What are the advantages of using gstreamer over stagefright? Could anyone please point out the difference.
On the onset, one very generic comment. It is very debatable if GStreamer
is advantageous over Stagefright
or not. However, some points to answer your question are as below.
Stagefright
relies only on OMX
/ OpenMax
interface for all the codecs, whereas GStreamer
codec plugin can be written over non-OMX
interfaces. For example, even software codecs are encapsulated into SoftOMXComponent
in Stagefright
framework, whereas the same can easily be converted into a GstElement
without necessarily having a OMX
interface.
In Stagefright
, the communication interface between 2 components is very generic and typically is MediaBuffer
. This is not a hard
binding, but more facilitated through the Glue Layer i.e. implementation of the OMXCodec
or MediaExtractor
or AwesomePlayer
.
In GStreamer
, the typical communication interface is through the Pads
which have specific GstCaps
. Two components' pads are inter-linked through gst_pad_link
.
GStreamer
provides standard template bins
like CameraBin
or PlayerBin
whereas in Stagefright
you have a cameraHal
implementation for camera
. For players, there are 2 potential player engine implementations like StagefrightPlayer
or NuPlayer
.
In Stagefright
, data processing is driven by the sink
(downstream) PULL-ing data from the source
. In GStreamer
, the data processing can potentially be triggered by the source
creating the buffer and PUSH-ing it to downstream (Reference: here).
A last point, Gstreamer
is widely deployed as compared to Stagefright
which is currently android specific.
While the list can continue, there are a lot of similarities between the 2 frameworks. For example,
Both frameworks create the components like parsers
or codecs
through Factory Methods
i.e. they employ a Factory
pattern.
Both frameworks employ a plugin
interface to integrate newer components like for example parsers
.