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[nageru] / mixer.cpp
1 #define WIDTH 1280
2 #define HEIGHT 720
3 #define EXTRAHEIGHT 30
4
5 #undef Success
6
7 #include "mixer.h"
8
9 #include <assert.h>
10 #include <effect.h>
11 #include <effect_chain.h>
12 #include <effect_util.h>
13 #include <epoxy/egl.h>
14 #include <features.h>
15 #include <image_format.h>
16 #include <init.h>
17 #include <overlay_effect.h>
18 #include <padding_effect.h>
19 #include <resample_effect.h>
20 #include <resource_pool.h>
21 #include <saturation_effect.h>
22 #include <stdint.h>
23 #include <stdio.h>
24 #include <stdlib.h>
25 #include <sys/time.h>
26 #include <time.h>
27 #include <util.h>
28 #include <white_balance_effect.h>
29 #include <ycbcr.h>
30 #include <ycbcr_input.h>
31 #include <cmath>
32 #include <condition_variable>
33 #include <cstddef>
34 #include <memory>
35 #include <mutex>
36 #include <string>
37 #include <thread>
38 #include <vector>
39
40 #include "bmusb/bmusb.h"
41 #include "context.h"
42 #include "h264encode.h"
43 #include "pbo_frame_allocator.h"
44 #include "ref_counted_gl_sync.h"
45 #include "timebase.h"
46
47 class QOpenGLContext;
48
49 using namespace movit;
50 using namespace std;
51 using namespace std::placeholders;
52
53 Mixer *global_mixer = nullptr;
54
55 namespace {
56
57 void convert_fixed24_to_fp32(float *dst, size_t out_channels, const uint8_t *src, size_t in_channels, size_t num_samples)
58 {
59         for (size_t i = 0; i < num_samples; ++i) {
60                 for (size_t j = 0; j < out_channels; ++j) {
61                         uint32_t s1 = *src++;
62                         uint32_t s2 = *src++;
63                         uint32_t s3 = *src++;
64                         uint32_t s = s1 | (s1 << 8) | (s2 << 16) | (s3 << 24);
65                         dst[i * out_channels + j] = int(s) * (1.0f / 4294967296.0f);
66                 }
67                 src += 3 * (in_channels - out_channels);
68         }
69 }
70
71 }  // namespace
72
73 Mixer::Mixer(const QSurfaceFormat &format)
74         : mixer_surface(create_surface(format)),
75           h264_encoder_surface(create_surface(format))
76 {
77         CHECK(init_movit(MOVIT_SHADER_DIR, MOVIT_DEBUG_OFF));
78         check_error();
79
80         resource_pool.reset(new ResourcePool);
81         theme.reset(new Theme("theme.lua", resource_pool.get()));
82         output_channel[OUTPUT_LIVE].parent = this;
83         output_channel[OUTPUT_PREVIEW].parent = this;
84         output_channel[OUTPUT_INPUT0].parent = this;
85         output_channel[OUTPUT_INPUT1].parent = this;
86
87         ImageFormat inout_format;
88         inout_format.color_space = COLORSPACE_sRGB;
89         inout_format.gamma_curve = GAMMA_sRGB;
90
91         // Display chain; shows the live output produced by the main chain (its RGBA version).
92         display_chain.reset(new EffectChain(WIDTH, HEIGHT, resource_pool.get()));
93         check_error();
94         display_input = new FlatInput(inout_format, FORMAT_RGB, GL_UNSIGNED_BYTE, WIDTH, HEIGHT);  // FIXME: GL_UNSIGNED_BYTE is really wrong.
95         display_chain->add_input(display_input);
96         display_chain->add_output(inout_format, OUTPUT_ALPHA_FORMAT_POSTMULTIPLIED);
97         display_chain->set_dither_bits(0);  // Don't bother.
