This is the only way to get the negotiation working with the dynamic
detection of formats from the display, because the pipeline needs
to know the supported formats in the READY state and the supported
formats can only be known if we open the display.
Unfortunately,in wayland we cannot have a separate connection to
the display from the rest of the application, so we need to ask for a
window handle when going to READY in order to get the display from it.
And since it's too early to create a top level window from the state
change to READY, create it in render() when there is no other window.
This also changes set_window_handle() to not support window handle
changes in PAUSED/PLAYING (because it's complex to handle and useless
in practice) and make sure that there is always a valid display pointer
around in the READY state.
This fixes weird freezes because of frame_redraw_callback() not being
called from the main thread when it should with weston's toy toolkit.
It's also safer to know that frame_redraw_callback() will always be
called from our display thread... Otherwise it could be called after
the sink has been destroyed for example.
We are not supposed to redraw until we receive a frame callback and this
is especially useful to avoid allocating too many buffers while the
window is not visible, because the compositor may not call wl_buffer.release
until the window becomes visible (ok, this is a wayland bug, but...).
This is achieved by adding an extra reference on the buffers, which does
not allow them to return to the pool. When they are released, this reference
is dropped.
The rest complexity of this patch (hash table, mutex, flag, explicit release calls)
merely exists to allow a safe, guaranteed and deadlock-free destruction sequence.
See the added comment on gstwaylandsink.c for details.
start() makes sure that the minimum ammount of buffers requested is allocated.
stop() makes sure that buffers are actually destroyed and prevents
filling the file system when resizing the surface a lot, because the
wayland-shm-* files will stay on the file system as long as the wl_buffers
created out of them are alive.
This is the initial implementation, without the GstVideoOverlay.expose()
method. It only implements using an external (sub)surface and resizing
it with GstWaylandVideo.
The reference to the sink is not really needed anyway in waylandpool,
what matters basically is that the display is active as long as the
pool is active, so we really want to reference the display object
instead of the sink.
* make use of GstBufferPool::start/stop functions to allocate/deallocate memory
* get rid of struct shm_pool and do all operations cleanly inside WaylandBufferPool
* store a GstVideoInfo during configuration instead of the width & height
and use the stride from the video info instead of hardcoding its value