#include <stdlib.h>
#include <string>
-#include "glsl_manager.h"
+#include "filter_glsl_manager.h"
#include <movit/init.h>
#include <movit/util.h>
#include <movit/effect_chain.h>
#include <framework/mlt_factory.h>
}
+#if defined(__DARWIN__)
+#include <OpenGL/OpenGL.h>
+#elif defined(WIN32)
+#include <wingdi.h>
+#else
+#include <GL/glx.h>
+#endif
+
void deleteManager(GlslManager *p)
{
delete p;
, pbo(0)
, initEvent(0)
, closeEvent(0)
+ , prev_sync(NULL)
{
mlt_filter filter = get_filter();
if ( filter ) {
{
mlt_log_debug(get_service(), "%s\n", __FUNCTION__);
cleanupContext();
+// XXX If there is still a frame holding a reference to a texture after this
+// destructor is called, then it will crash in release_texture().
+// while (texture_list.peek_back())
+// delete (glsl_texture) texture_list.pop_back();
delete initEvent;
delete closeEvent;
+ if (prev_sync != NULL) {
+ glDeleteSync( prev_sync );
+ }
}
GlslManager* GlslManager::get_instance()
glsl_fbo GlslManager::get_fbo(int width, int height)
{
+#if defined(__DARWIN__)
+ CGLContextObj context = CGLGetCurrentContext();
+#elif defined(WIN32)
+ HGLRC context = wglGetCurrentContext();
+#else
+ GLXContext context = glXGetCurrentContext();
+#endif
+
lock();
for (int i = 0; i < fbo_list.count(); ++i) {
glsl_fbo fbo = (glsl_fbo) fbo_list.peek(i);
- if (!fbo->used && (fbo->width == width) && (fbo->height == height)) {
+ if (!fbo->used && (fbo->width == width) && (fbo->height == height) && (fbo->context == context)) {
fbo->used = 1;
unlock();
return fbo;
fbo->width = width;
fbo->height = height;
fbo->used = 1;
+ fbo->context = context;
lock();
fbo_list.push_back(fbo);
unlock();
return tex;
}
}
+
+ // Recycle a glsl_texture with deleted glTexture.
+ glsl_texture gtex = 0;
+ for (int i = 0; i < texture_list.count(); ++i) {
+ glsl_texture tex = (glsl_texture) texture_list.peek(i);
+ if (!tex->used && !tex->width && !tex->height) {
+ gtex = tex;
+ break;
+ }
+ }
unlock();
GLuint tex = 0;
glGenTextures(1, &tex);
- if (!tex)
+ if (!tex) {
+ glDeleteTextures(1, &tex);
return NULL;
+ }
- glsl_texture gtex = new glsl_texture_s;
if (!gtex) {
- glDeleteTextures(1, &tex);
- return NULL;
+ gtex = new glsl_texture_s;
+ if (!gtex)
+ return NULL;
}
+
glBindTexture( GL_TEXTURE_2D, tex );
glTexImage2D( GL_TEXTURE_2D, 0, internal_format, width, height, 0, internal_format, GL_UNSIGNED_BYTE, NULL );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
texture->used = 0;
}
+void GlslManager::delete_sync(GLsync sync)
+{
+ glDeleteSync(sync);
+}
+
glsl_pbo GlslManager::get_pbo(int size)
{
lock();
glDeleteFramebuffers(1, &fbo->fbo);
delete fbo;
}
- while (texture_list.peek_back()) {
- glsl_texture texture = (glsl_texture) texture_list.pop_back();
+ for (int i = 0; i < texture_list.count(); ++i) {
+ glsl_texture texture = (glsl_texture) texture_list.peek(i);
glDeleteTextures(1, &texture->texture);
- delete texture;
+ texture->used = 0;
+ texture->width = 0;
+ texture->height = 0;
}
if (pbo) {
glDeleteBuffers(1, &pbo->pbo);
mlt_properties_set_int( MLT_SERVICE_PROPERTIES(service), "_movit finalized", 0 );
}
-Effect* GlslManager::get_effect( mlt_filter filter, mlt_frame frame )
