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[videotexturebackend] Use persistent bindings of graphics buffers to …
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…texture ids. Contributes to JB#49430

Binding an EGL image to a texture ID can be expensive on some hardware.
So rather than using a single texture ID and changing the buffer it's
bound to on every update create a texture ID for each buffer and re-use
those as the buffers are recycled by the pipeline.

This requires more direct access to the gstreamer buffers in order to
associate an id to a buffer.
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adenexter committed Apr 21, 2020
1 parent d63c62e commit 98046c0
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2 changes: 1 addition & 1 deletion rpm/nemo-qtmultimedia-plugins-gstvideotexturebackend.spec
Expand Up @@ -12,7 +12,7 @@ BuildRequires: pkgconfig(Qt5Qml)
BuildRequires: pkgconfig(Qt5Quick)
BuildRequires: pkgconfig(Qt5Multimedia)
BuildRequires: pkgconfig(gstreamer-1.0)
BuildRequires: pkgconfig(nemo-gstreamer-interfaces-1.0)
BuildRequires: pkgconfig(nemo-gstreamer-interfaces-1.0) >= 0.20200421.0
BuildRequires: qt5-qtmultimedia-gsttools

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