98         display_chain->finalize();
99
100         h264_encoder.reset(new H264Encoder(h264_encoder_surface, WIDTH, HEIGHT, "test.mp4"));
101
102         for (int card_index = 0; card_index < NUM_CARDS; ++card_index) {
103                 printf("Configuring card %d...\n", card_index);
104                 CaptureCard *card = &cards[card_index];
105                 card->usb = new BMUSBCapture(0x1edb, card_index == 0 ? 0xbd3b : 0xbd4f);
106                 card->usb->set_frame_callback(bind(&Mixer::bm_frame, this, card_index, _1, _2, _3, _4, _5, _6, _7));
107                 card->frame_allocator.reset(new PBOFrameAllocator(WIDTH * (HEIGHT+EXTRAHEIGHT) * 2 + 44, WIDTH, HEIGHT));
108                 card->usb->set_video_frame_allocator(card->frame_allocator.get());
109                 card->surface = create_surface(format);
110                 card->usb->set_dequeue_thread_callbacks(
111                         [card]{
112                                 eglBindAPI(EGL_OPENGL_API);
113                                 card->context = create_context();
114                                 if (!make_current(card->context, card->surface)) {
115                                         printf("failed to create bmusb context\n");
116                                         exit(1);
117                                 }
118                                 printf("inited!\n");
119                         },
120                         [this]{
121                                 resource_pool->clean_context();
122                         });
123                 card->resampler.reset(new Resampler(48000.0, 48000.0, 2));
124                 card->usb->configure_card();
125         }
126
127         BMUSBCapture::start_bm_thread();
128
129         for (int card_index = 0; card_index < NUM_CARDS; ++card_index) {
130                 cards[card_index].usb->start_bm_capture();
131         }
132
133         //chain->enable_phase_timing(true);
134
135         // Set up stuff for NV12 conversion.
136
137         // Cb/Cr shader.
138         string cbcr_vert_shader = read_file("vs-cbcr.130.vert");
139         string cbcr_frag_shader =
140                 "#version 130 \n"
141                 "in vec2 tc0; \n"
142                 "uniform sampler2D cbcr_tex; \n"
143                 "void main() { \n"
144                 "    gl_FragColor = texture2D(cbcr_tex, tc0); \n"
145                 "} \n";
146         cbcr_program_num = resource_pool->compile_glsl_program(cbcr_vert_shader, cbcr_frag_shader);
147 }
148
149 Mixer::~Mixer()
150 {
151         resource_pool->release_glsl_program(cbcr_program_num);
152         BMUSBCapture::stop_bm_thread();
153
154         for (int card_index = 0; card_index < NUM_CARDS; ++card_index) {
155                 {
156                         unique_lock<mutex> lock(bmusb_mutex);
157                         cards[card_index].should_quit = true;  // Unblock thread.
158                         cards[card_index].new_data_ready_changed.notify_all();
159                 }
160                 cards[card_index].usb->stop_dequeue_thread();
161         }
162 }
163
164 namespace {
165
166 int unwrap_timecode(uint16_t current_wrapped, int last)
167 {
168         uint16_t last_wrapped = last & 0xffff;
169         if (current_wrapped > last_wrapped) {
170                 return (last & ~0xffff) | current_wrapped;
171         } else {
172                 return 0x10000 + ((last & ~0xffff) | current_wrapped);
173         }
174 }
175
176 }  // namespace
177
178 void Mixer::bm_frame(int card_index, uint16_t timecode,
179                      FrameAllocator::Frame video_frame, size_t video_offset, uint16_t video_format,
180                      FrameAllocator::Frame audio_frame, size_t audio_offset, uint16_t audio_format)
181 {
182         CaptureCard *card = &cards[card_index];
183
184         if (audio_frame.len - audio_offset > 30000) {
185                 printf("Card %d: Dropping frame with implausible audio length (len=%d, offset=%d) [timecode=0x%04x video_len=%d video_offset=%d video_format=%x)\n",
186                         card_index, int(audio_frame.len), int(audio_offset),
187                         timecode, int(video_frame.len), int(video_offset), video_format);
188                 if (video_frame.owner) {
189                         video_frame.owner->release_frame(video_frame);
190                 }
191                 if (audio_frame.owner) {
192                         audio_frame.owner->release_frame(audio_frame);
193                 }
194                 return;
195         }
196
197         // Convert the audio to stereo fp32 and add it.
198         size_t num_samples = (audio_frame.len - audio_offset) / 8 / 3;
199         vector<float> audio;
200         audio.resize(num_samples * 2);
201         convert_fixed24_to_fp32(&audio[0], 2, audio_frame.data + audio_offset, 8, num_samples);
202
203         int unwrapped_timecode = timecode;
204         int dropped_frames = 0;
205         if (card->last_timecode != -1) {
206                 unwrapped_timecode = unwrap_timecode(unwrapped_timecode, card->last_timecode);
207                 dropped_frames = unwrapped_timecode - card->last_timecode - 1;
208         }
209         card->last_timecode = unwrapped_timecode;
210
211         // Add the audio.
