[137/906] Don't reallocate texture memory every time in upload_* functions.

This commit is contained in:
Filippo Argiolas 2008-08-04 09:46:14 +02:00 committed by Tim-Philipp Müller
parent 395ea4fa2a
commit 14849d65ea
2 changed files with 142 additions and 134 deletions

View file

@ -66,14 +66,9 @@ void gst_gl_display_check_framebuffer_status (void);
/* To not make gst_gl_display_thread_do_upload
* and gst_gl_display_thread_do_download too big */
static void gst_gl_display_thread_do_upload_make (GstGLDisplay* display, GLuint* pTexture,
GLuint* pTexture_u, GLuint* pTexture_v);
static void gst_gl_display_thread_do_upload_fill (GstGLDisplay* display, GLuint* pTexture,
GLuint* pTexture_u, GLuint* pTexture_v,
GstVideoFormat* pVideo_format);
static void gst_gl_display_thread_do_upload_draw (GstGLDisplay* display, GLuint texture,
GLuint texture_u, GLuint texture_v,
GstVideoFormat video_format);
static void gst_gl_display_thread_do_upload_make (GstGLDisplay *display);
static void gst_gl_display_thread_do_upload_fill (GstGLDisplay *display, GstVideoFormat* pVideo_format);
static void gst_gl_display_thread_do_upload_draw (GstGLDisplay *display, GstVideoFormat video_format);
static void gst_gl_display_thread_do_download_draw (GstGLDisplay* display);
@ -160,6 +155,9 @@ gst_gl_display_init (GstGLDisplay *display, GstGLDisplayClass *klass)
display->upload_fbo = 0;
display->upload_depth_buffer = 0;
display->upload_texture = 0;
display->upload_intex = 0;
display->upload_intex_u = 0;
display->upload_intex_v = 0;
display->upload_width = 0;
display->upload_height = 0;
display->upload_video_format = 0;
@ -809,6 +807,22 @@ gst_gl_display_thread_destroy_context (GstGLDisplay *display)
glDeleteTextures (1, &display->download_texture_v);
display->download_texture_v = 0;
}
if (display->upload_intex != 0)
{
glDeleteTextures (1, &display->upload_intex);
display->upload_intex = 0;
}
if (display->upload_intex_v != 0)
{
glDeleteTextures (1, &display->upload_intex_v);
display->upload_intex = 0;
}
if (display->upload_intex_v != 0)
{
glDeleteTextures (1, &display->upload_intex_v);
display->upload_intex = 0;
}
//clean up the texture pool
while (g_queue_get_length (display->texturePool))
@ -1095,24 +1109,14 @@ gst_gl_display_thread_init_upload (GstGLDisplay *display)
static void
gst_gl_display_thread_do_upload (GstGLDisplay * display)
{
GLuint texture = 0;
GLuint texture_u = 0;
GLuint texture_v = 0;
GstVideoFormat video_format = 0;
glutSetWindow (display->glutWinId);
gst_gl_display_thread_do_upload_make (display, &texture, &texture_u, &texture_v);
gst_gl_display_thread_do_upload_fill (display, &texture, &texture_u, &texture_v,
&video_format);
gst_gl_display_thread_do_upload_draw (display, texture, texture_u, texture_v,
video_format);
gst_gl_display_thread_do_upload_make (display);
gst_gl_display_thread_do_upload_fill (display, &video_format);
gst_gl_display_thread_do_upload_draw (display, video_format);
gst_gl_display_gldel_texture (display, &texture);
if (texture_u)
gst_gl_display_gldel_texture (display, &texture_u);
if (texture_v)
gst_gl_display_gldel_texture (display, &texture_v);
g_cond_signal (display->cond_do_upload);
}
@ -2105,121 +2109,124 @@ gst_gl_display_set_client_draw_callback (GstGLDisplay * display, CDCB cb)
/* called by gst_gl_display_thread_do_upload (in the gl thread) */
void gst_gl_display_thread_do_upload_make (GstGLDisplay* display, GLuint* pTexture,
GLuint* pTexture_u, GLuint* pTexture_v)
void gst_gl_display_thread_do_upload_make (GstGLDisplay *display)
{
gint width = display->upload_data_with;
gint height = display->upload_data_height;
gst_gl_display_glgen_texture (display, pTexture);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, *pTexture);
switch (display->upload_video_format)
if (display->upload_intex == 0)
{
case GST_VIDEO_FORMAT_RGBx:
case GST_VIDEO_FORMAT_BGRx:
case GST_VIDEO_FORMAT_xRGB:
case GST_VIDEO_FORMAT_xBGR:
