| Commit message (Collapse) | Author | Age | Files | Lines |
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Conflicts:
src/plugins/avfoundation/mediaplayer/mediaplayer.pro
tests/auto/unit/qmediaserviceprovider/mockserviceplugin1/mockserviceplugin1.pro
tests/auto/unit/qmediaserviceprovider/mockserviceplugin2/mockserviceplugin2.pro
tests/auto/unit/qmediaserviceprovider/mockserviceplugin3/mockserviceplugin3.pro
tests/auto/unit/qmediaserviceprovider/mockserviceplugin4/mockserviceplugin4.pro
tests/auto/unit/qmediaserviceprovider/mockserviceplugin5/mockserviceplugin5.pro
Change-Id: I5742596230dc510ba2a09eba624429bb67179194
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this fixes static builds by ensuring that all dependencies are exported.
Task-number: QTBUG-51071
Change-Id: I8e1554b648327ea2fb342b882ce8e439bd6f271d
Reviewed-by: Yoann Lopes <yoann.lopes@theqtcompany.com>
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From Qt 5.7 -> LGPL v2.1 isn't an option anymore, see
http://blog.qt.io/blog/2016/01/13/new-agreement-with-the-kde-free-qt-foundation/
Updated license headers to use new LGPL header instead of LGPL21 one
(in those files which will be under LGPL v3)
Change-Id: I324f65c61171f36641472964d095d72e452afb3a
Reviewed-by: Jani Heikkinen <jani.heikkinen@theqtcompany.com>
Reviewed-by: Lars Knoll <lars.knoll@theqtcompany.com>
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Qt copyrights are now in The Qt Company, so we could update the source
code headers accordingly. In the same go we should also fix the links to
point to qt.io.
Change-Id: I1c6faa4f59f8eca54f01ef20941fa60161dd7872
Reviewed-by: Yoann Lopes <yoann.lopes@theqtcompany.com>
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Add the QAbstractVideoFilter base class and integrate it with VideoOutput.
This can be used to perform arbitrary filtering or image processing
on the frames of a video stream of a VideoOutput element right before
the OpenGL texture is provided to the scenegraph by the video node.
This opens up the possibility to integrate computer vision
frameworks or accelerated image processing with Qt Quick applications
that display video streams using Qt Multimedia.
Conceptually it is somewhat similar to QVideoProbe, this
approach however allows modifying the frame, in real time
with tight integration to the scenegraph node, and targets
Qt Quick meaning setting up the filter and processing the results
of the computations happen completely in QML.
[ChangeLog] Added QAbstractVideoFilter that serves as a base class for QML
video filtering elements that integrate compute, vision, and image processing
frameworks with VideoOutput.
Change-Id: Ice1483f8c2daec5a43536978627a7bbb64549480
Reviewed-by: Yoann Lopes <yoann.lopes@theqtcompany.com>
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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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- Renamed LICENSE.LGPL to LICENSE.LGPLv21
- Added LICENSE.LGPLv3 & LICENSE.GPLv2
- Removed LICENSE.GPL
Change-Id: Ied06887225df341064c12bcc14c259ae74116f2e
Reviewed-by: Jani Heikkinen <jani.heikkinen@digia.com>
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Change-Id: I4facc9ca0616927f7b1101cecb989fece38c2f7a
Reviewed-by: Yoann Lopes <yoann.lopes@digia.com>
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It seems all Android media players share the same video buffers, which
results in textures containing frames for the wrong media player.
When getting a new frame, we now copy it into a FBO in order to avoid
that another media player overwrites the frame being shown on screen.
Task-number: QTBUG-35868
Change-Id: I6701cf7368a3ef9e73d649c3ece1f206cafd5bb3
Reviewed-by: Christian Stromme <christian.stromme@digia.com>
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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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