mirror of
https://gitlab.freedesktop.org/gstreamer/gstreamer.git
synced 2025-03-30 12:49:40 +00:00
docs: add draft for subtitle overlays to design docs
Main purpose is to provide a generic way to make subtitles work on top of non-raw video (vaapi, vdpau, etc.).
This commit is contained in:
parent
8da902bb78
commit
308d4b99ea
1 changed files with 548 additions and 0 deletions
548
docs/design/draft-subtitle-overlays.txt
Normal file
548
docs/design/draft-subtitle-overlays.txt
Normal file
|
@ -0,0 +1,548 @@
|
|||
===============================================================
|
||||
Subtitle overlays, hardware-accelerated decoding and playbin2
|
||||
===============================================================
|
||||
|
||||
Status: EARLY DRAFT / BRAINSTORMING
|
||||
|
||||
The following text will use "playbin" synonymous with "playbin2".
|
||||
|
||||
=== 1. Background ===
|
||||
|
||||
Subtitles can be muxed in containers or come from an external source.
|
||||
|
||||
Subtitles come in many shapes and colours. Usually they are either
|
||||
text-based (incl. 'pango markup'), or bitmap-based (e.g. DVD subtitles
|
||||
and the most common form of DVB subs). Bitmap based subtitles are
|
||||
usually compressed in some way, like some form of run-length encoding.
|
||||
|
||||
Subtitles are currently decoded and rendered in subtitle-format-specific
|
||||
overlay elements. These elements have two sink pads (one for raw video
|
||||
and one for the subtitle format in question) and one raw video source pad.
|
||||
|
||||
They will take care of synchronising the two input streams, and of
|
||||
decoding and rendering the subtitles on top of the raw video stream.
|
||||
|
||||
Digression: one could theoretically have dedicated decoder/render elements
|
||||
that output an AYUV or ARGB image, and then let a videomixer element do
|
||||
the actual overlaying, but this is not very efficient, because it requires
|
||||
us to allocate and blend whole pictures (1920x1080 AYUV = 8MB,
|
||||
1280x720 AYUV = 3.6MB, 720x576 AYUV = 1.6MB) even if the overlay region
|
||||
is only a small rectangle at the bottom. This wastes memory and CPU.
|
||||
We could do something better by introducing a new format that only
|
||||
encodes the region(s) of interest, but we don't have such a format yet, and
|
||||
are not necessarily keen to rewrite this part of the logic in playbin2
|
||||
at this point - and we can't change existing elements' behaviour, so would
|
||||
need to introduce new elements for this.
|
||||
|
||||
Playbin2 supports outputting compressed formats, i.e. it does not
|
||||
force decoding to a raw format, but is happy to output to a non-raw
|
||||
format as long as the sink supports that as well.
|
||||
|
||||
In case of certain hardware-accelerated decoding APIs, we will make use
|
||||
of that functionality. However, the decoder will not output a raw video
|
||||
format then, but some kind of hardware/API-specific format (in the caps)
|
||||
and the buffers will reference hardware/API-specific objects that
|
||||
the hardware/API-specific sink will know how to handle.
|
||||
|
||||
|
||||
=== 2. The Problem ===
|
||||
|
||||
In the case of such hardware-accelerated decoding, the decoder will not
|
||||
output raw pixels that can easily be manipulated. Instead, it will
|
||||
output hardware/API-specific objects that can later be used to render
|
||||
a frame using the same API.
|
||||
|
||||
Even if we could transform such a buffer into raw pixels, we most
|
||||
likely would want to avoid that, in order to avoid the need to
|
||||
map the data back into system memory (and then later back to the GPU).
|
||||
It's much better to upload the much smaller encoded data to the GPU/DSP
|
||||
and then leave it there until rendered.
|
||||
|
||||
Currently playbin2 only supports subtitles on top of raw decoded video.
|
||||
It will try to find a suitable overlay element from the plugin registry
|
||||
based on the input subtitle caps and the rank. (It is assumed that we
|
||||
will be able to convert any raw video format into any format required
|
||||
by the overlay using a converter such as ffmpegcolorspace.)