212         {
213                 unique_lock<mutex> lock(card->audio_mutex);
214
215                 int unwrapped_timecode = timecode;
216                 if (dropped_frames > 60 * 2) {
217                         fprintf(stderr, "Card %d lost more than two seconds (or time code jumping around), resetting resampler\n",
218                                 card_index);
219                         card->resampler.reset(new Resampler(48000.0, 48000.0, 2));
220                 } else if (dropped_frames > 0) {
221                         // Insert silence as needed.
222                         fprintf(stderr, "Card %d dropped %d frame(s) (before timecode 0x%04x), inserting silence.\n",
223                                 card_index, dropped_frames, timecode);
224                         vector<float> silence;
225                         silence.resize((48000 / 60) * 2);
226                         for (int i = 0; i < dropped_frames; ++i) {
227                                 card->resampler->add_input_samples((unwrapped_timecode - dropped_frames + i) / 60.0, silence.data(), (48000 / 60));
228                         }
229                 }
230                 card->resampler->add_input_samples(unwrapped_timecode / 60.0, audio.data(), num_samples);
231         }
232
233         // Done with the audio, so release it.
234         if (audio_frame.owner) {
235                 audio_frame.owner->release_frame(audio_frame);
236         }
237
238         {
239                 // Wait until the previous frame was consumed.
240                 unique_lock<mutex> lock(bmusb_mutex);
241                 card->new_data_ready_changed.wait(lock, [card]{ return !card->new_data_ready || card->should_quit; });
242                 if (card->should_quit) return;
243         }
244
245         if (video_frame.len - video_offset != WIDTH * (HEIGHT+EXTRAHEIGHT) * 2) {
246                 if (video_frame.len != 0) {
247                         printf("Card %d: Dropping video frame with wrong length (%ld)\n",
248                                 card_index, video_frame.len - video_offset);
249                 }
250                 if (video_frame.owner) {
251                         video_frame.owner->release_frame(video_frame);
252                 }
253
254                 // Still send on the information that we _had_ a frame, even though it's corrupted,
255                 // so that pts can go up accordingly.
256                 {
257                         unique_lock<mutex> lock(bmusb_mutex);
258                         card->new_data_ready = true;
259                         card->new_frame = RefCountedFrame(FrameAllocator::Frame());
260                         card->new_data_ready_fence = nullptr;
261                         card->dropped_frames = dropped_frames;
262                         card->new_data_ready_changed.notify_all();
263                 }
264                 return;
265         }
266
267         const PBOFrameAllocator::Userdata *userdata = (const PBOFrameAllocator::Userdata *)video_frame.userdata;
268         GLuint pbo = userdata->pbo;
269         check_error();
270         glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, pbo);
271         check_error();
272         glFlushMappedBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, video_frame.size);
273         check_error();
274         //glMemoryBarrier(GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT);
275         //check_error();
276
277         // Upload the textures.
278         glBindTexture(GL_TEXTURE_2D, userdata->tex_y);
279         check_error();
280         glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, WIDTH, HEIGHT, GL_RED, GL_UNSIGNED_BYTE, BUFFER_OFFSET((WIDTH * (HEIGHT+EXTRAHEIGHT) * 2 + 44) / 2 + WIDTH * 25 + 22));
281         check_error();
282         glBindTexture(GL_TEXTURE_2D, userdata->tex_cbcr);
283         check_error();
284         glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, WIDTH/2, HEIGHT, GL_RG, GL_UNSIGNED_BYTE, BUFFER_OFFSET(WIDTH * 25 + 22));
285         check_error();
286         glBindTexture(GL_TEXTURE_2D, 0);
287         check_error();
288         GLsync fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, /*flags=*/0);              
289         check_error();
290         assert(fence != nullptr);
291
292         {
293                 unique_lock<mutex> lock(bmusb_mutex);
294                 card->new_data_ready = true;
295                 card->new_frame = RefCountedFrame(video_frame);
296                 card->new_data_ready_fence = fence;
297                 card->dropped_frames = dropped_frames;
298                 card->new_data_ready_changed.notify_all();
299         }
300 }
301
302 void Mixer::thread_func()
303 {
304         eglBindAPI(EGL_OPENGL_API);
305         QOpenGLContext *context = create_context();
306         if (!make_current(context, mixer_surface)) {
307                 printf("oops\n");
308                 exit(1);
309         }
310
311         struct timespec start, now;
312         clock_gettime(CLOCK_MONOTONIC, &start);
313
314         int frame = 0;
315         int dropped_frames = 0;
316
317         while (!should_quit) {
318                 CaptureCard card_copy[NUM_CARDS];
319
320                 {
321                         unique_lock<mutex> lock(bmusb_mutex);
322
323                         // The first card is the master timer, so wait for it to have a new frame.
