diff options
-rw-r--r-- | TODO | 32 |
1 files changed, 8 insertions, 24 deletions
@@ -1,36 +1,20 @@ -- 1: replace the use of GST_QUERY_CUSTOM by registering a specific query, - gst_query_type_register ("gstgldisplay", "gstgldisplay of gl chain"); +- 1: Thin out GstGLDisplay for basis in a GstContext -- 2: test new gstglwindow_cocoa.m implementation with a GNU step environnement +- 2: test all the backends properly - 3: finalize glmosaic element - 4: write a GstGLFrameBuffer gobject. Would be usefull to factorize a lot of code in gstgldisplay.c -- 7: put the pipelines listed in tests/pipelines to an automated test that attempts to reach some states. - Use tests/check/generic/states.c and tests/check/pipelines/simple-launch-lines.c +- 5: work out how a pipeline like this will work (currently only one sink displays a picture): + videotestsrc ! glfilter ! tee name=t ! queue ! glimagesink t. ! queue ! glimagesink -- 8: make two elements named "gltee" (attach as much texture (to its fbo) as tee src pads) and "glqueue". - In order to have something like that: - videotestsrc ! glupload ! glfilterA ! gltee name=t \ - t. ! glqueue ! glfilterB ! glimagesink \ - t. ! glqueue ! glfilterC ! glimagesink - Assuming glfilterA is GPU consumming and so do not need to duplicate it. - -- 10: make colorspace conversion through ColorMatrix when GLSL (and mesa YCbCr) is not available and when imaging extension - is available. (I think it has no future now, see OpenGL 3.0) - -- 11: make a test to estimate how much is a colorspace conversion. I mean compare an output frame +- 6: make a test to estimate how accurate colorspace conversion is. Compare an output frame to reference frame and estimate the differences. (usefull to compare several implementations) -- 13: test colorspace conversion with Apple YCbCr extension. - -- 14: test again the plugin on MAC. +- 7: test colorspace conversion with Apple YCbCr extension. -- 15: test the plugin on WIN CE and some other embedded operating system. +- 8: lift as much code as we can from eglglessink (shaders, VideoCropMeta's, VideoGLTextureUploadMeta, etc) -- 16: If it exists a tool that can automatically convert fragment_shader code to fragment_program code - then we would be able to do some basic stuffs as colorspace conversion even if GLSL is not available. - (And so have some more cool stuffs work on Intel card for example) - cg can convert GLSL code to ARB_fp/ARB_vp. (no future too, a lot of improvements have been done in mesa etc...) +- 9: merge into gst-plugins-bad |