In my first single-threaded version of the app I left it running for a couple days cycling through images and it's been working well as I develop other parts of the app.
Astro saber fifo buffer code#
Really though that code has worked quite well up until now. Once I had it working on my sample set of images I decided to leave well enough alone, it was meeting my performance requirements and OMX stuff is a bit of a hassle to work with.
For the odd things with YUV I want to say it had to do with the dimensions it would accept. To some extent I don't care if it errors out and fails, the app can log it and it just won't show an image there. Then I took some of the library calls and pulled them back into the class to avoid assertions in the library code. For the OMX component classes I basically took the hello_jpeg example and caught every return code I could. I wrote most of that 6 - 8 months ago so it takes some effort to figure out why I did a few things. I'm not surprised the OMX state changes aren't quite perfect. I'll probably end up having to strip out my omx classes and render loop into a minimal program to demonstrate and isolate the problem for further debugging. Anyways, thought I'd ping the masses who have played with these areas of code before I dive deeper into debugging. My resize code is based on the decoder which I wrote first so they're very similar. I'm wondering if anyone has thoughts on debugging that? i'm also using the image decoding omx component which doesn't seem to have the same problem - though I need to verify that the way I'm using the components is comparable. The render thread is getting stuck on eglSwapBuffers and the resize code is in a loop waiting for port settings to change which never comes. Loading other types of textures is working - I'm rendering text as well in that thread.The problem I'm having is that the resize component seems to be hanging up the main render thread. I've been using the omxresize code for a few months now and the gl es is relatively new to the code, so I'm reasonably sure that the omx portion of the code works well. Part of that is using omx.resize to scale my images. I've got an app running a render loop in one thread, and loading textures in another.