Previously if only -y was used then nothing happened, if only -x then zero
window height was set which is undefined in SDL and caused a black window.
From now on if only one dimension is set we calculate the other based on
size/aspect of the shown content.
Signed-off-by: Marton Balint <cus@passwd.hu>
SDL from version 2.0.8 has support for full range YUV and specifying
BT601/BT709 color space for YUV->RGB conversion.
Signed-off-by: Marton Balint <cus@passwd.hu>
Current ffplay code assumes that the read thread is in its main loop before any
key events are captured, but apparently on IOS even keypresses without a window
are forwared.
Fixes ticket #7252.
Signed-off-by: Marton Balint <cus@passwd.hu>
SDL_QueryTexture and SDL_DestroyTexture require that the input texture
pointer be non-null. Debug builds of SDL will correctly check for this
and break program execution. This patch fixes this by checking the
status of the texture pointer.
Signed-off-by: Matt Oliver <protogonoi@gmail.com>
avdevice_register_all() is still required to register devices into
lavf (this is required due to lavd being somewhat of a hack).
Signed-off-by: Josh de Kock <josh@itanimul.li>
Typically only a small subset of the SDL texture formats are supported directly
by the SDL renderer drivers, the rest is software emulated. It's better if
libswscale does the format conversion to a hardware-accelerated texture format
instead of SDL.
This should fix video render slowdowns with some texture formats after
3bd2228d05.
Signed-off-by: Marton Balint <cus@passwd.hu>