324                         // TODO: Make configurable, and with a timeout.
325                         cards[0].new_data_ready_changed.wait(lock, [this]{ return cards[0].new_data_ready; });
326
327                         for (int card_index = 0; card_index < NUM_CARDS; ++card_index) {
328                                 CaptureCard *card = &cards[card_index];
329                                 card_copy[card_index].usb = card->usb;
330                                 card_copy[card_index].new_data_ready = card->new_data_ready;
331                                 card_copy[card_index].new_frame = card->new_frame;
332                                 card_copy[card_index].new_data_ready_fence = card->new_data_ready_fence;
333                                 card_copy[card_index].new_frame_audio = move(card->new_frame_audio);
334                                 card_copy[card_index].dropped_frames = card->dropped_frames;
335                                 card->new_data_ready = false;
336                                 card->new_data_ready_changed.notify_all();
337                         }
338                 }
339
340                 // Resample the audio as needed, including from previously dropped frames.
341                 vector<float> samples_out;
342                 // TODO: Allow using audio from the other card(s) as well.
343                 for (unsigned frame_num = 0; frame_num < card_copy[0].dropped_frames + 1; ++frame_num) {
344                         for (unsigned card_index = 0; card_index < NUM_CARDS; ++card_index) {
345                                 samples_out.resize((48000 / 60) * 2);
346                                 {
347                                         unique_lock<mutex> lock(cards[card_index].audio_mutex);
348                                         if (!cards[card_index].resampler->get_output_samples(pts(), &samples_out[0], 48000 / 60)) {
349                                                 printf("Card %d reported previous underrun.\n", card_index);
350                                         }
351                                 }
352                                 if (card_index == 0) {
353                                         h264_encoder->add_audio(pts_int, move(samples_out));
354                                 }
355                         }
356                         if (frame_num != card_copy[0].dropped_frames) {
357                                 // For dropped frames, increase the pts.
358                                 ++dropped_frames;
359                                 pts_int += TIMEBASE / 60;
360                         }
361                 }
362
363                 // If the first card is reporting a corrupted or otherwise dropped frame,
364                 // just increase the pts (skipping over this frame) and don't try to compute anything new.
365                 if (card_copy[0].new_frame->len == 0) {
366                         ++dropped_frames;
367                         pts_int += TIMEBASE / 60;
368                         continue;
369                 }
370
371                 for (int card_index = 0; card_index < NUM_CARDS; ++card_index) {
372                         CaptureCard *card = &card_copy[card_index];
373                         if (!card->new_data_ready || card->new_frame->len == 0)
374                                 continue;
375
376                         assert(card->new_frame != nullptr);
377                         bmusb_current_rendering_frame[card_index] = card->new_frame;
378                         check_error();
379
380                         // The new texture might still be uploaded,
381                         // tell the GPU to wait until it's there.
382                         if (card->new_data_ready_fence) {
383                                 glWaitSync(card->new_data_ready_fence, /*flags=*/0, GL_TIMEOUT_IGNORED);
384                                 check_error();
385                                 glDeleteSync(card->new_data_ready_fence);
386                                 check_error();
387                         }
388                         const PBOFrameAllocator::Userdata *userdata = (const PBOFrameAllocator::Userdata *)card->new_frame->userdata;
389                         theme->set_input_textures(card_index, userdata->tex_y, userdata->tex_cbcr);
390                 }
391
392                 // Get the main chain from the theme, and set its state immediately.
393                 pair<EffectChain *, function<void()>> theme_main_chain = theme->get_chain(0, pts(), WIDTH, HEIGHT);
394                 EffectChain *chain = theme_main_chain.first;
395                 theme_main_chain.second();
396
397                 GLuint y_tex, cbcr_tex;
398                 bool got_frame = h264_encoder->begin_frame(&y_tex, &cbcr_tex);
399                 assert(got_frame);
400
401                 // Render main chain.
