- 18 Nov, 2014 - 1 commit
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Laszlo Agocs authored
Each plugin must provide its own unique key. Otherwise we will only ever see one single plugin. Right now running on i.MX6 is often broken because the imx6 videonode plugin is not picked up since only the egl one is seen by the system. With the fix both plugins provide their own unique key so both become visible. Additionally, introduce a QT_VIDEONODE environment variable. This is useful to specify which plugin to use. This is necessary in case multiple custom videonode plugins support the same formats. Change-Id: Iaa1988f8436dcb938cb9a95e2e0d68a4e92e113c Reviewed-by:
Yoann Lopes <yoann.lopes@theqtcompany.com>
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- 18 Jul, 2014 - 1 commit
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Andrew den Exter authored
[ChangeLog] Added a VideoNode plugin which allows direct rendering of EGLImageKHR backed video frames. Change-Id: I36fb6fd27680dbe9c71a446bbd54df95488725f8 Reviewed-by:
Yoann Lopes <yoann.lopes@digia.com>
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- 01 Oct, 2013 - 1 commit
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Yoann Lopes authored
Removed the overhead of having to create a shared OpenGL context in the GUI thread and pre-render the frame into a FBO. We now directly render the GL_TEXTURE_EXTERNAL_OES in the QtQuick render thread, using an Android-specific QSGVideoNode. We also use a callback from the render thread to create the texture from there and not have to create a separate shared OpenGL context. Change-Id: I6c8eb94b47d0a03329c912701b8af3fb5ebd1876 Reviewed-by:
Christian Stromme <christian.stromme@digia.com>
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