There's no need for the jump to an extra thread in most cases, especially
when relying solely on a shader to render. We can use the provided
render_to_target() functions to simplify filter writing.
1.Porting the exist deinterlace shader and OpenGL callback
to be compatible with OpenGL ES.
2.Add a our blur vertical shader to gldeinterlace.
3.Add a property named “method” to let user choose which
deinterlace function to use. Default to choose blur vertical
method for better performance.
[Matthew Waters]: fix name of greedyh in method property (was greedhy) and port
to git master.
https://bugzilla.gnome.org/show_bug.cgi?id=764873
rename gst-launch --> gst-launch-1.0
replace old elements with new elements(ffmpegcolorspace -> videoconvert, ffenc_** -> avenc_**)
fix caps in examples
https://bugzilla.gnome.org/show_bug.cgi?id=759432