|
||||
|
||||
It will not render subtitles if the video sent to the sink is not
|
||||
raw YUV or RGB or if conversions have been disabled by setting the
|
||||
native-video flag on playbin2.
|
||||
|
||||
Subtitle rendering is considered an important feature. Enabling
|
||||
hardware-accelerated decoding by default should not lead to a major
|
||||
feature regression in this area.
|
||||
|
||||
This means that we need to support subtitle rendering on top of
|
||||
non-raw video.
|
||||
|
||||
|
||||
=== 3. Possible Solutions ===
|
||||
|
||||
The goal is to keep knowledge of the subtitle format within the
|
||||
format-specific GStreamer plugins, and knowledge of any specific
|
||||
video acceleration API to the GStreamer plugins implementing
|
||||
that API. We do not want to make the pango/dvbsuboverlay/dvdspu/kate
|
||||
plugins link to libva/libvdpau/etc. and we do not want to make
|
||||
the vaapi/vdpau plugins link to all of libpango/libkate/libass etc.
|
||||
|
||||
|
||||
Multiple possible solutions come to mind:
|
||||
|
||||
(a) backend-specific overlay elements
|
||||
|
||||
e.g. vaapitextoverlay, vdpautextoverlay, vaapidvdspu, vdpaudvdspu,
|
||||
vaapidvbsuboverlay, vdpaudvbsuboverlay, etc.
|
||||
|
||||
This assumes the overlay can be done directly on the backend-specific
|
||||
object passed around.
|
||||
|
||||
The main drawback with this solution is that it leads to a lot of
|
||||
code duplication and may also lead to uncertainty about distributing
|
||||
certain duplicated pieces of code. The code duplication is pretty
|
||||
much unavoidable, since making textoverlay, dvbsuboverlay, dvdspu,
|
||||
kate, assrender, etc. available in form of base classes to derive
|
||||
from is not really an option. Similarly, one would not really want
|
||||
the vaapi/vdpau plugin to depend on a bunch of other libraries
|
||||
such as libpango, libkate, libtiger, libass, etc.
|
||||
|
||||
One could add some new kind of overlay plugin feature though in
|
||||
combination with a generic base class of some sort, but in order
|
||||
to accommodate all the different cases and formats one would end
|
||||
up with quite convoluted/tricky API.
|
||||
|
||||
(Of course there could also be a GstFancyVideoBuffer that provides
|
||||
an abstraction for such video accelerated objects and that could
|
||||
provide an API to add overlays to it in a generic way, but in the
|
||||
end this is just a less generic variant of (c), and it is not clear
|
||||
that there are real benefits to a specialised solution vs. a more
|
||||
generic one).
|
||||
|
||||
|
||||
(b) convert backend-specific object to raw pixels and then overlay
|
||||
|
||||
Even where possible technically, this is most likely very
|
||||
inefficient.
|
||||
|
||||
|
||||
(c) attach the overlay data to the backend-specific video frame buffers
|
||||
in a generic way and do the actual overlaying/blitting later in
|
||||
backend-specific code such as the video sink (or an accelerated
|
||||
encoder/transcoder)
|
||||
|
||||
In this case, the actual overlay rendering (i.e. the actual text
|
||||
rendering or decoding DVD/DVB data into pixels) is done in the
|
||||
subtitle-format-specific GStreamer plugin. All knowledge about
|
||||
the subtitle format is contained in the overlay plugin then,
|
||||
and all knowledge about the video backend in the video backend
|
||||
specific plugin.
|
||||
|
||||
The main question then is how to get the overlay pixels (and
|
||||
we will only deal with pixels here) from the overlay element
|
||||
to the video sink.
|
||||
|
||||
This could be done in multiple ways: One could send custom
|
||||
events downstream with the overlay data, or one could attach
|
||||
the overlay data directly to the video buffers in some way.
