Staging surfaces with GL originally copied to a texture and then
downloaded that copied texture, but I realized that there was really no
real need to do that. Now instead they'll copy directly from the
texture that's given to them rather than copying to a buffer first.
Secondly, hopefully fix the mac issue where the only way to perform an
asynchronous texture download is via FBOs and glReadPixels. It's a
really dumb issue with macs and the amount of "gotchas" and non-standard
internal GL functionaly on mac is really annoying.
There were a *lot* of warnings, managed to remove most of them.
Also, put warning flags before C_FLAGS and CXX_FLAGS, rather than after,
as -Wall -Wextra was overwriting flags that came before it.
- Fill in the rest of the FFmpeg test output code for testing so it
actually properly outputs data.
- Improve the main video subsystem to be a bit more optimal and
automatically output I420 or NV12 if needed.
- Fix audio subsystem insertation and byte calculation. Now it will
seamlessly insert new audio data in to the audio stream based upon
its timestamp value. (Be extremely cautious when using floating
point calculations for important things like this, and always round
your values and check your values)
- Use 32 byte alignment in case of future optimizations and export a
function to get the current alignment.
- Make os_sleepto_ns return true if slept, false if the time has
already been passed before the call.
- Fix sinewave output so that it actually properly calculates a middle
C sinewave.
- Change the use of row_bytes to linesize (also makes it a bit more
consistent with FFmpeg's naming as well)
- Implement texture scaling/conversion/downloading for the main view so
we can finally start getting data to output.
Also, redesign how it works a bit, it will now properly wait one full
frame for each step in the process: rendering the main texture,
scaling the main texture to an output texture, staging/downloading the
ouput texture, and then outputting that staged data. This way, the
GPU will have more than enough time to fully complete each step.
- Fix a bug with OpenGL plugin's texture staging function. Was using
glBindBuffer instead of what should have been used: glBindTexture.
- Change the naming scheme of the variables in default.effect. It's now
named with the idea of just "color matrix" in mind instead of "yuv
matrix", and instead of DrawRGBToYUV, it's now just DrawMatrix.