-#define EXTRAHEIGHT 30
-
#undef Success
#include "mixer.h"
CaptureCard *card = &cards[card_index];
card->usb = new BMUSBCapture(card_index);
card->usb->set_frame_callback(bind(&Mixer::bm_frame, this, card_index, _1, _2, _3, _4, _5, _6, _7));
- card->frame_allocator.reset(new PBOFrameAllocator(WIDTH * (HEIGHT+EXTRAHEIGHT) * 2 + 44 + 1, WIDTH, HEIGHT));
+ card->frame_allocator.reset(new PBOFrameAllocator(8 << 20, WIDTH, HEIGHT)); // 8 MB.
card->usb->set_video_frame_allocator(card->frame_allocator.get());
card->surface = create_surface(format);
card->usb->set_dequeue_thread_callbacks(
if (card->should_quit) return;
}
- if (video_frame.len - video_offset != WIDTH * (HEIGHT+EXTRAHEIGHT) * 2) {
+ if (video_frame.len - video_offset == 0 ||
+ video_frame.len - video_offset != size_t(width * (height + extra_lines_top + extra_lines_bottom) * 2) ||
+ width != WIDTH || height != HEIGHT) { // TODO: Remove this once the rest of the infrastructure is in place.
if (video_frame.len != 0) {
printf("Card %d: Dropping video frame with wrong length (%ld)\n",
card_index, video_frame.len - video_offset);
//check_error();
// Upload the textures.
- size_t skipped_lines = 25;
- size_t cbcr_width = WIDTH / 2;
+ size_t cbcr_width = width / 2;
size_t cbcr_offset = video_offset / 2;
- size_t y_offset = cbcr_offset + cbcr_width * (HEIGHT + EXTRAHEIGHT) * sizeof(uint16_t) + video_offset / 2;
+ size_t y_offset = video_frame.size / 2 + video_offset / 2;
glBindTexture(GL_TEXTURE_2D, userdata->tex_cbcr);
check_error();
- glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, cbcr_width, HEIGHT, GL_RG, GL_UNSIGNED_BYTE, BUFFER_OFFSET(cbcr_offset + cbcr_width * skipped_lines * sizeof(uint16_t)));
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, cbcr_width, height, GL_RG, GL_UNSIGNED_BYTE, BUFFER_OFFSET(cbcr_offset + cbcr_width * extra_lines_top * sizeof(uint16_t)));
check_error();
glBindTexture(GL_TEXTURE_2D, userdata->tex_y);
check_error();
- glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, WIDTH, HEIGHT, GL_RED, GL_UNSIGNED_BYTE, BUFFER_OFFSET(y_offset + WIDTH * skipped_lines));
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RED, GL_UNSIGNED_BYTE, BUFFER_OFFSET(y_offset + width * extra_lines_top));
check_error();
glBindTexture(GL_TEXTURE_2D, 0);
check_error();