Developer(s) | Khronos Group |
---|---|
Website | www |
Developer(s) | Khronos Group |
---|---|
Stable release |
1.1 / 18 January 2011
|
Operating system | Cross-platform |
Type | API |
License | Various |
Website | www |
Developer(s) | Khronos Group |
---|---|
Stable release |
1.1.2 / September 15, 2008
|
Operating system | Cross-platform |
Type | API |
License | Various |
Website | www |
Developer(s) | Khronos Group |
---|---|
Stable release |
1.0.2 / December 21, 2007
|
Operating system | Cross-platform |
Type | API |
License | Various |
Website | www |
OpenMAX (Open Media Acceleration), often shortened as "OMX", is a non-proprietary and royalty-free cross-platform set of C-language programming interfaces that provides abstractions for routines especially useful for audio, video, and still images processing. It is intended for low power and embedded system devices (including smartphones, game consoles, digital media players, and set-top boxes) that need to efficiently process large amounts of multimedia data in predictable ways, such as video codecs, graphics libraries, and other functions for video, image, audio, voice and speech.
OpenMAX provides three layers of interfaces: application layer (AL), integration layer (IL) and development layer (DL). OpenMAX is managed by the non-profit technology consortium Khronos Group.
Initially announced in July 2004. The OpenMAX Working Group was initially founded by members ARM, Motorola, Samsung, STMicroelectronics, and Texas Instruments. Version 1.0 of the specification was published in December 2005.
OpenMAX AL is the interface between multimedia applications, such as a media player, and the platform media framework. It allows companies that develop applications to easily migrate their applications to different platforms (customers) that support the OpenMAX AL application programming interface (API).
OpenMAX IL is the interface between media framework, (such as StageFright or MediaCodec API on Android, DirectShow on Windows, FFmpeg or Libav on Linux, or GStreamer for cross-platform), and a set of multimedia components (such as an audio or video codecs). It allows companies that build platforms (e.g. allowing an implementation of an MP3 player) to easily change components like MP3 decoders and Equalizer effects and buy components for their platform from different vendors.