return true;
}
-void H264Encoder::end_frame(RefCountedGLsync fence, const std::vector<FrameAllocator::Frame> &input_frames_to_release)
+void H264Encoder::end_frame(RefCountedGLsync fence, const std::vector<RefCountedFrame> &input_frames)
{
{
unique_lock<mutex> lock(frame_queue_mutex);
- pending_frames[current_storage_frame++] = PendingFrame{ fence, input_frames_to_release };
+ pending_frames[current_storage_frame++] = PendingFrame{ fence, input_frames };
}
frame_queue_nonempty.notify_one();
}
glClientWaitSync(frame.fence.get(), 0, 0);
// Release back any input frames we needed to render this frame.
- // (Actually, those that were needed one output frame ago.)
- for (FrameAllocator::Frame input_frame : frame.input_frames_to_release) {
- input_frame.owner->release_frame(input_frame);
- }
+ frame.input_frames.clear();
// Unmap the image.
GLSurface *surf = &gl_surfaces[current_frame_display % SURFACE_NUM];