Giving Rust a chance for in-kernel codecs
Giving Rust a chance for in-kernel codecs
Posted Apr 29, 2024 16:00 UTC (Mon) by farnz (subscriber, #17727)In reply to: Giving Rust a chance for in-kernel codecs by leromarinvit
Parent article: Giving Rust a chance for in-kernel codecs
There is an alternative option, in drivers/gpu/drm, where your in-kernel component handles device management (buffer handling, command submission etc), and you supply an open-source userspace component (doesn't have to be part of Mesa3D) that implements the majority of the codec driver.
Posted Apr 29, 2024 20:03 UTC (Mon)
by stormer (subscriber, #62536)
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Of course, the validation is still mandatory, but we can easily design a common command bitstream for this type of hardware, and then internally validate and reconstruct a validated command that is simply the register layout in RAM that can be used by the scheduler to applied. Might be a steep dive, but what I'm saying is that DRM/KMS is a very viable solution for future CODEC and may help fixing all the legacy and short coming of V4L2 uAPI and hopefully support Vulkan Video on this type of hardware.
Giving Rust a chance for in-kernel codecs
