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On Thu, Mar 16, 2017 at 8:49 AM, Brendan Lockhart <[hidden email]> wrote:
> I am using Gstreamer to render live video with Unity3D. Currently, I append > a fakesink to my pipeline, and at every frame of the Unity application the > fakesink's last-sample is queried and used to update a texture. > > This works, but I feel that the performance of the plugin is a bit lacking. > I'm considering rewriting the plugin to instead use an appsink. > > My question is: does querying appsink samples have any different performance > characteristics relative to querying a fakesink's last-sample? > Are you connecting to the last-sample signal and running a callback? If so, there is a noticeable difference between using a gobject signal for running a callback vs using a function call in libgstapp. You can try using gst_app_sink_pull_sample() and friends. However, I think you should do some performance measurements first. I suspect that since you're doing GL rendering, most of your overhead is in copying video buffers around and the function call vs. signal callback overhead is minor in comparison. In that case, you should be using glimagesink to write directly to a GL texture. Here's some examples that do this with SDL2: https://cgit.freedesktop.org/gstreamer/gst-plugins-bad/tree/tests/examples/gl/sdl Cheers, Nirbheek _______________________________________________ gstreamer-devel mailing list [hidden email] https://lists.freedesktop.org/mailman/listinfo/gstreamer-devel |
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On 22/03/17 09:56, Brendan Lockhart
wrote:
These caps don't intersect with amcvideodec's caps as they have different texture-target fields. amcvideodec only ever does texture-target=external-oes. Cheers -Matt
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