~H264EncoderImpl();
void add_audio(int64_t pts, vector<float> audio);
bool begin_frame(GLuint *y_tex, GLuint *cbcr_tex);
- void end_frame(RefCountedGLsync fence, int64_t pts, const vector<RefCountedFrame> &input_frames);
+ RefCountedGLsync end_frame(int64_t pts, const vector<RefCountedFrame> &input_frames);
void shutdown();
private:
frame_queue_nonempty.notify_all();
}
-void H264EncoderImpl::end_frame(RefCountedGLsync fence, int64_t pts, const vector<RefCountedFrame> &input_frames)
+RefCountedGLsync H264EncoderImpl::end_frame(int64_t pts, const vector<RefCountedFrame> &input_frames)
{
assert(!is_shutdown);
glMemoryBarrier(GL_TEXTURE_UPDATE_BARRIER_BIT | GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT);
check_error();
- fence = RefCountedGLsync(GL_SYNC_GPU_COMMANDS_COMPLETE, /*flags=*/0);
- check_error();
}
+ RefCountedGLsync fence = RefCountedGLsync(GL_SYNC_GPU_COMMANDS_COMPLETE, /*flags=*/0);
+ check_error();
+
{
unique_lock<mutex> lock(frame_queue_mutex);
pending_video_frames[current_storage_frame] = PendingFrame{ fence, input_frames, pts };
++current_storage_frame;
}
frame_queue_nonempty.notify_all();
+ return fence;
}
void H264EncoderImpl::shutdown()
return impl->begin_frame(y_tex, cbcr_tex);
}
-void H264Encoder::end_frame(RefCountedGLsync fence, int64_t pts, const vector<RefCountedFrame> &input_frames)
+RefCountedGLsync H264Encoder::end_frame(int64_t pts, const vector<RefCountedFrame> &input_frames)
{
- impl->end_frame(fence, pts, input_frames);
+ return impl->end_frame(pts, input_frames);
}
void H264Encoder::shutdown()
void add_audio(int64_t pts, std::vector<float> audio);
bool begin_frame(GLuint *y_tex, GLuint *cbcr_tex);
- void end_frame(RefCountedGLsync fence, int64_t pts, const std::vector<RefCountedFrame> &input_frames);
+ RefCountedGLsync end_frame(int64_t pts, const std::vector<RefCountedFrame> &input_frames);
void shutdown(); // Blocking.
private:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- RefCountedGLsync fence(GL_SYNC_GPU_COMMANDS_COMPLETE, /*flags=*/0);
- check_error();
-
const int64_t av_delay = TIMEBASE / 10; // Corresponds to the fixed delay in resampling_queue.h. TODO: Make less hard-coded.
- h264_encoder->end_frame(fence, pts_int + av_delay, theme_main_chain.input_frames);
+ RefCountedGLsync fence = h264_encoder->end_frame(pts_int + av_delay, theme_main_chain.input_frames);
// The live frame just shows the RGBA texture we just rendered.
// It owns rgba_tex now.