For those who didn't update to PS3 Firmware v3.21
yet, here is CodecSys H.264 Encoder API for PS3/OtherOS reversed.
When CodecSys version 1.3
came out I gave it a try and liked the speed you get, just sucks that you're quite limited concerning cropping and stuff, even multiple passes is disabled for the PS3 version.
So I did take a look at it. I usually hate .Net but in this case it made things a lot easier and by a lot I mean a lot. Long things short, I reversed mosted of the api dll which connects to the PS3 and stuff and used it to encode some frames.
Rebooting and stuff works as well, the cecom running on the PS3 seems to be buggy though and doesn't reboot to game_os for me, not even with the original application. Attached source is more or less based on QT, and still a work in progress, just wanted to share it.
Download: CodecSys H.264 Encoder API for PS3/OtherOS
/ CodecSys H.264 Encoder API for PS3/OtherOS v0.1
• corrected a bug in my yuv calculation
• removed IP address since it's not neccassarry, most likely it's just to specify an interface on which to listen
• put the sending and receiving in a thread
• added wrapper around the CodecSys functions
• added a basic commandline interface
I'm not sure but it might be easier to just get some open source encoder run on the PS3 with speed but I'm no good with PPC + SPU, at least not yet
From the ReadMe file: The IP is hardcoded as I just finished to reverse the api of the DLL so you have to change the corresponding string and length of the string.
For testing purpose I added an image which is converted to yuv420
and then added multiple times to the stream. No threading for now so you can only add a handful of frames until the buffer of the ps3 is full.
The resulting file will be raw h264.ES container which I added to a mp4 which mp4box to see what it looks like
Sometimes the PS3 doesn't get an IP, that's a YDL/CodecSys issue.
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