|
||||
|
||||
Sending inline events has the advantage that is is fairly
|
||||
transparent to any elements between the overlay element and
|
||||
the video sink: if an effects plugin creates a new video
|
||||
buffer for the output, nothing special needs to be done to
|
||||
maintain the subtitle overlay information, since the overlay
|
||||
data is not attached to the buffer. However, it slightly
|
||||
complicates things at the sink, since it would also need to
|
||||
look for the new event in question instead of just processing
|
||||
everything in its buffer render function.
|
||||
|
||||
If one attaches the overlay data to the buffer directly, any
|
||||
element between overlay and video sink that creates a new
|
||||
video buffer would need to be aware of the overlay data
|
||||
attached to it and copy it over to the newly-created buffer.
|
||||
|
||||
One would have to do implement a special kind of new query
|
||||
(e.g. FEATURE query) that is not passed on automatically by
|
||||
gst_pad_query_default() in order to make sure that all elements
|
||||
downstream will handle the attached overlay data. (This is only
|
||||
a problem if we want to also attach overlay data to raw video
|
||||
pixel buffers; for new non-raw types we can just make it
|
||||
mandatory and assume support and be done with it; for existing
|
||||
non-raw types nothing changes anyway if subtitles don't work)
|
||||
(we need to maintain backwards compatibility for existing raw
|
||||
video pipelines like e.g.: ..decoder ! suboverlay ! encoder..)
|
||||
|
||||
Even though slightly more work, attaching the overlay information
|
||||
to buffers seems more intuitive than sending it interleaved as
|
||||
events. And buffers stored or passed around (e.g. via the
|
||||
"last-buffer" property in the sink when doing screenshots via
|
||||
playbin2) always contain all the information needed.
|
||||
|
||||
|
||||
(d) create a video/x-raw-*-delta format and use a backend-specific videomixer
|
||||
|
||||
This possibility was hinted at already in the digression in
|
||||
section 1. It would satisfy the goal of keeping subtitle format
|
||||
knowledge in the subtitle plugins and video backend knowledge
|
||||
in the video backend plugin. It would also add a concept that
|
||||
might be generally useful (think ximagesrc capture with xdamage).
|
||||
However, it would require adding foorender variants of all the
|
||||
existing overlay elements, and changing playbin2 to that new
|
||||
design, which is somewhat intrusive. And given the general
|
||||
nature of such a new format/API, we would need to take a lot
|
||||
of care to be able to accommodate all possible use cases when
|
||||
designing the API, which makes it considerably more ambitious.
|
||||
Lastly, we would need to write videomixer variants for the
|
||||
various accelerated video backends as well.
|
||||
|
||||
|
||||
Overall (c) appears to be the most promising solution. It is the least
|
||||
intrusive and should be fairly straight-forward to implement with
|
||||
reasonable effort, requiring only small changes to existing elements
|
||||
and requiring no new elements.
|
||||
|
||||
Doing the final overlaying in the sink as opposed to a videomixer
|
||||
or overlay in the middle of the pipeline has other advantages:
|
||||
|
||||
- if video frames need to be dropped, e.g. for QoS reasons,
|
||||
we could also skip the actual subtitle overlaying and
|
||||
possibly the decoding/rendering as well, if the
|
||||
implementation and API allows for that to be delayed.
|
||||
|
||||
- the sink often knows the actual size of the window/surface/screen
|
||||
the output video is rendered to. This *may* make it possible to
|
||||
render the overlay image in a higher resolution than the input
|
||||
video, solving a long standing issue with pixelated subtitles on
|
||||
top of low-resolution videos that are then scaled up in the sink.
|
||||
This would require for the rendering to be delayed of course instead
|
||||
of just attaching an AYUV/ARGB/RGBA blog of pixels to the video buffer
|
||||
in the overlay, but that could all be supported.
