CPU waits are more expensive and are only required if the CPU is ever going to
access the data. GPU waits perform inter-context synchronisation and are cheaper
as they don't require CPU intervention.
When we are not waiting, we need to pass -1 to signal that we just want to check
that the frame was/n't rendered. Avoids waiting for frames that will never be
rendered.
https://bugzilla.gnome.org/show_bug.cgi?id=761014
When not rendering the video frame, e.g. when freeing an unreleased sync frame,
we will not receive a frame listener callback.
Reduces the amount of 'on_frame_available miss detected' messages when dropping
frames.
https://bugzilla.gnome.org/show_bug.cgi?id=761014
The frame available callback can be called after deconfiguring the amc codec.
Guard against this by setting the back pointer to NULL on close() and ignoring
any NULL data pointer.
https://bugzilla.gnome.org/show_bug.cgi?id=761014
Happens when doing zerocopy rendering, or when passing a wrong index to it.
Handle this properly for zerocopy rendering, fail properly for the other
cases.
https://bugzilla.gnome.org/show_bug.cgi?id=760961
- Create GstGLVideoAllocationParams which is a GstGLAllocationParams subclass.
- Make it possible to allocate glmemory objects directly if no frills are
needed.
The video decoders tried calling gst_buffer_add_*meta() on non-writable
buffer resulting in warnings of this kind:
gstamcvideodec.c:921 (_gl_sync_render_unlocked): WARNING: amcvideodec
Failed to create the transformation meta for the gl_sync 0xabc03848
buffer 0xabb01b40 (0)
https://bugzilla.gnome.org/show_bug.cgi?id=758694
Some devices only ever keep one buffer available in the GL queue resulting in
multiple calls to release_output_buffer only causing one frame to be rendered.
If there is a queue after amcvideodec (even playsink's small one), then
multiple buffers are pushed but only a small fraction of them are actually
rendered on time. The rest will either render some number of frames ahead of
where they are meant to be or timeout waiting for a frame that's already been
rendered.
Solved by moving the release_output_buffer into the sync_meta the is pushed
downstream. When downstream renders, the custom sync implementation attempts
to release the current buffer (if not already released) and render. Once the
frame has been rendered to the screen, the next frame is released and is
hopefully available by the time the next frame is to be rendered.
This fixes a perceived frame jitter in the output.
This provides a performance and power usage improvement by removing
the texture copy from an OES texture to 2D texture.
The flow is as follows
1. Generate the output buffer with the required sync meta with the incrementing
push counter and OES GL memory
1.1 release_output_buffer (buf, render=true) and push downstream
2. Downstream waits for on the sync meta (timed wait) or drops the frame (no wait)
2.1 Timed wait for the frame number to reach the number of frame callbacks fired
2.2 Unconditionally update the image when the wait completes (success or fail).
Sets the affine transformation matrix meta on the buffer.
3. Downstream renders as usual.
At *some* point through this the on_frame_callback may or may not fire. If it
does fire, we can finish waiting early and render. Otherwise we have to
wait for a timeout to occur which may cause more buffers to be pused into the
internal GL queue which siginificantly decreases the chances of the
on_frame_callback to fire again. This is because the frame callback only occurs
when the internal GL queue changes state from empty to non-empty.
Because there is no way to reliably correlate between the number of buffers
pushed and the number of frame callbacks received, there are a number of
workarounds in place.
1. We self-increment the ready counter when it falls behind the push counter
2. Time based waits as the frame callback may not be fired for a certain frame.
3. It is assumed that the device can render at speed or performs some QoS of
the interal GL queue (which may not match the GStreamer QoS).
It holds that we call SurfaceTexture::updateTexImage for each buffer pushed
downstream however there's no guarentee that updateTexImage will result in
the exact next frame (it could skip or duplicate) so synchronization is not
guaranteed to be accurate although it seems to be close enough to be unable
to discern visually. This has not changed from before this patch. The current
requirement for synchronization is that updateTexImage is called at the point in
time when the buffers is to be rendered.
https://bugzilla.gnome.org/show_bug.cgi?id=757285
On Samsung Galaxy S4 it is impossible to have more than one
hardware decoder at the same time. If we do not release it
explicitly the GC only releases it whenever the whole application
is finished not whenever the activity is finished and thus a player
will not be able to work correctly
gst_amc_color_format_copy will copy in/out a frame resides at a
GstAmcBuffer. Lots of codes in gst_amc_video_*_fill_buffer are moved to
this new function.
Some hack logic needs also to be present in create_src|sink_caps, for
working around some broken codecs. These hacks are hidden
in color_format/video_format conversion -- the prototypes of these
functions are also changed to include more args for hack judgement.
Also in case of multi-color_formats mapped to one video_format, then
map that video_format back will not give the original color_format, which
causes gst_amc_codec_configure failed with something like
'does not support color format N'.
The new prototype involves with GstAmcCodecInfo and mime, which
ensures the converted color_format is supported by the codec.
A COLOR_FormatYCbYCr to GST_VIDEO_FORMAT_YUY2 mapping is also added, in
order to work around bugs in OMX.k3.video.decoder.avc(which incorrectly
reports supporting COLOR_FormatYCbYCr, which is actually
COLOR_FormatYUV420SemiPlanar). There are already hacks for this in
gst_amc_video_format_to_color_format, gst_amc_color_format_to_video_format
and gst_amc_color_format_info_set, but the codec will still not work(be
ignored because of "has unknown color formats") without adding this mapping.
Flushing the decoder invalidates all buffers, so it should be done
after quiting the decoding loop. Otherwise we can jump into
"failed_release" and stop everything
https://bugzilla.gnome.org/show_bug.cgi?id=711156