402                 GLuint cbcr_full_tex = resource_pool->create_2d_texture(GL_RG8, WIDTH, HEIGHT);
403                 GLuint rgba_tex = resource_pool->create_2d_texture(GL_RGB565, WIDTH, HEIGHT);  // Saves texture bandwidth, although dithering gets messed up.
404                 GLuint fbo = resource_pool->create_fbo(y_tex, cbcr_full_tex, rgba_tex);
405                 chain->render_to_fbo(fbo, WIDTH, HEIGHT);
406                 resource_pool->release_fbo(fbo);
407
408                 subsample_chroma(cbcr_full_tex, cbcr_tex);
409                 resource_pool->release_2d_texture(cbcr_full_tex);
410
411                 // Set the right state for rgba_tex.
412                 glBindFramebuffer(GL_FRAMEBUFFER, 0);
413                 glBindTexture(GL_TEXTURE_2D, rgba_tex);
414                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
415                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
416                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
417
418                 RefCountedGLsync fence(GL_SYNC_GPU_COMMANDS_COMPLETE, /*flags=*/0);
419                 check_error();
420
421                 // Make sure the H.264 gets a reference to all the
422                 // input frames needed, so that they are not released back
423                 // until the rendering is done.
424                 vector<RefCountedFrame> input_frames;
425                 for (int card_index = 0; card_index < NUM_CARDS; ++card_index) {
426                         input_frames.push_back(bmusb_current_rendering_frame[card_index]);
427                 }
428                 const int64_t av_delay = TIMEBASE / 10;  // Corresponds to the fixed delay in resampler.h. TODO: Make less hard-coded.
429                 h264_encoder->end_frame(fence, pts_int + av_delay, input_frames);
430                 ++frame;
431                 pts_int += TIMEBASE / 60;
432
433                 // The live frame just shows the RGBA texture we just rendered.
434                 // It owns rgba_tex now.
435                 DisplayFrame live_frame;
436                 live_frame.chain = display_chain.get();
437                 live_frame.setup_chain = [this, rgba_tex]{
438                         display_input->set_texture_num(rgba_tex);
439                 };
440                 live_frame.ready_fence = fence;
441                 live_frame.input_frames = {};
442                 live_frame.temp_textures = { rgba_tex };
443                 output_channel[OUTPUT_LIVE].output_frame(live_frame);
444
445                 // Set up preview and any additional channels.
446                 for (int i = 1; i < theme->get_num_channels() + 2; ++i) {
447                         DisplayFrame display_frame;
448                         pair<EffectChain *, function<void()>> chain = theme->get_chain(i, pts(), WIDTH, HEIGHT);  // FIXME: dimensions
449                         display_frame.chain = chain.first;
450                         display_frame.setup_chain = chain.second;
451                         display_frame.ready_fence = fence;
452                         display_frame.input_frames = { bmusb_current_rendering_frame[0], bmusb_current_rendering_frame[1] };  // FIXME: possible to do better?
453                         display_frame.temp_textures = {};
454                         output_channel[i].output_frame(display_frame);
455                 }
456
457                 clock_gettime(CLOCK_MONOTONIC, &now);
458                 double elapsed = now.tv_sec - start.tv_sec +
459                         1e-9 * (now.tv_nsec - start.tv_nsec);
460                 if (frame % 100 == 0) {
461                         printf("%d frames (%d dropped) in %.3f seconds = %.1f fps (%.1f ms/frame)\n",
462                                 frame, dropped_frames, elapsed, frame / elapsed,
463                                 1e3 * elapsed / frame);
464                 //      chain->print_phase_timing();
465                 }
466
467 #if 0
468                 // Reset every 100 frames, so that local variations in frame times
469                 // (especially for the first few frames, when the shaders are
470                 // compiled etc.) don't make it hard to measure for the entire
471                 // remaining duration of the program.
472                 if (frame == 10000) {
473                         frame = 0;
474                         start = now;
475                 }
476 #endif
477                 check_error();
478         }
479
480         resource_pool->clean_context();
481 }
482
483 void Mixer::subsample_chroma(GLuint src_tex, GLuint dst_tex)
484 {
485         GLuint vao;
486         glGenVertexArrays(1, &vao);
487         check_error();
488
489         float vertices[] = {
490                 0.0f, 2.0f,
491                 0.0f, 0.0f,
492                 2.0f, 0.0f
493         };
494
495         glBindVertexArray(vao);
496         check_error();
497
498         // Extract Cb/Cr.