|
||||
|
||||
- if the video backend / sink has support for high-quality text
|
||||
rendering (clutter?) we could just pass the text or pango markup
|
||||
to the sink and let it do the rest (this is unlikely to be
|
||||
supported in the general case - text and glyph rendering is
|
||||
hard; also, we don't really want to make up our own text markup
|
||||
system, and pango markup is probably too limited for complex
|
||||
karaoke stuff).
|
||||
|
||||
|
||||
=== 4. API needed ===
|
||||
|
||||
(a) Representation of subtitle overlays to be rendered
|
||||
|
||||
We need to pass the overlay pixels from the overlay element to the
|
||||
sink somehow. Whatever the exact mechanism, let's assume we pass
|
||||
a refcounted GstVideoOverlayComposition struct or object.
|
||||
|
||||
A composition is made up of one or more overlays/rectangles.
|
||||
|
||||
In the simplest case an overlay rectangle is just a blob of
|
||||
RGBA/ABGR [FIXME?] or AYUV pixels with positioning info and other
|
||||
metadata, and there is only one rectangle to render.
|
||||
|
||||
We're keeping the naming generic ("OverlayFoo" rather than
|
||||
"SubtitleFoo") here, since this might also be handy for
|
||||
other use cases such as e.g. logo overlays or so. It is not
|
||||
designed for full-fledged video stream mixing though.
|
||||
|
||||
// Note: don't mind the exact implementation details, they'll be hidden
|
||||
|
||||
// FIXME: might be confusing in 0.11 though since GstXOverlay was
|
||||
// renamed to GstVideoOverlay in 0.11, but not much we can do,
|
||||
// maybe we can rename GstVideoOverlay to something better
|
||||
|
||||
struct GstVideoOverlayComposition
|
||||
{
|
||||
guint num_rectangles;
|
||||
GstVideoOverlayRectangle ** rectangles;
|
||||
|
||||
/* lowest rectangle sequence number still used by the upstream
|
||||
* overlay element. This way a renderer maintaining some kind of
|
||||
* rectangles <-> surface cache can know when to free cached
|
||||
* surfaces/rectangles. */
|
||||
guint min_seq_num_used;
|
||||
|
||||
/* sequence number for the composition (same series as rectangles) */
|
||||
guint seq_num;
|
||||
}
|
||||
|
||||
struct GstVideoOverlayRectangle
|
||||
{
|
||||
/* Position on video frame and dimension of output rectangle in
|
||||
* output frame terms (already adjusted for the PAR of the output
|
||||
* frame). x/y can be negative (overlay will be clipped then) */
|
||||
gint x, y;
|
||||
guint render_width, render_height;
|
||||
|
||||
/* Dimensions of overlay pixels */
|
||||
guint width, height, stride;
|
||||
|
||||
/* This is the PAR of the overlay pixels */
|
||||
guint par_n, par_d;
|
||||
|
||||
/* Format of pixels, GST_VIDEO_FORMAT_ARGB on big-endian systems,
|
||||
* and BGRA on little-endian systems (i.e. pixels are treated as
|
||||
* 32-bit values and alpha is always in the most-significant byte,
|
||||
* and blue is in the least-significant byte).
|
||||
*
|
||||
* FIXME: does anyone actually use AYUV in practice? (we do
|
||||
* in our utility function to blend on top of raw video)
|
||||
* What about AYUV and endianness? Do we always have [A][Y][U][V]
|
||||
* in memory? */
|
||||
/* FIXME: maybe use our own enum? */
|
||||
GstVideoFormat format;
|
||||
|
||||
/* Refcounted blob of memory, no caps or timestamps */
|
||||
GstBuffer *pixels;
|
||||
|
||||
// FIXME: how to express source like text or pango markup?
|
||||
// (just add source type enum + source buffer with data)
|
||||
//
|
||||
// FOR 0.10: always send pixel blobs, but attach source data in
|
||||
// addition (reason: if downstream changes, we can't renegotiate
|
||||
// that properly, if we just do a query of supported formats from
|
||||
// the start). Sink will just ignore pixels and use pango markup
|
||||
// from source data if it supports that.
