Copying arbitrary metas is going to cause problems and this should really be
handled by the base class. It overrides most other things already anyway,
including timestamp and duration. Those are just set here now so we can
insert the frame sorted into the queue.
https://bugzilla.gnome.org/show_bug.cgi?id=748922
This decoder does not work if width and height field are not set
in the sinkpad caps. Let's make this explicit by adding them to
the template caps.
https://bugzilla.gnome.org/show_bug.cgi?id=749655
It is incorrect to modify the frame properties after passing them, since
VTCompressionSessionEncodeFrame takes reference and we have no control
over when it's being used.
In fact, the code can be simplified. We just preallocate the frame
properties for keyframe requests, and pass NULL otherwise.
https://bugzilla.gnome.org/show_bug.cgi?id=748467
Unless stopRequest is set, we should unlock conditionally -- otherwise,
the 'create:' method can wake up to an empty buffer queue
and pull a nil buffer.
https://bugzilla.gnome.org/show_bug.cgi?id=748054
while having the default vtdec at secondary rank. This allows decodebin/playbin
to prefer the hardware based decoders, and if that fails to initialize because
hardware resources are busy to fall back to e.g. the libav based h264 decoder
instead of the software based vtdec (which is slower), and only fall back to
the software based vtdec if there is no higher ranked decoder available.
Using requestMediaDataWhenReadyOnQueue the layer will execute a block
when it would like more frames. Using this we can provide the current
frame and avoid needlessly filling the layer's buffer queue causing
older frames to be displayed when under resource pressure.
Otherwise we might set bogus values or GST_CLOCK_TIME_NONE.
Also make sure to reset the caps field to NULL after unreffing
the caps to prevent accidential use afterwards, and unref any
old caps before we remember new caps.
Use YUV instead of RGB textures, then convert using the new apple specific
shader in GstGLColorConvert. Also use GLMemory directly instead of using the
GL upload meta, avoiding an extra texture copy we used to have before.
When doing texture sharing we don't need to call CVPixelBufferLockBaseAddress to
map the buffer in CPU. This cuts about 10% relative cpu time from a vtdec !
glimagesink pipeline.
... and hope that everything will be fine. This shouldn't really happen but
previously happened during shutdown. It should be fixed in videoencoder now,
but better be on the safe side here.
Use AVF provided timings to timestamp output buffers. Use the running time at
the time the first buffer is produced to base timestamps on. Report 1-frame
latency based on the negotiated framerate instead of hardcoding 4ms latency.