Avoids downloading and pushing a full segment just to get 1 nanosecond
of data. This happens frequently when seeking is done with flags
that adjust to boundaries or when the start is aligned with segment
starts. The later is common when segment durations is a multiple of
a second.
Properly handle snap flags during reverse seeking. In this case
the before/after are also reversed, so handle those as such.
For example: with a sequence of 1s fragments:
|-- 0 --|-- 1 --|-- 2 --|-- 3 --|
If you seek to 1.5s it is inside fragment 1. With reverse and
snap-before: should play from the end of fragment 1
snap-after: should play from the end of fragment 0
For reverse, set position to segment.stop when starting and also
don't set the position to fragment end timestamp when it finishes,
just leave it at the fragment start.
When doing GLMemory avfvideosrc negotiates UYVY. This change allows avfvideosrc
! tee name=t ! ... ! glimagesink t. ! ... ! gldownload ! vtenc_h264 ! ...
to do GLMemory and 0-copy with the encoder (with the CV meta).
Change texture format from BGRA to NV12. This allows a pipeline like avfvideosrc
! tee name=t ! ... ! glimagesink t. ! ... ! gldownload ! vtenc_h264 ! ... to
negotiate GLMemory. This makes the glimagesink branch much faster (obviously)
and triggers the 0-copy path between avfvideosrc and vtenc (using the CV meta).
Combined this results in a huge perf improvement on iOS (25-30% of CPU time in a
pipeline like the one above).
Note that this doesn't introduce a new shader conversion in the sink, since BGRA
textures had to be copied/converted from format=BGRA,texture-target=RECTANGLE to
format=RGBA,texture-target=2D anyway.
1. Various elements/base classes only perform a subset check on accept-caps
2. Some GL elements have texture-target in their pad template
3. When checking subsets, only the caps to check are allowed to contain extra
fields. If the 'template' caps have extra fields, the subset fails.
Thus without texture-target on the caps, various accept-caps implementations
were failing.
Also, add some convenience functions for setting and retrieving
texture targets to/from GValue.
https://bugzilla.gnome.org/show_bug.cgi?id=759860
In very few cases the simple version was actually needed and having the
parameters hidden by a _full() version caused application that actually needed
it to not use it.
Avoids an unlikely crash.
Arguably, if allocation fails we have no chance of
recovering but nonetheless, RTMP_Alloc can fail and
librtmp's RTMP_init() (called next) assumes a non-NULL
pointer is passed without checking.
Additionally, unify exit path on error.
Avoids an unlikely crash.
Arguably, if allocation fails we have no chance of
recovering but nonetheless, RTMP_Alloc can fail and
librtmp's RTMP_init() (called next) assumes a non-NULL
pointer is passed without checking.
Additionally, unify exit path on error.
GL 2.1 only supports pbo upload.
The wrapped data pointer was only being set on the pbo memory and on the
glmemory so when a download was requested (in GL 2.1), glmemory was
allocating a new data pointer and thus not returning the wrapped data.
All the gleffects shaders can be run against a gles2 or a legacy opengl glsl
compiler but weren't being advertised as such.
Fixes gleffects under desktop opengl < 3.2.
Fixate to the highest possible resolution and fps. Otherwise by default we end
up fixating at 2fps and the lowest supported resolution, which is hardly what
someone who bought an overpriced smartphone wants.
The property location has been changed in favor of vertex/fragment
string properties; the doc had not been updated and was still referring
to the previous property; also, now the #version header has become mandatory
https://bugzilla.gnome.org/show_bug.cgi?id=759902
No need to attempt splitting the RGB string in 255 tokens
if we only expect 3.
Left max_tokens at 4 to preserve the current logic (which
allows for extra stuff at the end) and added a warning on
parsing failure instead of silently discarding the value.