android: expose setAvCodecOption method
build/android: do not use ccache any more
build/android: chmod +x
build/ffmpeg: support build with openssl
.gitignore: ignore openssl build directory
NEWS.md: mention openssl support
ios/GLView: render buffer only after something has been drawed

Issue: An OpenGL ES-based application displays "flashing" or "stale"
frames after a call to presentRenderBuffer.

This symptom can occur when an OpenGL ES application calls the EAGL
presentRenderbuffer method without first drawing anything. What is
seen on screen may contain uninitialized pixels or previously rendered
frames. To correct this issue, you should always draw something to your
framebuffer before calling presentRenderbuffer. Also note that unless
you set the RetainedBackbuffer property on your CAEAGLLayer to enable
retained backbuffer mode, the contents of your renderbuffer are not
guaranteed to remain valid after a call to presentRenderbuffer.
ios: build armv7/armv7s by default
ijksdl/vout: Lazily allocate frame buffer in opaque_obtain_managed_frame_buffer

For refererenced frame management, we use buffer allocated by decoder
ijksdl/audioqueue: fix a leak
ff_ffplay: recycle packet to reduce memory allocation
ff_ffplay: recycle message to reduce memory allocation
ff_ffplay: reduce buffering msg notifications
ijksdl: setup width/height in managed_frame
ijksdl/vout: fill dst pic after overlay filled
ios: support snapshot
NEWS.md: update
n0.1.2
ios/IJKMediaDemo: fix build
compile-openssl.sh