]> git.sesse.net Git - nageru/blobdiff - h264encode.cpp
Small refactoring in H264Encoder::copy_thread_func().
[nageru] / h264encode.cpp
index d263b3a44105d1672cb15b4b31d7f25621f666ae..4d7882a090f9f5d5c27953655b64c4d4d80023e9 100644 (file)
@@ -33,6 +33,8 @@
 #include "httpd.h"
 #include "timebase.h"
 
+using namespace std;
+
 class QOpenGLContext;
 class QSurface;
 
@@ -1623,7 +1625,7 @@ void H264Encoder::save_codeddata(storage_task task)
     // Encode and add all audio frames up to and including the pts of this video frame.
     for ( ;; ) {
         int64_t audio_pts;
-        std::vector<float> audio;
+        vector<float> audio;
         {
              unique_lock<mutex> lock(frame_queue_mutex);
              frame_queue_nonempty.wait(lock, [this]{ return copy_thread_should_quit || !pending_audio_frames.empty(); });
@@ -1697,7 +1699,7 @@ void H264Encoder::save_codeddata(storage_task task)
 // this is weird. but it seems to put a new frame onto the queue
 void H264Encoder::storage_task_enqueue(storage_task task)
 {
-       std::unique_lock<std::mutex> lock(storage_task_queue_mutex);
+       unique_lock<mutex> lock(storage_task_queue_mutex);
        storage_task_queue.push(move(task));
        srcsurface_status[task.display_order % SURFACE_NUM] = SRC_SURFACE_IN_ENCODING;
        storage_task_queue_changed.notify_all();
@@ -1709,7 +1711,7 @@ void H264Encoder::storage_task_thread()
                storage_task current;
                {
                        // wait until there's an encoded frame  
-                       std::unique_lock<std::mutex> lock(storage_task_queue_mutex);
+                       unique_lock<mutex> lock(storage_task_queue_mutex);
                        storage_task_queue_changed.wait(lock, [this]{ return storage_thread_should_quit || !storage_task_queue.empty(); });
                        if (storage_thread_should_quit) return;
                        current = move(storage_task_queue.front());
@@ -1724,7 +1726,7 @@ void H264Encoder::storage_task_thread()
                save_codeddata(move(current));
 
                {
-                       std::unique_lock<std::mutex> lock(storage_task_queue_mutex);
+                       unique_lock<mutex> lock(storage_task_queue_mutex);
                        srcsurface_status[current.display_order % SURFACE_NUM] = SRC_SURFACE_FREE;
                        storage_task_queue_changed.notify_all();
                }
@@ -1792,9 +1794,9 @@ H264Encoder::H264Encoder(QSurface *surface, int width, int height, HTTPD *httpd)
        memset(&pic_param, 0, sizeof(pic_param));
        memset(&slice_param, 0, sizeof(slice_param));
 
-       storage_thread = std::thread(&H264Encoder::storage_task_thread, this);
+       storage_thread = thread(&H264Encoder::storage_task_thread, this);
 
-       copy_thread = std::thread([this]{
+       copy_thread = thread([this]{
                //SDL_GL_MakeCurrent(window, context);
                QOpenGLContext *context = create_context(this->surface);
                eglBindAPI(EGL_OPENGL_API);
@@ -1830,7 +1832,7 @@ bool H264Encoder::begin_frame(GLuint *y_tex, GLuint *cbcr_tex)
 {
        {
                // Wait until this frame slot is done encoding.
-               std::unique_lock<std::mutex> lock(storage_task_queue_mutex);
+               unique_lock<mutex> lock(storage_task_queue_mutex);
                storage_task_queue_changed.wait(lock, [this]{ return storage_thread_should_quit || (srcsurface_status[current_storage_frame % SURFACE_NUM] == SRC_SURFACE_FREE); });
                if (storage_thread_should_quit) return false;
        }
@@ -1890,7 +1892,7 @@ bool H264Encoder::begin_frame(GLuint *y_tex, GLuint *cbcr_tex)
        return true;
 }
 
-void H264Encoder::add_audio(int64_t pts, std::vector<float> audio)
+void H264Encoder::add_audio(int64_t pts, vector<float> audio)
 {
        {
                unique_lock<mutex> lock(frame_queue_mutex);
@@ -1899,7 +1901,7 @@ void H264Encoder::add_audio(int64_t pts, std::vector<float> audio)
        frame_queue_nonempty.notify_all();
 }
 
