In section 9.3.4 a), segment_feature_mode have 0 for absolute and 1 for delta,
while in 19.2, it says the opposite. But the reference code, which usually
rules over the text state that 1 means absolute:
if (hdr->update_data)
{
hdr->abs = bool_get_bit(bool);
And uses it with that meaning to decide weither to override the existing value
or just add the detla. This fixes multiple decoding issues.
Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/1245>
D3D11_CREATE_DEVICE_DEBUG flag will be used while creating d3d11 device
to activate debug layer. However, if system doesn't support the
debug layer for some reason, we should try to create d3d11 device
without the flag. Debug layer should be optional for device creation.
Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/1217>
The Microsoft Media Foundation (MF) is the successor of DirectShow.
This commit includes two kinds of video capture implementation,
one uses IMFSourceReader interface which is available since Windows Vista
and the other is based on IMFCaptureEngine interface which is available
since Windows 8.
Note that this new video source element cannot be used in UWP app
for now, since device activation using those APIs are not allowed by MS.
Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/760>
Introduce GST_USE_NV_STATELESS_CODEC environment to allow user to select
primary nvidia decoder implementation. In case the environment
GST_USE_NV_STATELESS_CODEC=h264 was set, old nvidia h264 decoder element
will not be registered. Instead, both nvh264dec and nvh264sldec
factory name will create gstcodecs based new nvidia h264 decoder element.
Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/1198>
Introduce GstH264Decoder based Nvidia H.264 decoder element.
Similar the element factory name of to v4l2 stateless codec,
this element can be configured with factory name "gstnvh264sldec".
Note that "sl" in the name stands for "stateless"
For now, existing nvh264dec covers more profile and formats
(e.g., interlaced stream) than this implementation.
However, this implementation allows us to control lower level
parameters such as decoded picture buffer management and therefore
we can get a chance to improve performance in terms of latency.
Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/1198>
The render width/height and the vinfo was only saved upon renegotiation. This
fixes the problem by saving this metadata at the same time the buffer is
saved. The saved copy of this is needed for expose() and drain() virtual functions.
This fixes various assertion that happens on drain query.
in C, & is weaker than the ! operator and clang is giving the following
error about it.
```
../subprojects/gst-plugins-bad/sys/msdk/gstmsdkdec.c:731:7: error: logical not is only applied to the left hand side of this bitwise operator [-Werror,-Wlogical-not-parentheses]
if (!gst_msdk_context_get_job_type (thiz->context) & GST_MSDK_JOB_DECODER) {
^ ~
../subprojects/gst-plugins-bad/sys/msdk/gstmsdkdec.c:731:7: note: add parentheses after the '!' to evaluate the bitwise operator first
if (!gst_msdk_context_get_job_type (thiz->context) & GST_MSDK_JOB_DECODER) {
^
( )
../subprojects/gst-plugins-bad/sys/msdk/gstmsdkdec.c:731:7: note: add parentheses around left hand side expression to silence this warning
if (!gst_msdk_context_get_job_type (thiz->context) & GST_MSDK_JOB_DECODER) {
^
( )
1 error generated.
```
Too many decode surface would waste GPU memory. Also it seems to be
introducing additional latency depending on stream. Since nvcodec
sdk version 9.0, CUVID parser API has been providing the minimum
required number of surface. By using it, we can save GPU memory
and reduce possible latency.
We should directly check the values of the `debug` and `optimization`
options instead.
`get_option('buildtype')` will return `'custom'` for most combinations
of `-Doptimization` and `-Ddebug`, but those two will always be set
correctly if only `-Dbuildtype` is set. So we should look at those
options directly.
For the two-way mapping between `buildtype` and `optimization`
+ `debug`, see this table:
https://mesonbuild.com/Builtin-options.html#build-type-options