case GST_VIDEO_FORMAT_RGBA:
case GST_VIDEO_FORMAT_BGRA:
case GST_VIDEO_FORMAT_ARGB:
case GST_VIDEO_FORMAT_ABGR:
case GST_VIDEO_FORMAT_AYUV:
glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA,
width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
break;
case GST_VIDEO_FORMAT_RGB:
case GST_VIDEO_FORMAT_BGR:
glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGB,
width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
break;
case GST_VIDEO_FORMAT_YUY2:
switch (display->colorspace_conversion)
glGenTextures (1, &display->upload_intex);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_intex);
switch (display->upload_video_format)
{
case GST_GL_DISPLAY_CONVERSION_GLSL:
case GST_GL_DISPLAY_CONVERSION_MATRIX:
glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_LUMINANCE_ALPHA,
width, height,
0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, NULL);
gst_gl_display_glgen_texture (display, pTexture_u);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, *pTexture_u);
glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
width, height,
0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
case GST_VIDEO_FORMAT_RGBx:
case GST_VIDEO_FORMAT_BGRx:
case GST_VIDEO_FORMAT_xRGB:
case GST_VIDEO_FORMAT_xBGR:
case GST_VIDEO_FORMAT_RGBA:
case GST_VIDEO_FORMAT_BGRA:
case GST_VIDEO_FORMAT_ARGB:
case GST_VIDEO_FORMAT_ABGR:
case GST_VIDEO_FORMAT_AYUV:
glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA,
width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
break;
case GST_GL_DISPLAY_CONVERSION_MESA:
glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_YCBCR_MESA,
width, height,
0, GL_YCBCR_MESA, GL_UNSIGNED_SHORT_8_8_MESA, NULL);
case GST_VIDEO_FORMAT_RGB:
case GST_VIDEO_FORMAT_BGR:
glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGB,
width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
break;
case GST_VIDEO_FORMAT_YUY2:
switch (display->colorspace_conversion)
{
case GST_GL_DISPLAY_CONVERSION_GLSL:
case GST_GL_DISPLAY_CONVERSION_MATRIX:
glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_LUMINANCE_ALPHA,
width, height,
0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, NULL);
if (display->upload_intex_u == 0) {
glGenTextures (1, &display->upload_intex_u);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_intex_u);
glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
width, height,
0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
}
break;
case GST_GL_DISPLAY_CONVERSION_MESA:
glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_YCBCR_MESA,
width, height,
0, GL_YCBCR_MESA, GL_UNSIGNED_SHORT_8_8_MESA, NULL);
break;
default:
g_assert_not_reached ();
}
break;
case GST_VIDEO_FORMAT_UYVY:
switch (display->colorspace_conversion)
{
case GST_GL_DISPLAY_CONVERSION_GLSL:
case GST_GL_DISPLAY_CONVERSION_MATRIX:
glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_LUMINANCE_ALPHA,
width, height,
0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, NULL);
if (display->upload_intex_u == 0) {
glGenTextures (1, &display->upload_intex_u);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_intex_u);
glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
width, height,
0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
break;
}
case GST_GL_DISPLAY_CONVERSION_MESA:
glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_YCBCR_MESA,
width, height,
0, GL_YCBCR_MESA, GL_UNSIGNED_SHORT_8_8_MESA, NULL);
break;
default:
g_assert_not_reached ();
}
break;
case GST_VIDEO_FORMAT_I420:
case GST_VIDEO_FORMAT_YV12:
glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_LUMINANCE,
width, height,
0, GL_LUMINANCE, GL_UNSIGNED_BYTE, NULL);
if (display->upload_intex_u == 0) {
glGenTextures (1, &display->upload_intex_u);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_intex_u);
glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_LUMINANCE,
GST_ROUND_UP_2 (width) / 2,
GST_ROUND_UP_2 (height) / 2,
