The transform from mediacodec applies to the texture coords, but
GStreamer affine meta applies to the video geometry, which is the
opposite - so invert it to get display correct for decoders
that require transforming
1. Similar to 880f3d8, don't consider not getting an output buffer as
an error during flushing. I've seen the following sometimes when
encoding:
W GStreamer+amcvideoenc: java.lang.IllegalStateException
W GStreamer+amcvideoenc: at android.media.MediaCodec.getBuffer(Native Method)
W GStreamer+amcvideoenc: at android.media.MediaCodec.getOutputBuffer(MediaCodec.java:2886)
2. For amcvideodec/enc, call _find_nearest_frame (which grabs a fresh
reference on a GstVideoCodecFrame) after we have an output buffer,
so as to not leak the reference, in case getting an output buffer
fails.
Otherwise, if we get an error grabbing the output buffer, we leak
the reference to the frame. This can cause issues with a
v4l2bufferpool feeding the encoder not being able to clean itself
up properly due to buffers still being marked as in-use.
https://bugzilla.gnome.org/show_bug.cgi?id=791258
MediaCodec gives us a presentation timestamp of 0 if it does not know
anything, but GStreamer gives us GST_CLOCK_TIME_NONE. Don't mix up these
two.
https://bugzilla.gnome.org/show_bug.cgi?id=780190
gstamcvideodec.c: In function 'gst_amc_video_dec_src_query':
gstamcvideodec.c:2412:55: error: 'self' undeclared (first use in this function)
if (gst_gl_handle_context_query ((GstElement *) self, query,
Rather than assuming something. e.g. zerocopy on iOS with GLES3 requires
the use of Luminance/Luminance Alpha formats and does not work with
Red/RG textures.
CPU waits are more expensive and are only required if the CPU is ever going to
access the data. GPU waits perform inter-context synchronisation and are cheaper
as they don't require CPU intervention.
When we are not waiting, we need to pass -1 to signal that we just want to check
that the frame was/n't rendered. Avoids waiting for frames that will never be
rendered.
https://bugzilla.gnome.org/show_bug.cgi?id=761014
When not rendering the video frame, e.g. when freeing an unreleased sync frame,
we will not receive a frame listener callback.
Reduces the amount of 'on_frame_available miss detected' messages when dropping
frames.
https://bugzilla.gnome.org/show_bug.cgi?id=761014
The frame available callback can be called after deconfiguring the amc codec.
Guard against this by setting the back pointer to NULL on close() and ignoring
any NULL data pointer.
https://bugzilla.gnome.org/show_bug.cgi?id=761014
Happens when doing zerocopy rendering, or when passing a wrong index to it.
Handle this properly for zerocopy rendering, fail properly for the other
cases.
https://bugzilla.gnome.org/show_bug.cgi?id=760961
- Create GstGLVideoAllocationParams which is a GstGLAllocationParams subclass.
- Make it possible to allocate glmemory objects directly if no frills are
needed.
The video decoders tried calling gst_buffer_add_*meta() on non-writable
buffer resulting in warnings of this kind:
gstamcvideodec.c:921 (_gl_sync_render_unlocked): WARNING: amcvideodec
Failed to create the transformation meta for the gl_sync 0xabc03848
buffer 0xabb01b40 (0)
https://bugzilla.gnome.org/show_bug.cgi?id=758694
Some devices only ever keep one buffer available in the GL queue resulting in
multiple calls to release_output_buffer only causing one frame to be rendered.
If there is a queue after amcvideodec (even playsink's small one), then
multiple buffers are pushed but only a small fraction of them are actually
rendered on time. The rest will either render some number of frames ahead of
where they are meant to be or timeout waiting for a frame that's already been
rendered.
Solved by moving the release_output_buffer into the sync_meta the is pushed
downstream. When downstream renders, the custom sync implementation attempts
to release the current buffer (if not already released) and render. Once the
frame has been rendered to the screen, the next frame is released and is
hopefully available by the time the next frame is to be rendered.
This fixes a perceived frame jitter in the output.
This provides a performance and power usage improvement by removing
the texture copy from an OES texture to 2D texture.
The flow is as follows
1. Generate the output buffer with the required sync meta with the incrementing
push counter and OES GL memory
1.1 release_output_buffer (buf, render=true) and push downstream
2. Downstream waits for on the sync meta (timed wait) or drops the frame (no wait)
2.1 Timed wait for the frame number to reach the number of frame callbacks fired
2.2 Unconditionally update the image when the wait completes (success or fail).
Sets the affine transformation matrix meta on the buffer.
3. Downstream renders as usual.
At *some* point through this the on_frame_callback may or may not fire. If it
does fire, we can finish waiting early and render. Otherwise we have to
wait for a timeout to occur which may cause more buffers to be pused into the
internal GL queue which siginificantly decreases the chances of the
on_frame_callback to fire again. This is because the frame callback only occurs
when the internal GL queue changes state from empty to non-empty.
Because there is no way to reliably correlate between the number of buffers
pushed and the number of frame callbacks received, there are a number of
workarounds in place.
1. We self-increment the ready counter when it falls behind the push counter
2. Time based waits as the frame callback may not be fired for a certain frame.
3. It is assumed that the device can render at speed or performs some QoS of
the interal GL queue (which may not match the GStreamer QoS).
It holds that we call SurfaceTexture::updateTexImage for each buffer pushed
downstream however there's no guarentee that updateTexImage will result in
the exact next frame (it could skip or duplicate) so synchronization is not
guaranteed to be accurate although it seems to be close enough to be unable
to discern visually. This has not changed from before this patch. The current
requirement for synchronization is that updateTexImage is called at the point in
time when the buffers is to be rendered.
https://bugzilla.gnome.org/show_bug.cgi?id=757285
On Samsung Galaxy S4 it is impossible to have more than one
hardware decoder at the same time. If we do not release it
explicitly the GC only releases it whenever the whole application
is finished not whenever the activity is finished and thus a player
will not be able to work correctly