|
||||
//
|
||||
// FOR 0.11: overlay should query formats (pango markup, pixels)
|
||||
// supported by downstream and then only send that. We can
|
||||
// renegotiate via the reconfigure event.
|
||||
//
|
||||
|
||||
/* sequence number: useful for backends/renderers/sinks that want
|
||||
* to maintain a cache of rectangles <-> surfaces. The value of
|
||||
* the min_seq_num_used in the composition tells the renderer which
|
||||
* rectangles have expired. */
|
||||
guint seq_num;
|
||||
|
||||
/* FIXME: we also need a (private) way to cache converted/scaled
|
||||
* pixel blobs */
|
||||
}
|
||||
|
||||
(a1) Overlay consumer API:
|
||||
|
||||
How would this work in a video sink that supports scaling of textures:
|
||||
|
||||
gst_foo_sink_render () {
|
||||
/* assume only one for now */
|
||||
if video_buffer has composition:
|
||||
composition = video_buffer.get_composition()
|
||||
|
||||
for each rectangle in composition:
|
||||
if rectangle.source_data_type == PANGO_MARKUP
|
||||
actor = text_from_pango_markup (rectangle.get_source_data())
|
||||
else
|
||||
pixels = rectangle.get_pixels_unscaled (FORMAT_RGBA, ...)
|
||||
actor = texture_from_rgba (pixels, ...)
|
||||
|
||||
.. position + scale on top of video surface ...
|
||||
}
|
||||
|
||||
(a2) Overlay producer API:
|
||||
|
||||
e.g. logo or subpicture overlay: got pixels, stuff into rectangle:
|
||||
|
||||
if (logoverlay->cached_composition == NULL) {
|
||||
comp = composition_new ();
|
||||
|
||||
rect = rectangle_new (format, pixels_buf,
|
||||
width, height, stride, par_n, par_d,
|
||||
x, y, render_width, render_height);
|
||||
|
||||
/* composition adds its own ref for the rectangle */
|
||||
composition_add_rectangle (comp, rect);
|
||||
rectangle_unref (rect);
|
||||
|
||||
/* buffer adds its own ref for the composition */
|
||||
video_buffer_attach_composition (comp);
|
||||
|
||||
/* we take ownership of the composition and save it for later */
|
||||
logoverlay->cached_composition = comp;
|
||||
} else {
|
||||
video_buffer_attach_composition (logoverlay->cached_composition);
|
||||
}
|
||||
|
||||
FIXME: also add some API to modify render position/dimensions of
|
||||
a rectangle (probably requires creation of new rectangle, unless
|
||||
we handle writability like with other mini objects).
|
||||
|
||||
(b) Fallback overlay rendering/blitting on top of raw video
|
||||
|
||||
Eventually we want to use this overlay mechanism not only for
|
||||
hardware-accelerated video, but also for plain old raw video,
|
||||
either at the sink or in the overlay element directly.
|
||||
|
||||
Apart from the advantages listed earlier in section 3, this
|
||||
allows us to consolidate a lot of overlaying/blitting code that
|
||||
is currently repeated in every single overlay element in one
|
||||
location. This makes it considerably easier to support a whole
|
||||
range of raw video formats out of the box, add SIMD-optimised
|
||||
rendering using ORC, or handle corner cases correctly.
|
||||
|
||||
(Note: side-effect of overlaying raw video at the video sink is
|
||||
that if e.g. a screnshotter gets the last buffer via the last-buffer
|
||||
property of basesink, it would get an image without the subtitles
|
||||
on top. This could probably be fixed by re-implementing the
|
||||
property in GstVideoSink though. Playbin2 could handle this
|
||||
internally as well).
|
||||
|
||||
void
|
||||
gst_video_overlay_composition_blend (GstVideoOverlayComposition * comp
|
||||
GstBuffer * video_buf)
|
||||
{
|
||||
guint n;
|
||||
|
||||
g_return_if_fail (gst_buffer_is_writable (video_buf));
|
||||
g_return_if_fail (GST_BUFFER_CAPS (video_buf) != NULL);
|
||||
|
||||
... parse video_buffer caps into BlendVideoFormatInfo ...
