Comparing version 1.1.3 to 1.2.0
@@ -56,3 +56,3 @@ /******/ (function(modules) { // webpackBootstrap | ||
var OGVCompat = __webpack_require__(1), | ||
OGVVersion = ("1.1.3-20160627181101-5f064cc"); | ||
OGVVersion = ("1.2.0-20160919145031-b4b9f58"); | ||
@@ -59,0 +59,0 @@ if (window) { |
@@ -55,3 +55,3 @@ /******/ (function(modules) { // webpackBootstrap | ||
var OGVVersion = ("1.1.3-20160627181101-5f064cc"); | ||
var OGVVersion = ("1.2.0-20160919145031-b4b9f58"); | ||
@@ -58,0 +58,0 @@ if (window) { |
@@ -156,5 +156,5 @@ /******/ (function(modules) { // webpackBootstrap | ||
var copy = copyObject(buffer); | ||
copy.bytesY = copyByteArray(buffer.bytesY); | ||
copy.bytesCb = copyByteArray(buffer.bytesCb); | ||
copy.bytesCr = copyByteArray(buffer.bytesCr); | ||
copy.y.bytes = copyByteArray(buffer.y.bytes); | ||
copy.u.bytes = copyByteArray(buffer.u.bytes); | ||
copy.v.bytes = copyByteArray(buffer.v.bytes); | ||
return copy; | ||
@@ -217,5 +217,5 @@ } | ||
if (propVal) { | ||
transfers.push(propVal.bytesY.buffer); | ||
transfers.push(propVal.bytesCb.buffer); | ||
transfers.push(propVal.bytesCr.buffer); | ||
transfers.push(propVal.y.bytes.buffer); | ||
transfers.push(propVal.u.bytes.buffer); | ||
transfers.push(propVal.v.bytes.buffer); | ||
} | ||
@@ -252,3 +252,3 @@ } else { | ||
var OGVVersion = ("1.1.3-20160627181101-5f064cc"); | ||
var OGVVersion = ("1.2.0-20160919145031-b4b9f58"); | ||
@@ -255,0 +255,0 @@ (function() { |
@@ -155,5 +155,5 @@ /******/ (function(modules) { // webpackBootstrap | ||
var copy = copyObject(buffer); | ||
copy.bytesY = copyByteArray(buffer.bytesY); | ||
copy.bytesCb = copyByteArray(buffer.bytesCb); | ||
copy.bytesCr = copyByteArray(buffer.bytesCr); | ||
copy.y.bytes = copyByteArray(buffer.y.bytes); | ||
copy.u.bytes = copyByteArray(buffer.u.bytes); | ||
copy.v.bytes = copyByteArray(buffer.v.bytes); | ||
return copy; | ||
@@ -216,5 +216,5 @@ } | ||
if (propVal) { | ||
transfers.push(propVal.bytesY.buffer); | ||
transfers.push(propVal.bytesCb.buffer); | ||
transfers.push(propVal.bytesCr.buffer); | ||
transfers.push(propVal.y.bytes.buffer); | ||
transfers.push(propVal.u.bytes.buffer); | ||
transfers.push(propVal.v.bytes.buffer); | ||
} | ||
@@ -251,3 +251,3 @@ } else { | ||
var OGVVersion = ("1.1.3-20160627181101-5f064cc"); | ||
var OGVVersion = ("1.2.0-20160919145031-b4b9f58"); | ||
@@ -254,0 +254,0 @@ (function() { |
@@ -10,3 +10,11 @@ ogv.js | ||
1.1.3 - 2016-06027 | ||
1.2.0 - 2016-09-19 | ||
* Separated software and WebGL paths to yuv-canvas package | ||
* fixed regression in WebM frame rate handling | ||
* buffer up to 3 decoded frames for smoother playback | ||
* smoother audio in the face of short delays (drop late frame if next one is already decoded) | ||
* fixed regression in seeking non-indexed Ogg files | ||
* updated libvpx | ||
1.1.3 - 2016-06-27 | ||
* fix play-during-seek bug that interacted with video.js badly | ||
@@ -197,9 +205,4 @@ | ||
Accelerated YCbCr->RGB conversion and drawing is done using WebGL on supporting browsers (Firefox, Chrome, IE 11, Edge, and Safari for iOS 8 & OS X 10.9), and is enabled by default if available. | ||
Accelerated YCbCr->RGB conversion and drawing is done using WebGL on supporting browsers, or through software CPU conversion if not. This is abstracted in the [yuv-canvas](https://github.com/brion/yuv-canvas) package, now separately installable. | ||
