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Original commit message from CVS: Added a drawing of a possible player architecture added plugin guidelines
295 lines
6.1 KiB
Text
295 lines
6.1 KiB
Text
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This short document gives some guidelines to plugin writers.
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chain-based plugins
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===================
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- the plugin has a chain function on each sink pad (can be the same function)
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!
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! chain (GstPad *pad, GstBuffer *buffer)
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! {
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! MyElement *elem = MY_ELEMENT (gst_pad_get_parent (pad));
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! GstBuffer *new_buffer;
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!
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! ...
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! (process the buffer)
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! ...
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!
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! /* you can push as many buffers (0 or more) as you want */
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! while (!done) {
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! ...
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! (process some more
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! ...
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! gst_pad_push (elem->some_sink_pad, new_buffer);
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! ...
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! /* if you're like going to send a large amount of buffers
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! * it's a good idea to call _yield from time to time after
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! * the buffer has been pushed */
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! (optional gst_element_yield (GST_ELEMENT (elem)); )
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! }
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! }
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!
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- chain based functions are usually easy and recommended.
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- use gst_element_yield if you are going to push a lot of buffers.
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loop-based plugins
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==================
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- one loop function for the element.
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- required for bytestream based plugins.
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simple case
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-----------
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- one pull at the start
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- if you do something like this, you really should consider using a
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chain function as it can be significantly optimised by the scheduler.
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!
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! loop (GstElement *element)
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! {
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! MyElement *elem = MY_ELEMENT (element);
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! GstBuffer *buffer;
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! GstBuffer *new_buffer;
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!
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! buffer = gst_pad_pull (elem->sinkpad);
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!
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! ...
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! (do something)
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! ...
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!
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! /* you can push as many buffers (0 or more) as you want */
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! while (!done) {
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! ...
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! (process some more
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! ...
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! gst_pad_push (elem->some_sink_pad, new_buffer);
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! ...
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! /* if you're like going to send a large amount of buffers
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! * it's a good idea to call _yield from time to time after
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! * the buffer has been pushed */
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! (optional gst_element_yield (GST_ELEMENT (elem)); )
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! }
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! }
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!
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DONT!!
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- infinite loop
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!
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! loop (element)
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! {
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! while (TRUE) {
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! ...
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! _pull ()
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! ...
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!
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! ...
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! _push ()
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! ...
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! }
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! }
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!
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* you can fix this by either:
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- setting the GST_ELEMENT_INFINITE_LOOP flag on the element. this is
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not recommended, if all plugins in the pipeline (or depending on the
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pipeline, some plugins) have this flag, the pipeline will not run.
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- calling break; from time to time to get out of the loop. (duh, then
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it's not an infinite loop anymore). beware that the next time the loop
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function is called, it will be started from the top.
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- calling gst_element_yield() from time to time (see NOTES).
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- this is fine (albeit rather useless, use a chain function):
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!
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! loop (element)
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! {
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! ...
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! _pull ()
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! ...
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!
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! ...
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! _push ()
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! ...
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! }
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!
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- so is this (albeit rather useless, consider removing the while and the _yield):
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!
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! loop (element)
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! {
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! while (TRUE) {
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! ...
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! _pull ()
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! ...
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!
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! ...
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! _push ()
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! ...
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! gst_element_yield (element);
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! }
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! }
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!
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DONT!!
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- allocate data, loop, free data
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!
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! loop (element)
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! {
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!
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! (my funky malloc)
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!
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! while (TRUE) {
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!
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! ...
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! _pull ()
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! ...
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!
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! ...
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! _push ()
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! ...
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!
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! _yield ()
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! }
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!
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! (my funky free)
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!
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! }
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!
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- the free will NEVER happen!.
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* You can fix this by:
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- allocating/freeing data in the state change function
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- you could think the following code would work too:
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!
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! (*WRONG* example follows)
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!
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! loop (element)
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! {
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!
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! (my funky malloc)
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!
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! while (TRUE) {
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!
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! ...
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! _pull ()
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! if (EOS)
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! break;
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!
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! ...
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! _push ()
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! ...
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!
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! _yield ()
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! }
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!
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! (my funky free)
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!
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! }
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!
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but it'll only free the data if the pipeline was shut down with
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and EOS so don't try it. Besides, on EOS, a state change will happen
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anyway so free the data there.
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bytestream/multiple pull case
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-----------------------------
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- same as the simple case, but you can't use a chain based function unless
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you want to make things a little harder then they should be.
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complicated case
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----------------
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- push and pull are completely mixed.
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- the flow is usually something like this:
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!
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! loop (element)
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! {
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!
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! while (TRUE) {
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!
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! while (something) {
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! ...
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! do some _pull ()
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! ...
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! do some _push ()
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! ...
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! while (something_else) {
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! ...
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! if (testing)
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! do some _pull ()
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! ...
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! do some _push ()
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! }
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! }
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!
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! while (something_useful) {
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! ...
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! _push ()
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! ...
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! }
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! }
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! }
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!
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(example made complicated on purpose, but vorbisdec comes close)
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- you cannot call break to avoid infinite loops and there are loops that
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take a significant amount of time to execute, possibly pushing/pulling
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a lot of buffers.
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* You can fix this by:
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- inserting gst_element_yield () in sane places, don't exagerate because
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every yield can potentially never return so you need to keep track of
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allocations (see the NOTES below).
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NOTES:
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======
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- a call to _yield() can never return. if you have data allocated on the
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stack before the yield, keep a pointer to it in the element struct
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and free it in the state change function.
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IMPLEMENATION DETAILS
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=====================
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The infinite loops are only problematic if the scheduler chooses to select
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the plugin as an entry point in the chain. _yield() will be a nop if this is
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not the case. The scheduler will not select plugins with the INFINITE_LOOP
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flag set as entries in a chain.
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A _yield in an entry will hand over control to the main thread context, allowing
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state changes and other actions to be performed. It will basically exit the
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_iterate() function. spending a long time in a loop will degrade app responsiveness
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because _iterate will take a long time.
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Calling yield, pulling, pushing can potentially never return because a state change
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might have happened, killing off execution of the plugin. pulling/pushing buffers
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will cause no leaks in this case because the core will free pending buffers in a
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state change to READY. The plugin must free allocated data/buffers itself in the state
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change function if the yield didn't retrun.
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