|
||||
|
||||
for each rectangle in the composition: {
|
||||
|
||||
if (gst_video_format_is_yuv (video_buf_format)) {
|
||||
overlay_format = FORMAT_AYUV;
|
||||
} else if (gst_video_format_is_rgb (video_buf_format)) {
|
||||
overlay_format = FORMAT_ARGB;
|
||||
} else {
|
||||
/* FIXME: grayscale? */
|
||||
return;
|
||||
}
|
||||
|
||||
/* this will scale and convert AYUV<->ARGB if needed */
|
||||
pixels = rectangle_get_pixels_scaled (rectangle, overlay_format);
|
||||
|
||||
... clip output rectangle ...
|
||||
|
||||
__do_blend (video_buf_format, video_buf->data,
|
||||
overlay_format, pixels->data,
|
||||
x, y, width, height, stride);
|
||||
|
||||
gst_buffer_unref (pixels);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
(c) Flatten all rectangles in a composition
|
||||
|
||||
We cannot assume that the video backend API can handle any
|
||||
number of rectangle overlays, it's possible that it only
|
||||
supports one single overlay, in which case we need to squash
|
||||
all rectangles into one.
|
||||
|
||||
However, we'll just declare this a corner case for now, and
|
||||
implement it only if someone actually needs it. It's easy
|
||||
to add later API-wise. Might be a bit tricky if we have
|
||||
rectangles with different PARs/formats (e.g. subs and a logo),
|
||||
though we could probably always just use the code from (b)
|
||||
with a fully transparent video buffer to create a flattened
|
||||
overlay buffer.
|
||||
|
||||
(d) core API: new FEATURE query
|
||||
|
||||
For 0.10 we need to add a FEATURE query, so the overlay element
|
||||
can query whether the sink downstream and all elements between
|
||||
the overlay element and the sink support the new overlay API.
|
||||
Elements in between need to support it because the render
|
||||
positions and dimensions need to be updated if the video is
|
||||
cropped or rescaled, for example.
|
||||
|
||||
In order to ensure that all elements support the new API,
|
||||
we need to drop the query in the pad default query handler
|
||||
(so it only succeeds if all elements handle it explicitly).
|
||||
|
||||
Might want two variants of the feature query - one where
|
||||
all elements in the chain need to support it explicitly
|
||||
and one where it's enough if some element downstream
|
||||
supports it.
|
||||
|
||||
In 0.11 this could probably be handled via GstMeta and
|
||||
ALLOCATION queries (and/or we could simply require
|
||||
elements to be aware of this API from the start).
|
||||
|
||||
There appears to be no issue with downstream possibly
|
||||
not being linked yet at the time when an overlay would
|
||||
want to do such a query.
|
||||
|
||||
|
||||
Other considerations:
|
||||
|
||||
- renderers (overlays or sinks) may be able to handle only ARGB or only AYUV
|
||||
(for most graphics/hw-API it's likely ARGB of some sort, while our
|
||||
blending utility functions will likely want the same colour space as
|
||||
the underlying raw video format, which is usually YUV of some sort).
|
||||
We need to convert where required, and should cache the conversion.
|
||||
|
||||
- renderers may or may not be able to scale the overlay. We need to
|
||||
do the scaling internally if not (simple case: just horizontal scaling
|
||||
to adjust for PAR differences; complex case: both horizontal and vertical
|
||||
scaling, e.g. if subs come from a different source than the video or the
|
||||
video has been rescaled or cropped between overlay element and sink).
|
||||
|
||||
- renderers may be able to generate (possibly scaled) pixels on demand
|
||||
from the original data (e.g. a string or RLE-encoded data). We will
|
||||
ignore this for now, since this functionality can still be added later
|
||||
via API additions. The most interesting case would be to pass a pango
|
||||
markup string, since e.g. clutter can handle that natively.