WebGL noticeably improves playback performance at HD and SD resolutions. | ||
Early versions of IE 11 do not support luminance or alpha textures, and in IE 11 update 1 and Edge they are still unexpectedly slow on Windows (in all browsers so far). As a workaround, on Windows the data is packed into RGBA textures for faster texture upload and unpacked in the shader. See [GPU acceleration page](https://github.com/brion/ogv.js/wiki/GPU-acceleration) for more info. | ||
It may be possible to do further acceleration of actual decoding operations using WebGL shaders, but this could be ... tricky. WebGL is also only available on the main thread, and there are no compute shaders yet so would have to use fragment shaders. | ||
@@ -206,0 +209,0 @@ |
{ | ||
"name": "ogv", | ||
"version": "1.1.3", | ||
"version": "1.2.0", | ||
"description": "JavaScript media player using Ogg/Vorbis/Theora/Opus/WebM libs compiled with Emscripten", | ||
@@ -52,2 +52,3 @@ "main": "index.js", | ||
"audio-feeder": "^0.4.5", | ||
"yuv-canvas": "^1.0.0", | ||
"eslint": "^1.7.3", | ||
@@ -54,0 +55,0 @@ "file-loader": "^0.8.5", |
@@ -10,3 +10,11 @@ ogv.js | ||
1.1.3 - 2016-06027 | ||
1.2.0 - 2016-09-19 | ||
* Separated software and WebGL paths to yuv-canvas package | ||
* fixed regression in WebM frame rate handling | ||
* buffer up to 3 decoded frames for smoother playback | ||
* smoother audio in the face of short delays (drop late frame if next one is already decoded) | ||
* fixed regression in seeking non-indexed Ogg files | ||
* updated libvpx | ||
1.1.3 - 2016-06-27 | ||
* fix play-during-seek bug that interacted with video.js badly | ||
@@ -197,9 +205,4 @@ | ||
Accelerated YCbCr->RGB conversion and drawing is done using WebGL on supporting browsers (Firefox, Chrome, IE 11, Edge, and Safari for iOS 8 & OS X 10.9), and is enabled by default if available. | ||
Accelerated YCbCr->RGB conversion and drawing is done using WebGL on supporting browsers, or through software CPU conversion if not. This is abstracted in the [yuv-canvas](https://github.com/brion/yuv-canvas) package, now separately installable. | ||
WebGL noticeably improves playback performance at HD and SD resolutions. | ||
Early versions of IE 11 do not support luminance or alpha textures, and in IE 11 update 1 and Edge they are still unexpectedly slow on Windows (in all browsers so far). As a workaround, on Windows the data is packed into RGBA textures for faster texture upload and unpacked in the shader. See [GPU acceleration page](https://github.com/brion/ogv.js/wiki/GPU-acceleration) for more info. | ||
It may be possible to do further acceleration of actual decoding operations using WebGL shaders, but this could be ... tricky. WebGL is also only available on the main thread, and there are no compute shaders yet so would have to use fragment shaders. | ||
@@ -206,0 +209,0 @@ |
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License Policy Violation
LicenseThis package is not allowed per your license policy. Review the package's license to ensure compliance.
Found 1 instance in 1 package
License Policy Violation
LicenseThis package is not allowed per your license policy. Review the package's license to ensure compliance.
Found 1 instance in 1 package
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