2013-02-21, 12:52
Koying
you have to understand this issue
http://forum.doom9.org/showthread.php?t=143215
This padding works fine in the default Android Framework (Software Rendering, Hardware Overlay) it just fails with 3rd party GPU Render implementations so far (XBMC and MX Player)
And also both are unstable with the Multithreaded Slice Decoding part of Rockchips Decoder in the GPU Render mode
Did you tried to padd the result via the Parser and give that to the Rockchip Decoder so if the input is 1080p fake the bitstream info and send 1088 to the decoder as the actual width of the resolution what happens ?
you have to understand this issue
http://forum.doom9.org/showthread.php?t=143215
This padding works fine in the default Android Framework (Software Rendering, Hardware Overlay) it just fails with 3rd party GPU Render implementations so far (XBMC and MX Player)
And also both are unstable with the Multithreaded Slice Decoding part of Rockchips Decoder in the GPU Render mode
Did you tried to padd the result via the Parser and give that to the Rockchip Decoder so if the input is 1080p fake the bitstream info and send 1088 to the decoder as the actual width of the resolution what happens ?