499         GLuint fbo = resource_pool->create_fbo(dst_tex);
500         glBindFramebuffer(GL_FRAMEBUFFER, fbo);
501         glViewport(0, 0, WIDTH/2, HEIGHT/2);
502         check_error();
503
504         glUseProgram(cbcr_program_num);
505         check_error();
506
507         glActiveTexture(GL_TEXTURE0);
508         check_error();
509         glBindTexture(GL_TEXTURE_2D, src_tex);
510         check_error();
511         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
512         check_error();
513         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
514         check_error();
515         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
516         check_error();
517
518         float chroma_offset_0[] = { -0.5f / WIDTH, 0.0f };
519         set_uniform_vec2(cbcr_program_num, "foo", "chroma_offset_0", chroma_offset_0);
520
521         GLuint position_vbo = fill_vertex_attribute(cbcr_program_num, "position", 2, GL_FLOAT, sizeof(vertices), vertices);
522         GLuint texcoord_vbo = fill_vertex_attribute(cbcr_program_num, "texcoord", 2, GL_FLOAT, sizeof(vertices), vertices);  // Same as vertices.
523
524         glDrawArrays(GL_TRIANGLES, 0, 3);
525         check_error();
526
527         cleanup_vertex_attribute(cbcr_program_num, "position", position_vbo);
528         cleanup_vertex_attribute(cbcr_program_num, "texcoord", texcoord_vbo);
529
530         glUseProgram(0);
531         check_error();
532
533         resource_pool->release_fbo(fbo);
534         glDeleteVertexArrays(1, &vao);
535 }
536
537 void Mixer::release_display_frame(DisplayFrame *frame)
538 {
539         for (GLuint texnum : frame->temp_textures) {
540                 resource_pool->release_2d_texture(texnum);
541         }
542         frame->temp_textures.clear();
543         frame->ready_fence.reset();
544         frame->input_frames.clear();
545 }
546
547 void Mixer::start()
548 {
549         mixer_thread = thread(&Mixer::thread_func, this);
550 }
551
552 void Mixer::quit()
553 {
554         should_quit = true;
555         mixer_thread.join();
556 }
557
558 void Mixer::transition_clicked(int transition_num)
559 {
560         theme->transition_clicked(transition_num, pts());
561 }
562
563 void Mixer::channel_clicked(int preview_num)
564 {
565         theme->channel_clicked(preview_num);
566 }
567
568 Mixer::OutputChannel::~OutputChannel()
569 {
570         if (has_current_frame) {
571                 parent->release_display_frame(&current_frame);
572         }
573         if (has_ready_frame) {
574                 parent->release_display_frame(&ready_frame);
575         }
576 }
577
578 void Mixer::OutputChannel::output_frame(DisplayFrame frame)
579 {
580         // Store this frame for display. Remove the ready frame if any
581         // (it was seemingly never used).
582         {
583                 unique_lock<mutex> lock(frame_mutex);
584                 if (has_ready_frame) {
585                         parent->release_display_frame(&ready_frame);
586                 }
587                 ready_frame = frame;
588                 has_ready_frame = true;
589         }
590
591         if (has_new_frame_ready_callback) {
592                 new_frame_ready_callback();
593         }
594 }
595
596 bool Mixer::OutputChannel::get_display_frame(DisplayFrame *frame)
597 {
598         unique_lock<mutex> lock(frame_mutex);
599         if (!has_current_frame && !has_ready_frame) {
600                 return false;
601         }
602
603         if (has_current_frame && has_ready_frame) {
604                 // We have a new ready frame. Toss the current one.
605                 parent->release_display_frame(&current_frame);
606                 has_current_frame = false;
607         }
608         if (has_ready_frame) {
609                 assert(!has_current_frame);
610                 current_frame = ready_frame;
611                 ready_frame.ready_fence.reset();  // Drop the refcount.
612                 ready_frame.input_frames.clear();  // Drop the refcounts.
613                 has_current_frame = true;
614                 has_ready_frame = false;
615         }
616
617         *frame = current_frame;
618         return true;
619 }
620
621 void Mixer::OutputChannel::set_frame_ready_callback(Mixer::new_frame_ready_callback_t callback)
622 {
623         new_frame_ready_callback = callback;
624         has_new_frame_ready_callback = true;
625 }