//#include "sysdeps.h"
+#include "h264encode.h"
+
+#include <EGL/eglplatform.h>
+#include <X11/X.h>
+#include <X11/Xlib.h>
+#include <assert.h>
+#include <epoxy/egl.h>
+#include <libavcodec/avcodec.h>
+#include <libavformat/avio.h>
+#include <libavutil/mathematics.h>
+#include <libavutil/rational.h>
+#include <libdrm/drm_fourcc.h>
+#include <stdint.h>
#include <stdio.h>
-#include <string.h>
#include <stdlib.h>
-#include <getopt.h>
-#include <unistd.h>
-#include <sys/types.h>
-#include <sys/stat.h>
-#include <sys/time.h>
-#include <sys/mman.h>
-#include <fcntl.h>
-#include <assert.h>
-#include <pthread.h>
-#include <errno.h>
-#include <math.h>
+#include <string.h>
#include <va/va.h>
-#include <va/va_x11.h>
-#include <va/va_enc_h264.h>
#include <va/va_drmcommon.h>
-#include <libdrm/drm_fourcc.h>
-#include <thread>
+#include <va/va_enc_h264.h>
+#include <va/va_x11.h>
+#include <condition_variable>
#include <mutex>
#include <queue>
-#include <condition_variable>
-#include "h264encode.h"
+#include <string>
+#include <thread>
+
+#include "context.h"
+
+class QOpenGLContext;
+class QSurface;
#define CHECK_VASTATUS(va_status, func) \
if (va_status != VA_STATUS_SUCCESS) { \
fprintf(stderr, "%s: avformat_new_stream() failed\n", output_filename);
exit(1);
}
- avstream->time_base = AVRational{1, frame_rate}; // TODO
+ avstream->time_base = AVRational{1, frame_rate};
avstream->codec->width = width;
avstream->codec->height = height;
- //avstream->codec->time_base = AVRational{1, 60}; // TODO
avstream->codec->time_base = AVRational{1, frame_rate};
avstream->codec->ticks_per_frame = 1; // or 2?
return true;
}
-void H264Encoder::end_frame(GLsync fence)
+void H264Encoder::end_frame(RefCountedGLsync fence, const std::vector<FrameAllocator::Frame> &input_frames_to_release)
{
{
unique_lock<mutex> lock(frame_queue_mutex);
- pending_frames[current_storage_frame++] = fence;
+ pending_frames[current_storage_frame++] = PendingFrame{ fence, input_frames_to_release };
}
frame_queue_nonempty.notify_one();
}
void H264Encoder::copy_thread_func()
{
for ( ;; ) {
- GLsync fence;
+ PendingFrame frame;
encoding2display_order(current_frame_encoding, intra_period, intra_idr_period, ip_period,
¤t_frame_display, ¤t_frame_type);
if (current_frame_type == FRAME_IDR) {
unique_lock<mutex> lock(frame_queue_mutex);
frame_queue_nonempty.wait(lock, [this]{ return copy_thread_should_quit || pending_frames.count(current_frame_display) != 0; });
if (copy_thread_should_quit) return;
- fence = pending_frames[current_frame_display];
+ frame = pending_frames[current_frame_display];
pending_frames.erase(current_frame_display);
}
// Wait for the GPU to be done with the frame.
- glClientWaitSync(fence, 0, 0);
- glDeleteSync(fence);
+ glClientWaitSync(frame.fence.get(), 0, 0);
+
+ // Release back any input frames we needed to render this frame.
+ // (Actually, those that were needed one output frame ago.)
+ for (FrameAllocator::Frame input_frame : frame.input_frames_to_release) {
+ input_frame.owner->release_frame(input_frame);
+ }
// Unmap the image.
GLSurface *surf = &gl_surfaces[current_frame_display % SURFACE_NUM];