For each frame, compare the frame boundaries, check if the format contains an
alpha channel, check opacity, and skip the frame if it's going to be completely
overwritten by a higher zorder frame. The check is O(n^2), but that doesn't
matter here because the number of sinkpads is small.
More can be done to avoid needless drawing, but this covers the majority of
cases. See TODOs. Ideally, a reverse painter's algorithm should be used for
optimal drawing, but memcpy during compositing is small compared to the CPU used
for frame conversion on each pad.
https://bugzilla.gnome.org/show_bug.cgi?id=746147
Correctly calculate alpha in a few places by dividing by 255,
not 256.
Fix the argb and bgra blending functions to avoid an off-by-one
error in the calculations, so painting with alpha = 0xff doesn't
ever bleed through from behind
When this is TRUE, we really have to produce output. This happens
in live mixing mode when we have to output something for the current
time, no matter if we have enough input or not.