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authorSven Gothel <[email protected]>2013-08-14 07:02:59 +0200
committerSven Gothel <[email protected]>2013-08-14 07:02:59 +0200
commitc37629ea8fdcb11f7f8a18e37a4cde57d4ba6a01 (patch)
tree96e6ef2b8db44f3dd331ac78a0a52d5d5ea15e50 /doc
parentbc3776633ccad81199a96ff8116195133d862395 (diff)
GLMediaPlayer Multithreaded Decoding: GLMediaPlayer* (Part-3) - WIP
- GLMediaPlayer - Remove State.Stopped and method stop() - redundant, use pause() / destroy() - Add notion of stream IDs - Add API doc: State / Stream-ID incl. html-anchor - Expose video/audio PTS, .. - Expose optional AudioSink - Min multithreaded textureCount is 4 (EGL* and FFMPEG*) - GLMediaPlayerImpl - Move AudioSink rel. impl. to this class, allowing a tight video implementation reusing logic. - Remove 'synchronized' methods, synchronize on State where applicable - implement new methods (see above) - playSpeed is handled partially in AudioSink. If it exeeds AudioSink's capabilities, drop audio and rely solely on video sync. - video sync (WIP) - video pts delay based on geometric weight - reset video SCR if 'out of range', resync w/ PTS - - FramePusher - allow interruption when pausing/stopping, while waiting for next avail free frame to decode. - FFMPEGMediaPlayer - Add proper AudioDataFormat negotiation AudioSink <-> libav - Parse libav's SampleFormat - Remove AudioSink interaction (moved to GLMediaPlayerImpl) - Tests (MovieSimple, MovieCube): - Add aid/vid selection - Add KeyListener for actions: seek(..), play()/pause(), setPlaySpeed(..) - Dump perf-string each 2s - TODO: - Add audio sync in AudioSink, similar to GLMediaPlayer's weighted video delay, here: drop audio frames.
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