Mark Filion
September 01, 2021
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September's busy conference schedule kicks off next week with the Fall edition of Linaro Virtual Connect. Join us for a look at how to master your PipeWire streams with WirePlumber, and de-mystify GFX virtualization with VirGL!
Taking place entirely online from September 8-10, the event "brings together developers and maintainers of both hardware and software to discuss and learn about the leading software topics, challenges and opportunities in the Arm Ecosystem today".
Among the 70+ technical keynotes and sessions are two from Collabora's George Kiagiadakis and Gert Wollny! Here's a look at what they will be discussing.
In the embedded multimedia world, it is often a challenge to orchestrate multimedia streams in such a way so that the final product is robust, consistent and secure. In many cases, such systems end up doing all their multimedia in a single custom GStreamer pipeline or they develop complex orchestration systems around desktop-oriented solutions, circumventing desktop behaviour. PipeWire is a simple but powerful multimedia IPC framework that can be used to implement any kind of multimedia routing service, like an audio server (ex. PulseAudio, JACK) or a video capture portal. WirePlumber is a modular and scriptable session manager (i.e. orchestrator) for PipeWire. In this presentation, George will walk you through an interactive demo showing how easy it is to implement a custom, powerful and secure audio/video stream routing service using PipeWire, WirePlumber and rules scripted in Lua.
VirGL is a software-based approach to GFX virtualization that comes in two main pieces of software, on the host side virglrenderer, that interfaces with the host OpenGL and/or Vulkan driver, and in the guest Mesa3D provides either OpenGL (via virgl), or Vulkan (via Venus). VirGL offers an OpenGL virtualization that works on all host system that provide a working OpenGL driver. For example, the guest supports up to OpenGL 4.5 and up to OpenGL ES 3.2 if the host supports the according feature set. Similarly, Venus provides the Vulkan implementation based on the features the host Vulkan driver offers. Here, we will take a deep dive into how virglrenderer handles virtualization, discuss advantages and drawbacks of this purely software-based approach, and point out the similarities and differences between the OpenGL and Vulkan virtualizations. Looking ahead, we will also discuss how Zink, a Mesa3D driver providing OpenGL via Vulkan, could possibly help to improve the performance of the OpenGL virtualization by making use of Venus.
If you plan on attending Linaro Virtual Connect, please comme say hello during one our talks, or in one of the many chatrooms. See you there!
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