1. 18 Nov, 2014 - 1 commit
    • Laszlo Agocs's avatar
      Fix bogus videonode plugin handling · 96407d8d
      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: default avatarYoann Lopes <yoann.lopes@theqtcompany.com>
      v5.4.0-rc1
      96407d8d
  2. 11 Feb, 2014 - 1 commit
    • Thomas Senyk's avatar
      adding zero-copy-QSGVideoNode for imx6 · db7f7cc5
      Thomas Senyk authored
      
      On imx6 there is a platform-specific API to implement
      memory-mapping from gstreamer-buffer to opengl-texture.
      
      This plugin uses this API to avoid CPU-based-memory-copy.
      
      This allows fluid video-playback up to 1080p with very little CPU load.
      Before even 720p used one cpu-core completely and wasn't fluid.
      
      Change-Id: I0c33eb5d475393a65459291ce9290fa0753de4a5
      Reviewed-by: default avatarAndy Nichols <andy.nichols@digia.com>
      db7f7cc5
  3. 01 Oct, 2013 - 1 commit
    • Yoann Lopes's avatar
      Android: refactor video renderer. · be7a6241
      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: default avatarChristian Stromme <christian.stromme@digia.com>
      be7a6241