0, GL_LUMINANCE, GL_UNSIGNED_BYTE, NULL);
}
if (display->upload_intex_v == 0) {
glGenTextures (1, &display->upload_intex_v);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_intex_v);
glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_LUMINANCE,
GST_ROUND_UP_2 (width) / 2,
GST_ROUND_UP_2 (height) / 2,
0, GL_LUMINANCE, GL_UNSIGNED_BYTE, NULL);
}
break;
default:
g_assert_not_reached ();
}
break;
case GST_VIDEO_FORMAT_UYVY:
switch (display->colorspace_conversion)
{
case GST_GL_DISPLAY_CONVERSION_GLSL:
case GST_GL_DISPLAY_CONVERSION_MATRIX:
glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_LUMINANCE_ALPHA,
width, height,
0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, NULL);
gst_gl_display_glgen_texture (display, pTexture_u);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, *pTexture_u);
glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
width, height,
0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
break;
case GST_GL_DISPLAY_CONVERSION_MESA:
glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_YCBCR_MESA,
width, height,
0, GL_YCBCR_MESA, GL_UNSIGNED_SHORT_8_8_MESA, NULL);
break;
default:
g_assert_not_reached ();
}
break;
case GST_VIDEO_FORMAT_I420:
case GST_VIDEO_FORMAT_YV12:
glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_LUMINANCE,
width, height,
0, GL_LUMINANCE, GL_UNSIGNED_BYTE, NULL);
gst_gl_display_glgen_texture (display, pTexture_u);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, *pTexture_u);
glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_LUMINANCE,
GST_ROUND_UP_2 (width) / 2,
GST_ROUND_UP_2 (height) / 2,
0, GL_LUMINANCE, GL_UNSIGNED_BYTE, NULL);
gst_gl_display_glgen_texture (display, pTexture_v);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, *pTexture_v);
glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_LUMINANCE,
GST_ROUND_UP_2 (width) / 2,
GST_ROUND_UP_2 (height) / 2,
0, GL_LUMINANCE, GL_UNSIGNED_BYTE, NULL);
break;
default:
g_assert_not_reached ();
}
}
/* called by gst_gl_display_thread_do_upload (in the gl thread) */
void
gst_gl_display_thread_do_upload_fill (GstGLDisplay* display, GLuint* pTexture,
GLuint* pTexture_u, GLuint* pTexture_v,
GstVideoFormat* pVideo_format)
gst_gl_display_thread_do_upload_fill (GstGLDisplay* display, GstVideoFormat* pVideo_format)
{
gint width = display->upload_data_with;
gint height = display->upload_data_height;
@ -2227,7 +2234,7 @@ gst_gl_display_thread_do_upload_fill (GstGLDisplay* display, GLuint* pTexture,
gpointer data = display->upload_data;
*pVideo_format = video_format;
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, *pTexture);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_intex);
switch (video_format) {
case GST_VIDEO_FORMAT_RGBx:
@ -2255,7 +2262,7 @@ gst_gl_display_thread_do_upload_fill (GstGLDisplay* display, GLuint* pTexture,
glTexSubImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0, width, height,
GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, data);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, *pTexture_u);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_intex_u);
glTexSubImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0,
GST_ROUND_UP_2 (width) / 2, height,
GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
@ -2277,7 +2284,7 @@ gst_gl_display_thread_do_upload_fill (GstGLDisplay* display, GLuint* pTexture,
glTexSubImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0, width, height,
GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, data);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, *pTexture_u);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_intex_u);
glTexSubImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0,
GST_ROUND_UP_2 (width) / 2, height,
GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
@ -2314,14 +2321,14 @@ gst_gl_display_thread_do_upload_fill (GstGLDisplay* display, GLuint* pTexture,
glTexSubImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0, width, height,
GL_LUMINANCE, GL_UNSIGNED_BYTE, data);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, *pTexture_u);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_intex_u);
glTexSubImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0,
GST_ROUND_UP_2 (width) / 2, GST_ROUND_UP_2 (height) / 2,
GL_LUMINANCE, GL_UNSIGNED_BYTE,
(guint8 *) data +
gst_video_format_get_component_offset (video_format, offsetU, width, height));
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, *pTexture_v);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_intex_v);
glTexSubImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0,
GST_ROUND_UP_2 (width) / 2, GST_ROUND_UP_2 (height) / 2,
GL_LUMINANCE, GL_UNSIGNED_BYTE,
@ -2337,9 +2344,7 @@ gst_gl_display_thread_do_upload_fill (GstGLDisplay* display, GLuint* pTexture,
/* called by gst_gl_display_thread_do_upload (in the gl thread) */
void
gst_gl_display_thread_do_upload_draw (GstGLDisplay* display, GLuint texture,
GLuint texture_u, GLuint texture_v,
GstVideoFormat video_format)
gst_gl_display_thread_do_upload_draw (GstGLDisplay* display, GstVideoFormat video_format)
{
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, display->upload_fbo);
@ -2383,7 +2388,7 @@ gst_gl_display_thread_do_upload_draw (GstGLDisplay* display, GLuint texture,
glLoadIdentity ();
glEnable(GL_TEXTURE_RECTANGLE_ARB);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_intex);
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
@ -2416,7 +2421,7 @@ gst_gl_display_thread_do_upload_draw (GstGLDisplay* display, GLuint texture,
glActiveTextureARB(GL_TEXTURE1_ARB);
gst_gl_shader_set_uniform_1i (shader_upload_YUY2_UYVY, "UVtex", 1);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture_u);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_intex_u);
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
@ -2424,7 +2429,7 @@ gst_gl_display_thread_do_upload_draw (GstGLDisplay* display, GLuint texture,
glActiveTextureARB(GL_TEXTURE0_ARB);
gst_gl_shader_set_uniform_1i (shader_upload_YUY2_UYVY, "Ytex", 0);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_intex);
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
@ -2442,7 +2447,7 @@ gst_gl_display_thread_do_upload_draw (GstGLDisplay* display, GLuint texture,
glActiveTextureARB(GL_TEXTURE1_ARB);
gst_gl_shader_set_uniform_1i (display->shader_upload_I420_YV12, "Utex", 1);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture_u);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_intex_u);
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
@ -2450,7 +2455,7 @@ gst_gl_display_thread_do_upload_draw (GstGLDisplay* display, GLuint texture,
glActiveTextureARB(GL_TEXTURE2_ARB);
gst_gl_shader_set_uniform_1i (display->shader_upload_I420_YV12, "Vtex", 2);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture_v);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_intex_v);
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
@ -2458,7 +2463,7 @@ gst_gl_display_thread_do_upload_draw (GstGLDisplay* display, GLuint texture,
glActiveTextureARB(GL_TEXTURE0_ARB);
gst_gl_shader_set_uniform_1i (display->shader_upload_I420_YV12, "Ytex", 0);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_intex);
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
@ -2475,7 +2480,7 @@ gst_gl_display_thread_do_upload_draw (GstGLDisplay* display, GLuint texture,
glActiveTextureARB(GL_TEXTURE0_ARB);
gst_gl_shader_set_uniform_1i (display->shader_upload_AYUV, "tex", 0);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_intex);
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);

View file

@ -155,6 +155,9 @@ struct _GstGLDisplay {
GLuint upload_fbo;
GLuint upload_depth_buffer;
GLuint upload_texture;
GLuint upload_intex;
GLuint upload_intex_u;
GLuint upload_intex_v;
GLuint upload_width;
GLuint upload_height;
GstVideoFormat upload_video_format;