1. 12 Jun, 2017 2 commits
  2. 07 Jun, 2017 1 commit
  3. 01 Jun, 2017 1 commit
    • Wim Taymans's avatar
      pcapparse: endianness fix · 360eb81d
      Wim Taymans authored
      Also swap the linktype after we detected that we need to do
      byteswapping. Fixes a problem with reading pcap files generated
      on a machine with different endianness.
  4. 29 May, 2017 10 commits
  5. 21 May, 2017 1 commit
  6. 15 May, 2017 4 commits
  7. 12 May, 2017 1 commit
  8. 09 May, 2017 1 commit
  9. 08 May, 2017 5 commits
    • Scott D Phillips's avatar
      meson: Ignore msvc warnings in C++ as well · c6610799
      Scott D Phillips authored
      We were only ignoring the listed msvc warnings for C language
      files and not C++. This was working by the coincidence that we did
      not have any instances of these warnings in C++ files. Lately the
      build of decklink has been fixed on windows, and it has an
      instance of one of these warnings in a C++ file.
    • Nirbheek Chauhan's avatar
      decklink: Fix linking on MinGW · 216f044e
      Nirbheek Chauhan authored
      MinGW does not provide comsupp.lib, so there's no implementation of
      _com_util::ConvertBSTRToString. Use a fallback implementation that
      uses wcstombs() instead.
      On MinGW we also truncate the name to 100 chars which should be fine.
    • Nirbheek Chauhan's avatar
      decklink: Fix building on Windows · 62a727d3
      Nirbheek Chauhan authored
      BSTR is already a pointer to a string
    • Nirbheek Chauhan's avatar
      meson: Fix decklink building on Windows · a357afb8
      Nirbheek Chauhan authored
      Needs comsuppw, and does not need libdl or pthread.
    • Nirbheek Chauhan's avatar
      directsoundsrc: Use latency-time and buffer-time settings · 72d4516c
      Nirbheek Chauhan authored
      Earlier, the plugin was ignoring those settings and blindly setting
      buffer-time to 2 seconds and latency-time to 200ms, which forced all
      pipelines to have a minimum latency of 200ms + sink latency.
      The values of segsize and segtotal were also not derived correctly.
      Now we obey these values, and you can get close to the previous
      behaviour by setting buffer-time and latency-time manually. Note that
      they are set in microseconds.
      As a consequence, when we haven't received enough data from the
      device, we now sleep for a time proportional to the data remaining.
      However, Directsound is a deprecated API so it maintains its own
      software ringbuffer which updates at arbitrary intervals. Hence we
      might have to wait a full segsize to get the last 10% of data. To
      avoid tight loops, we clamp our sleep floor at 10ms.
      In my testing, this keeps the wakeups not-too-high (proportional to
      the latency-time set on the source). Further improvements should be
      made by fixing the WASAPI audio source plugin instead of this.
      Directsound is deprecated and as the comments explain, it is
      impossible to get low latency, decent quality, or good performance
      from it.
      Based on a patch by Sebastian Dröge <sebastian@centricular.com>
  10. 04 May, 2017 4 commits
  11. 03 May, 2017 2 commits
  12. 02 May, 2017 2 commits
  13. 27 Apr, 2017 4 commits
  14. 26 Apr, 2017 1 commit
  15. 25 Apr, 2017 1 commit
    • Chris Bass's avatar
      ttmlparse: Consolidate adjacent co-styled inline elements · acfaf3a0
      Chris Bass authored
      A common subtitling use case is live-generated subtitles, in which each
      new word is contained in its own span, and the spans are displayed
      sequentially, with the effect that lines of displayed subtitles are
      built up word-by-word.
      This can, however, cause problems when the number of words in a block is
      greater than the number of allowed GstMemorys in a GstBuffer.
      Since in this use case each span will have the same styling as adjacent
      spans, we can join adjacent spans (and other inline elements, such as
      breaks) into a single element containing the concatenated text of each,
      thus avoiding the limit of GstMemorys in a GstBuffer and also reducing
      the amount of styling/layout metadata that is attached to each buffer.