Open spaul13 opened 5 years ago
Hi spaul13, You could modify the timing of native create texture buffer to as early as possible to avoid runtime texture creation. And for the best optimization to show up the first texture, you could modify the flow to work as synchronization rather than asynchronization. Since asynchronization would follow the life cycle of Unity and may cause some delay to trigger your things. Thanks.
The total time for decoding the video (BUFFERING-->START) IS <=22 ms for my case but after that to display the frame on the screen takes additional 25-30 ms. Mainly these four APIs are being executed in order to display the frame on the screen
nativeSetVideoTime(decoderID, (float)setTime); GL.IssuePluginEvent(GetRenderEventFunc(), decoderID); getTextureFromNative(); setTextures(videoTexYch, videoTexUch, videoTexVch);
Is there any way to optimize this delay associated to display the frame on the screen. Any help is highly appreciated.