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The client-draw callback is running on the GL Thread, which will be required to map the buffer. Map early, and pass the mapped frame instead. On top of that, make sure to signal any pending draw before trying to push EOS, as some pad locks might be taken. This is the cost of using the same thread to control GStreamer and to render GL. |
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.gitignore | ||
Makefile.am | ||
meson.build | ||
sdl.sln | ||
sdlshare.c | ||
sdlshare2.c |