+Effect* GlslManager::get_effect( mlt_service service, mlt_frame frame )
{
Mlt::Producer producer( mlt_producer_cut_parent( mlt_frame_get_original_producer( frame ) ) );
- char *unique_id = mlt_properties_get( MLT_FILTER_PROPERTIES(filter), "_unique_id" );
+ char *unique_id = mlt_properties_get( MLT_SERVICE_PROPERTIES(service), "_unique_id" );
return (Effect*) GlslManager::get_instance()->effect_list( producer ).get_data( unique_id );
}
-Effect* GlslManager::add_effect( mlt_filter filter, mlt_frame frame, Effect* effect )
+Effect* GlslManager::add_effect( mlt_service service, mlt_frame frame, Effect* effect )
{
Mlt::Producer producer( mlt_producer_cut_parent( mlt_frame_get_original_producer( frame ) ) );
EffectChain* chain = (EffectChain*) producer.get_data( "movit chain" );
chain->add_effect( effect );
- char *unique_id = mlt_properties_get( MLT_FILTER_PROPERTIES(filter), "_unique_id" );
+ char *unique_id = mlt_properties_get( MLT_SERVICE_PROPERTIES(service), "_unique_id" );
GlslManager::get_instance()->effect_list( producer ).set( unique_id, effect, 0 );
return effect;
}
-Effect* GlslManager::add_effect( mlt_filter filter, mlt_frame frame, Effect* effect, Effect* input_b )
+Effect* GlslManager::add_effect( mlt_service service, mlt_frame frame, Effect* effect, Effect* input_b )
{
Mlt::Producer producer( mlt_producer_cut_parent( mlt_frame_get_original_producer( frame ) ) );
EffectChain* chain = (EffectChain*) producer.get_data( "movit chain" );
chain->add_effect( effect, chain->last_added_effect(),
input_b? input_b : chain->last_added_effect() );
- char *unique_id = mlt_properties_get( MLT_FILTER_PROPERTIES(filter), "_unique_id" );
+ char *unique_id = mlt_properties_get( MLT_SERVICE_PROPERTIES(service), "_unique_id" );
GlslManager::get_instance()->effect_list( producer ).set( unique_id, effect, 0 );
return effect;
}
glBindFramebuffer( GL_FRAMEBUFFER, 0 );
check_error();
+ // Make sure we never have more than one frame pending at any time.
+ // This ensures we do not swamp the GPU with so much work
+ // that we cannot actually display the frames we generate.
+ if (prev_sync != NULL) {
+ glFlush();
+ glClientWaitSync( prev_sync, 0, GL_TIMEOUT_IGNORED );
+ glDeleteSync( prev_sync );
+ }
render_fbo( service, chain, fbo->fbo, width, height );
+ prev_sync = glFenceSync( GL_SYNC_GPU_COMMANDS_COMPLETE, 0 );
+ GLsync sync = glFenceSync( GL_SYNC_GPU_COMMANDS_COMPLETE, 0 );
- glFinish();
check_error();
glBindFramebuffer( GL_FRAMEBUFFER, 0 );
check_error();
mlt_frame_set_image( frame, *image, 0, NULL );
mlt_properties_set_data( MLT_FRAME_PROPERTIES(frame), "movit.convert.texture", texture, 0,
(mlt_destructor) GlslManager::release_texture, NULL );
+ mlt_properties_set_data( MLT_FRAME_PROPERTIES(frame), "movit.convert.fence", sync, 0,
+ (mlt_destructor) GlslManager::delete_sync, NULL );
return 0;
}
render_fbo( service, chain, fbo->fbo, width, height );
// Read FBO into PBO
+ glBindFramebuffer( GL_FRAMEBUFFER, fbo->fbo );
+ check_error();
glBindBuffer( GL_PIXEL_PACK_BUFFER_ARB, pbo->pbo );
check_error();
glBufferData( GL_PIXEL_PACK_BUFFER_ARB, img_size, NULL, GL_STREAM_READ );