-void H264Encoder::end_frame(RefCountedGLsync fence, int64_t pts, const std::vector<RefCountedFrame> &input_frames)
+void H264Encoder::end_frame(RefCountedGLsync fence, int64_t pts, const vector<RefCountedFrame> &input_frames)
 {
        {
                unique_lock<mutex> lock(frame_queue_mutex);
@@ -1926,69 +1928,76 @@ void H264Encoder::copy_thread_func()
                {
                        unique_lock<mutex> lock(frame_queue_mutex);
                        frame_queue_nonempty.wait(lock, [this]{ return copy_thread_should_quit || pending_video_frames.count(current_frame_display) != 0; });
-                       if (copy_thread_should_quit) return;
-                       frame = move(pending_video_frames[current_frame_display]);
-                       pending_video_frames.erase(current_frame_display);
-               }
-
-               // Wait for the GPU to be done with the frame.
-               glClientWaitSync(frame.fence.get(), 0, 0);
-
-               // Release back any input frames we needed to render this frame.
-               frame.input_frames.clear();
-
-               // Unmap the image.
-               GLSurface *surf = &gl_surfaces[current_frame_display % SURFACE_NUM];
-               eglDestroyImageKHR(eglGetCurrentDisplay(), surf->y_egl_image);
-               eglDestroyImageKHR(eglGetCurrentDisplay(), surf->cbcr_egl_image);
-               VAStatus va_status = vaReleaseBufferHandle(va_dpy, surf->surface_image.buf);
-               CHECK_VASTATUS(va_status, "vaReleaseBufferHandle");
-               va_status = vaDestroyImage(va_dpy, surf->surface_image.image_id);
-               CHECK_VASTATUS(va_status, "vaDestroyImage");
-
-               VASurfaceID surface = surf->src_surface;
-
-               // Schedule the frame for encoding.
-               va_status = vaBeginPicture(va_dpy, context_id, surface);
-               CHECK_VASTATUS(va_status, "vaBeginPicture");
-
-               if (current_frame_type == FRAME_IDR) {
-                       render_sequence();
-                       render_picture();            
-                       if (h264_packedheader) {
-                               render_packedsequence();
-                               render_packedpicture();
+                       if (copy_thread_should_quit) {
+                               return;
+                       } else {
+                               frame = move(pending_video_frames[current_frame_display]);
+                               pending_video_frames.erase(current_frame_display);
                        }
-               } else {
-                       //render_sequence();
-                       render_picture();
                }
-               render_slice();
-               
-               va_status = vaEndPicture(va_dpy, context_id);
-               CHECK_VASTATUS(va_status, "vaEndPicture");
 
-               // Determine the pts and dts of this frame.
-               int64_t pts = frame.pts;
+               // Determine the dts of this frame.
                int64_t dts;
                if (pts_lag == -1) {
                        assert(last_dts != -1);
                        dts = last_dts + (TIMEBASE / MAX_FPS);
                } else {
-                       dts = pts - pts_lag;
+                       dts = frame.pts - pts_lag;
                }
                last_dts = dts;
 
-               // so now the data is done encoding (well, async job kicked off)...
-               // we send that to the storage thread
-               storage_task tmp;
-               tmp.display_order = current_frame_display;
-               tmp.frame_type = current_frame_type;
-               tmp.pts = pts;
-               tmp.dts = dts;
-               storage_task_enqueue(move(tmp));
-               
-               update_ReferenceFrames();
+               encode_frame(frame, frame.pts, dts);
                ++current_frame_encoding;
        }
 }
+
+void H264Encoder::encode_frame(H264Encoder::PendingFrame frame, int64_t pts, int64_t dts)
+{
+       // Wait for the GPU to be done with the frame.
+       glClientWaitSync(frame.fence.get(), 0, 0);
+
+       // Release back any input frames we needed to render this frame.
+       frame.input_frames.clear();
+
+       // Unmap the image.
+       GLSurface *surf = &gl_surfaces[current_frame_display % SURFACE_NUM];
+       eglDestroyImageKHR(eglGetCurrentDisplay(), surf->y_egl_image);
+       eglDestroyImageKHR(eglGetCurrentDisplay(), surf->cbcr_egl_image);
+       VAStatus va_status = vaReleaseBufferHandle(va_dpy, surf->surface_image.buf);
+       CHECK_VASTATUS(va_status, "vaReleaseBufferHandle");
+       va_status = vaDestroyImage(va_dpy, surf->surface_image.image_id);
+       CHECK_VASTATUS(va_status, "vaDestroyImage");
+
+       VASurfaceID surface = surf->src_surface;
+
+       // Schedule the frame for encoding.
+       va_status = vaBeginPicture(va_dpy, context_id, surface);
+       CHECK_VASTATUS(va_status, "vaBeginPicture");
+
+       if (current_frame_type == FRAME_IDR) {
+               render_sequence();
+               render_picture();            
+               if (h264_packedheader) {
+                       render_packedsequence();
+                       render_packedpicture();
+               }
+       } else {
+               //render_sequence();
+               render_picture();
+       }
+       render_slice();
+
+       va_status = vaEndPicture(va_dpy, context_id);
+       CHECK_VASTATUS(va_status, "vaEndPicture");
+
+       // so now the data is done encoding (well, async job kicked off)...
+       // we send that to the storage thread
+       storage_task tmp;
+       tmp.display_order = current_frame_display;
+       tmp.frame_type = current_frame_type;
+       tmp.pts = pts;
+       tmp.dts = dts;
+       storage_task_enqueue(move(tmp));
+
+       update_ReferenceFrames();
+}