#include <stdio.h>
#include <cstddef>
-#include "flags.h"
#include "v210_converter.h"
using namespace std;
-PBOFrameAllocator::PBOFrameAllocator(size_t frame_size, GLuint width, GLuint height, size_t num_queued_frames, GLenum buffer, GLenum permissions, GLenum map_bits)
- : buffer(buffer)
+PBOFrameAllocator::PBOFrameAllocator(bmusb::PixelFormat pixel_format, size_t frame_size, GLuint width, GLuint height, size_t num_queued_frames, GLenum buffer, GLenum permissions, GLenum map_bits)
+ : pixel_format(pixel_format), buffer(buffer)
{
userdata.reset(new Userdata[num_queued_frames]);
for (size_t i = 0; i < num_queued_frames; ++i) {
frame.size = frame_size;
frame.userdata = &userdata[i];
userdata[i].pbo = pbo;
+ userdata[i].pixel_format = pixel_format;
frame.owner = this;
// For 8-bit Y'CbCr, we ask the driver to split Y' and Cb/Cr
// into separate textures. For 10-bit, the input format (v210)
// is complicated enough that we need to interpolate up to 4:4:4,
// which we do in a compute shader ourselves.
- frame.interleaved = !global_flags.ten_bit_input;
+ frame.interleaved = (pixel_format == bmusb::PixelFormat_8BitYCbCr);
// Create textures. We don't allocate any data for the second field at this point
// (just create the texture state with the samplers), since our default assumed
// resolution is progressive.
- if (global_flags.ten_bit_input) {
+ if (pixel_format == bmusb::PixelFormat_10BitYCbCr) {
glGenTextures(2, userdata[i].tex_v210);
check_error();
glGenTextures(2, userdata[i].tex_444);
userdata[i].last_has_signal = false;
userdata[i].last_is_connected = false;
for (unsigned field = 0; field < 2; ++field) {
- if (global_flags.ten_bit_input) {
+ if (pixel_format == bmusb::PixelFormat_10BitYCbCr) {
const size_t v210_width = v210Converter::get_minimum_v210_texture_width(width);
// Seemingly we need to set the minification filter even though
check_error();
glDeleteBuffers(1, &pbo);
check_error();
- if (global_flags.ten_bit_input) {
+ if (pixel_format == bmusb::PixelFormat_10BitYCbCr) {
glDeleteTextures(2, ((Userdata *)frame.userdata)->tex_v210);
check_error();
glDeleteTextures(2, ((Userdata *)frame.userdata)->tex_444);