|
||||
|
||||
- renderers may be able to write data directly on top of the video pixels
|
||||
(instead of creating an intermediary buffer with the overlay which is
|
||||
then blended on top of the actual video frame), e.g. dvdspu, dvbsuboverlay
|
||||
|
||||
However, in the interest of simplicity, we should probably ignore the
|
||||
fact that some elements can blend their overlays directly on top of the
|
||||
video (decoding/uncompressing them on the fly), even more so as it's
|
||||
not obvious that it's actually faster to decode the same overlay
|
||||
70-90 times (say) (ie. ca. 3 seconds of video frames) and then blend
|
||||
it 70-90 times instead of decoding it once into a temporary buffer
|
||||
and then blending it directly from there, possibly SIMD-accelerated.
|
||||
Also, this is only relevant if the video is raw video and not some
|
||||
hardware-acceleration backend object.
|
||||
|
||||
And ultimately it is the overlay element that decides whether to do
|
||||
the overlay right there and then or have the sink do it (if supported).
|
||||
It could decide to keep doing the overlay itself for raw video and
|
||||
only use our new API for non-raw video.
|
||||
|
||||
- renderers may want to make sure they only upload the overlay pixels once
|
||||
per rectangle if that rectangle recurs in subsequent frames (as part of
|
||||
the same composition or a different composition), as is likely. This caching
|
||||
of e.g. surfaces needs to be done renderer-side and can be accomplished
|
||||
based on the sequence numbers. The composition contains the lowest
|
||||
sequence number still in use upstream (an overlay element may want to
|
||||
cache created compositions+rectangles as well after all to re-use them
|
||||
for multiple frames), based on that the renderer can expire cached
|
||||
objects. The caching needs to be done renderer-side because attaching
|
||||
renderer-specific objects to the rectangles won't work well given the
|
||||
refcounted nature of rectangles and compositions, making it unpredictable
|
||||
when a rectangle or composition will be freed or from which thread
|
||||
context it will be freed. The renderer-specific objects are likely bound
|
||||
to other types of renderer-specific contexts, and need to be managed
|
||||
in connection with those.
|
||||
|
||||
- composition/rectangles should internally provide a certain degree of
|
||||
thread-safety. Multiple elements (sinks, overlay element) might access
|
||||
or use the same objects from multiple threads at the same time, and it
|
||||
is expected that elements will keep a ref to compositions and rectangles
|
||||
they push downstream for a while, e.g. until the current subtitle
|
||||
composition expires.
|
||||
|
||||
=== 5. Future considerations ===
|
||||
|
||||
- alternatives: there may be multiple versions/variants of the same subtitle
|
||||
stream. On DVDs, there may be a 4:3 version and a 16:9 version of the same
|
||||
subtitles. We could attach both variants and let the renderer pick the best
|
||||
one for the situation (currently we just use the 16:9 version). With totem,
|
||||
it's ultimately totem that adds the 'black bars' at the top/bottom, so totem
|
||||
also knows if it's got a 4:3 display and can/wants to fit 4:3 subs (which
|
||||
may render on top of the bars) or not, for example.
|
||||
|
||||
=== 6. Misc. FIXMEs ===
|
||||
|
||||
TEST: should these look (roughly) alike (note text distortion) - needs fixing in textoverlay
|
||||
|
||||
gst-launch-0.10 \
|
||||
videotestsrc ! video/x-raw-yuv,width=640,height=480,pixel-aspect-ratio=1/1 ! textoverlay text=Hello font-desc=72 ! xvimagesink \
|
||||
videotestsrc ! video/x-raw-yuv,width=320,height=480,pixel-aspect-ratio=2/1 ! textoverlay text=Hello font-desc=72 ! xvimagesink \
|
||||
videotestsrc ! video/x-raw-yuv,width=640,height=240,pixel-aspect-ratio=1/2 ! textoverlay text=Hello font-desc=72 ! xvimagesink
|
||||
|
||||
~~~ THE END ~~~
|
||||
|
Loading…
Reference in a new issue