surface = ((GstD3DSurfaceMemory *) mem)->surface;
-#ifndef DISABLE_BUFFER_POOL
/* Need to keep an additional ref until the next buffer
* to make sure it isn't reused until then */
sink->fallback_buffer = buf;
-#else
- sink->fallback_buffer = NULL;
-#endif
} else {
mem = gst_buffer_peek_memory (buf, 0);
surface = ((GstD3DSurfaceMemory *) mem)->surface;
if (sink->d3d.surface)
IDirect3DSurface9_Release (sink->d3d.surface);
-#ifndef DISABLE_BUFFER_POOL
IDirect3DSurface9_AddRef (surface);
-#endif
sink->d3d.surface = surface;
if (!d3d_present_swap_chain (sink)) {
gst_query_add_allocation_meta (query, GST_VIDEO_META_API_TYPE, NULL);
gst_query_add_allocation_meta (query, GST_VIDEO_CROP_META_API_TYPE, NULL);
+#ifdef DISABLE_BUFFER_POOL
+ return TRUE;
+#endif
+
GST_OBJECT_LOCK (sink);
pool = sink->pool ? gst_object_ref (sink->pool) : NULL;
GST_OBJECT_UNLOCK (sink);
if (pool) {
/* we need at least 2 buffer because we hold on to the last one */
-#ifndef DISABLE_BUFFER_POOL
gst_query_add_allocation_pool (query, pool, size, 2, 0);
-#endif
gst_object_unref (pool);
}