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release version 0.9.0
- API: Add GLRenderAPI and MetalRenderAPI - Support Metal on macOS and iOS. Lower CPU and GPU load. - Windows: - Fix com initialization may affect cef - D3D11 support decode in 1 gpu and render in another (poor performance). - D3D11 upport some 16bit pixel formats if R16 is not supported - Add D3D11 debug mode for MFT decoder("MFT:debug=1") and D3D11 renderer - Android: - Fix EGL load - Fix decoding EOS frame in sync and async mode - Apple - Add debug symbol - (macOS) weak link to standard ffmpeg dylibs so no need to dlopen by user. see https://github.com/wang-bin/mdk-sdk/wiki/FFmpeg-Runtime#macos - Support software decoder direct rendering, decode to CVPixelBuffer via decoder "FFmpeg:pool=CVPixelBuffer". Less memory use. - VT decoder supports ProRes, decode into P010 frames - FFmpeg: - Print ffmpeg logs in log mdk log handler. Fix multi-lines logs not print completely - Support reload via library handle - Custom frame pool - Add "sw_fallback" property - Examples: - Modified apple official metal example: https://github.com/wang-bin/HelloTriangle/tree/master - QtQuick RHI example. supports d3d11, metal and opengl: https://github.com/wang-bin/mdk-examples/tree/master/Qt/qmlrhi
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README.md

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@@ -10,8 +10,8 @@ Install via [NuGet](https://www.nuget.org/packages/mdk) in Visual Studio for bot
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- Simple and powerful API set
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- Cross platform: Windows, UWP, Linux, macOS, Android, iOS, Raspberry Pi
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- Hardware accelerated decoding and 0-copy GPU rendering for all platforms
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- OpenGL and D3D11 rendering w/ or w/o user provided context
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- Integrated with any gui toolkits or apps via OpenGL and D3D11 (OBS, Qt, SDL, glfw, SFML etc.) easily
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- OpenGL, D3D11 and Metal rendering w/ or w/o user provided context
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- Integrated with any gui toolkits or apps via OpenGL, D3D11 and Metal (OBS, Qt, SDL, glfw, SFML etc.) easily
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- Seamless/Gapless media and bitrate switch for any media
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- User configurable FFmpeg libraries at runtime
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- HDR rendering in GPU

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