prepare_func will allocate a new buffer to replace the original
one. Instead of using gst_buffer_replace (which causes an extra
refcount increment on the new buffer), we just unref the original
buffer.
https://bugzilla.gnome.org/show_bug.cgi?id=699786
Don't send any source caps yet if we're still in
drop-buffers-until-we-get-a-sequence-header mode.
Fixes transmuxing of many MPEG-TS/PS streams into
formats which require things like width, height or
codec_data on the input caps.
Also fixes issues when using playbin with decoder
sinks that want width/height etc.
https://bugzilla.gnome.org/show_bug.cgi?id=695879
It seems EAGL expects the application to simply ignore unused
EAGL contexts as the resources for it would be released when a new
context is set as the current one. Also move the egl extensions
querying to after a context is set to prevent crashes.
This makes the EAGL version of eglglessink reusable.
Since there is a conflict between the DCII stream type and BluRay
stream types, moved the processing of BluRay-specific stream types
to the beginning of the function. Only if a BluRay stream type
IS NOT found do we proceed to check the rest of the stream type
identifiers
Previous code was also "sort-of" handling a similar conflict between
BluRay AC3 audio and standard AC3 audio. Moved the special case BluRay
AC3 handling in the main switch statement to the new BluRay-specific
switch.
https://bugzilla.gnome.org/show_bug.cgi?id=697892
gstegladaptation_egl.c: In function 'gst_egl_adaptation_create_native_window':
gstegladaptation_egl.c:868:3: error: format '%p' expects argument of type 'void *', but argument 8 has type 'EGLNativeWindowType' [-Werror=format=]
GST_DEBUG_OBJECT (ctx->element, "Using window handle %p", window);
^
Put EGL specific code to a separate file and create the same functions
for EAGL, the Apple's specific EGL implementaton.
At this point, the EAGL version wasn't compiled or tested as there isn't
any simple documented way to build 1.0 for iOS. This code for the EAGL
version is still the 0.10 version, some updates should be made when 1.0
is buildable for iOS.