\r
struct audio_mixer::implementation\r
{\r
- std::vector<short> audio_data_;\r
+ std::deque<std::vector<short>> audio_data_;\r
std::stack<core::audio_transform> transform_stack_;\r
\r
std::map<int, core::audio_transform> prev_audio_transforms_;\r
implementation()\r
{\r
transform_stack_.push(core::audio_transform());\r
+\r
+ // 2 frames delay\r
+ audio_data_.push_back(std::vector<short>());\r
+ audio_data_.push_back(std::vector<short>());\r
}\r
\r
void begin(const core::basic_frame& frame)\r
auto& audio_data = frame.audio_data();\r
auto tag = frame.tag(); // Get the identifier for the audio-stream.\r
\r
- if(audio_data_.empty())\r
- audio_data_.resize(audio_data.size(), 0);\r
+ if(audio_data_.back().empty())\r
+ audio_data_.back().resize(audio_data.size(), 0);\r
\r
auto next = transform_stack_.top();\r
auto prev = next;\r
{\r
for(size_t n = r.begin(); n < r.end(); ++n)\r
{\r
- double alpha = static_cast<double>(n)/static_cast<double>(audio_data_.size());\r
+ double alpha = static_cast<double>(n)/static_cast<double>(audio_data_.back().size());\r
double sample_gain = prev_gain * (1.0 - alpha) + next_gain * alpha;\r
int sample = static_cast<int>(audio_data[n]);\r
sample = (static_cast<int>(sample_gain*static_cast<double>(1<<15))*sample)>>15;\r
- audio_data_[n] = static_cast<short>((static_cast<int>(audio_data_[n]) + sample) & 0xFFFF);\r
+ audio_data_.back()[n] = static_cast<short>((static_cast<int>(audio_data_.back()[n]) + sample) & 0xFFFF);\r
}\r
}\r
);\r
\r
std::vector<short> begin_pass()\r
{\r
- return std::move(audio_data_);\r
+ auto result = std::move(audio_data_.front());\r
+ audio_data_.pop_front();\r
+ \r
+ audio_data_.push_back(std::vector<short>());\r
+\r
+ return result;\r
}\r
\r
void end_pass()\r
struct render_item\r
{\r
core::pixel_format_desc desc;\r
- std::vector<safe_ptr<host_buffer>> buffers;\r
+ std::vector<safe_ptr<device_buffer>> textures;\r
core::image_transform transform;\r
};\r
-\r
+ \r
+ std::vector<render_item> waiting_queue_;\r
std::vector<render_item> render_queue_;\r
\r
public:\r
auto gpu_frame = dynamic_cast<gpu_write_frame*>(&frame);\r
if(!gpu_frame)\r
return;\r
+ \r
+ auto desc = gpu_frame->get_pixel_format_desc();\r
+ auto buffers = gpu_frame->get_plane_buffers();\r
+ auto transform = transform_stack_.top();\r
\r
- render_item item;\r
+ ogl_device::begin_invoke([=]\r
+ {\r
+ render_item item;\r
\r
- item.desc = gpu_frame->get_pixel_format_desc();\r
- item.buffers = gpu_frame->get_plane_buffers();\r
- item.transform = transform_stack_.top();\r
+ item.desc = desc;\r
+ item.transform = transform;\r
+ \r
+ for(size_t n = 0; n < buffers.size(); ++n)\r
+ {\r
+ GL(glActiveTexture(GL_TEXTURE0+n));\r
+ auto texture = ogl_device::create_device_buffer(desc.planes[n].width, desc.planes[n].height, desc.planes[n].channels);\r
+ texture->read(*buffers[n]);\r
+ item.textures.push_back(texture);\r
+ } \r
\r
- render_queue_.push_back(item);\r
+ waiting_queue_.push_back(item);\r
+ });\r
}\r
\r
void end()\r
\r
boost::unique_future<safe_ptr<const host_buffer>> render()\r
{\r
- auto queue = render_queue_;\r
- render_queue_.clear();\r
- return ogl_device::begin_invoke([=]() -> safe_ptr<const host_buffer>\r
+ auto result = ogl_device::begin_invoke([=]() -> safe_ptr<const host_buffer>\r
+ {\r
+ reading_->map(); // Might block.\r
+ return make_safe(reading_);\r
+ });\r
+ \r
+ ogl_device::begin_invoke([=]\r
{\r
is_key_ = false;\r
+\r
+ // Clear and bind frame-buffers.\r
+\r
key_target_->attach();\r
GL(glClear(GL_COLOR_BUFFER_BIT)); \r
\r
- // START_PASS\r
- auto result = reading_;\r
- result->map();\r
render_targets_[0]->attach();\r
GL(glClear(GL_COLOR_BUFFER_BIT));\r
\r
- BOOST_FOREACH(auto item, queue)\r
+ // Render items.\r
+\r
+ BOOST_FOREACH(auto item, render_queue_)\r
render(item); \r
\r
- // END PASS\r
+ // Move waiting items to queue.\r
+\r
+ render_queue_ = std::move(waiting_queue_);\r
+\r
+ // Start read-back.\r
+\r
reading_ = ogl_device::create_host_buffer(format_desc_.size, host_buffer::read_only);\r
render_targets_[0]->attach();\r
render_targets_[0]->write(*reading_);\r
- std::rotate(render_targets_.begin(), render_targets_.begin() + 1, render_targets_.end());\r
-\r
- return make_safe(result);\r
+ std::swap(render_targets_[0], render_targets_[1]);\r
});\r
+\r
+ return std::move(result);\r
}\r
\r
void render(const render_item& item)\r
{ \r
const auto desc = item.desc;\r
- auto buffers = item.buffers;\r
+ auto textures = item.textures;\r
const auto transform = item.transform;\r
\r
+ // Bind textures\r
+\r
+ for(size_t n = 0; n < textures.size(); ++n)\r
+ {\r
+ GL(glActiveTexture(GL_TEXTURE0+n));\r
+ textures[n]->bind();\r
+ } \r
+\r
// Setup key and kernel\r
\r
if(transform.get_is_key())\r
kernel_.apply(desc, transform, is_key_); \r
if(is_key_)\r
{\r
- if(buffers.size() == 4)\r
- buffers.pop_back();\r
is_key_ = false;\r
\r
render_targets_[0]->attach(); \r
GL(glActiveTexture(GL_TEXTURE0+3));\r
key_target_->bind();\r
} \r
- } \r
-\r
- // Bind textures\r
-\r
- std::vector<safe_ptr<device_buffer>> textures;\r
- for(size_t n = 0; n < buffers.size(); ++n)\r
- {\r
- GL(glActiveTexture(GL_TEXTURE0+n));\r
- auto texture = ogl_device::create_device_buffer(desc.planes[n].width, desc.planes[n].height, desc.planes[n].channels);\r
- texture->read(*buffers[n]);\r
- texture->bind();\r
- textures.push_back(texture);\r
- } \r
+ } \r
\r
GL(glColor4d(1.0, 1.0, 1.0, transform.get_opacity()));\r
GL(glViewport(0, 0, format_desc_.width, format_desc_.height));\r