be > minimum, however due it being bare bones I fear it not exposing > primitives we could benefit. I couldn't find any source code or patch > for SDL, so I'm not sure what they optimized. > I don't know DirectFB more than reading their website some years > ago, but looking at their code and the patch provided by Intel, looks > like they do optimize some things. They have a README.txt with: > """ > """ 3. Current supported GDL accelerated features of DirectFB > """ 1) Overlay surface source color key is supported.. > """ 2) Below drawing functions are accelerated via GDL for all > video system surfaces: > """ draw lines; > """ draw rectangles, fill rectangles, fill triangle with single color; > """ strecth blt with alpha blending and alpha scaler. > """ > > So I'm not sure on how to proceed. Would it be better to get DirectFB > in shape, use SDL or write Evas GDL engine? Maybe my requirements can > help somehow: > - basic usage will be a digital tv set top box, so it's full high > definition video with eventually some nice OSD on top of it. > - it would be great to have semi-transparent OSD. > - CPU is ARM/Xscale at 1Ghz, so fancy on-cpu graphics may not be > possible (ie: emotion). > - future will require me to run more things than just my > application, maybe having Firefox and some other programs. This may be > a good point for DirectFB? (I don't know if they compiled with the > multi-app support, but given they provide a patch, it may be possible > to recompile with this support). > > If you have any knowledge of this topic, please help. I'm still a bit > confused about this overlay thing, maybe it's very helpful, as if you > can have a ARGB overlay with my GUI so I port Evas to it, run it as > ARGB surface and play the video on the background from another place. > But maybe it's not like that and it's just a way to get hardware to > output to some region directly (like h264/mpeg2 decoders writing to > it) and I'd have to draw my surface on top of it using colorkey or > retrieving the pixels (possible slow) to do alpha blend, making things > more difficult. > > What's the state of DirectFB? Was it running fine one day (ie: > directfb part is okay, it just lag behind Evas api changes)? > > > > [1] http://www.intel.com/design/celect/2110/index.htm > [2] http://www.intel.com/design/celect/2110/tools.htm > [3] gdl_int32 gdl_blt(gdl_context_t* context, gdl_uint32 > src_surface_id, gdl_rectangle_t* src_rect, gdl_uint32 dest_surface_id, > gdl_rectangle_t* dest_rect, gdl_uint32 num_clip_rects, > gdl_rectangle_t* clip_rect_list, gdl_uint32 chroma_range_low, > gdl_uint32 chroma_range_high, gdl_uint32 global_alpha_scalar, > gdl_uint32 flags) > [4] http://www.intel.com/design/celect/swd/linux854.htm > > -- > Gustavo Sverzut Barbieri > http://profusion.mobi - Embedded and Mobile Software Development > -------------------------------------- > MSN: [EMAIL PROTECTED] > Skype: gsbarbieri > Mobile: +55 (81) 9927 0010 > > ------------------------------------------------------------------------- > This SF.net email is sponsored by: Microsoft > Defy all challenges. Microsoft(R) Visual Studio 2008. > http://clk.atdmt.com/MRT/go/vse0120000070mrt/direct/01/ > _______________________________________________ > enlightenment-devel mailing list > enlightenment-devel@lists.sourceforge.net > https://lists.sourceforge.net/lists/listinfo/enlightenment-devel > -- ------------- Codito, ergo sum - "I code, therefore I am" -------------- The Rasterman (Carsten Haitzler) [EMAIL PROTECTED] ------------------------------------------------------------------------- This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse0120000070mrt/direct/01/ _______________________________________________ enlightenment-devel mailing list enlightenment-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/enlightenment-devel