- 02 Jan, 2019 1 commit
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Sébastien Blin authored
Change-Id: Ib88d0d20c3ef536eed27e32af3d20153c0ff5462
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- 06 Apr, 2018 1 commit
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Kateryna Kostiuk authored
This patch fix the problems: - exit full screen mode when call is finished - clean up last video picture when call is finished - hide call options if no mouse activity detected - resize video to use full screen Change-Id: I7544dd616e88e35cacf3ca8c60d65aedbfe14860 Reviewed-by:
Andreas Traczyk <andreas.traczyk@savoirfairelinux.com>
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- 05 Jan, 2018 1 commit
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Anthony Léonard authored
Height and width contained in Video::Frame structure are now used to determine the size of a frame instead of the possibly incorrect Renderer::size() values. This prevent some segfault when hardware acceleration for decoding is used with certain size of picture. Change-Id: I22e928eb0b9a0889d0b4ff861bb93dfba16d1bc6 Reviewed-by:
Kateryna Kostiuk <kateryna.kostiuk@savoirfairelinux.com>
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- 15 Jun, 2017 1 commit
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Anthony Léonard authored
The previous system to display the incoming video frames was relying on CGImage generation with raw framebuffer which were then set as the content of the CallView. This way of doing it is not efficient as it implies buffer copies and is discouraged by Apple for pictures that change often. Moreover, this process was done by the VideoReceiveThread from the daemon which was then blocked by those copies without being able to decode further incoming frames. This is why a lag was appearing and increasing on high resolution stream. The new system now isolates frame delivering to the UI and their rendering. The VideoReceiveThread just update the current frame buffer and size without copy and another thread send those data to an OpenGL texture on screen refresh which also enables to automatically skip frames in case of heavy load. Change-Id: I0b79ddce66f52a3db1eee19945733ff93e7ce34f Reviewed-by:
Kateryna Kostiuk <kateryna.kostiuk@savoirfairelinux.com>
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