Qt Multimedia status on Android
Michał Kowalczyk
mkk at ekk.pl
Fri May 4 17:23:02 UTC 2012
Couple weeks ago I published solution which is similar to yours, George:
http://mkk.ekk.pl/?wpis=4
I use OpenGL only for acceleration of displaying frames (it takes lot of
time, what is really strange). I provided decoding YUV into RGB, try to do
some optimization and use all accessible CPU cores. Maybe it is possible to
make it better. I hope it will be useful for you.
Cheers,
Michał
2012/5/4 BogDan <bog_dan_ro at yahoo.com>
> Hello George,
>
> >________________________________
> > From: George Tavares <tavares.george at gmail.com>
> >To: necessitas-devel at kde.org
> >Sent: Thursday, May 3, 2012 11:13 PM
> >Subject: Re: Qt Multimedia status on Android
> >
> >
> >Hello BogDan
> >
> >I am making some work with android multimedia too, but in Camera support
> and I make some progress that I can share with you.
> >
>
> Maybe we should join forces ?:)
>
>
> >
> >I started with QtCamera.java/androidcamjni.cpp available in your sdk, and
> tried direct render the image previews received in androidcamjni.cpp to a
> QDeclarativeItem. The performance was not good.
> >
> >I look in QtCamera.java and saw that frames are encoded to jpeg , and
> later loaded to QImage, I decided elimate this step, sending the bytearrey
> of preview direct to CPP side and use a Method from Ketai project!
> (decodeYUV420SP) to decode frame. After running, it continue slow.
> >
>
> :)
>
> >
> >However, I am running qt with opengl enabled, then I decided upload YUV
> frame like a texture and make de YUV decode in a shader. It now it is fast.
> I can't see differences in my camera support (800x600) and the camera
> from Android application.
> >
> >I have only one problem implementing the shader. the YUV format appears
> like that:
> >YYYYYYYYY
> >UVUV
> >
> >When I tried to load this like textures, I choose first load in two
> textures, one with Y component of type GL_LUMINANCE and other with UV
> component with a type GL_LUMINANCE_ALPHA . In fragment shader I tried load
> these components but the GL_LUMINANCE_ALPHA has some kind of bug that the
> components are not load correctly. Then I decided to unscramble the image
> in this format:
> >YYYYYYYYY
> >UUVV
> >
> >Then I load the U and V texture separately.
> >
>
> Great, can you please share with us the shader sources ?
>
> As I sad I already have the texture, the problem is how to display it on a
> non-gl widget ...
> Using OpenGL for rendering everything it can be a solution but sadly on
> android we
>
> are limited to a single windowsurface, so the UI is (extremely) limited to
> a single
>
> Top Level Widget, this means you can't use controls which needs another TLW
> (e.g. dialog, combobox, etc.).
>
> Check http://code.google.com/p/android-lighthouse/issues/detail?id=4#c24for
>
> more informations.
>
>
>
> Thanks,
>
>
> Cheers,
> BogDan.
>
> P.S. Please join the mailing list to
> https://mail.kde.org/mailman/listinfo/necessitas-devel
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