1 #define GL_GLEXT_PROTOTYPES 1
25 #include <condition_variable>
27 #include <diffusion_effect.h>
29 #include <effect_chain.h>
30 #include <flat_input.h>
31 #include <image_format.h>
33 #include <lift_gamma_gain_effect.h>
34 #include <saturation_effect.h>
36 #include <ycbcr_input.h>
37 #include <vignette_effect.h>
38 #include <resample_effect.h>
39 #include <resize_effect.h>
40 #include <overlay_effect.h>
41 #include <padding_effect.h>
42 #include <white_balance_effect.h>
44 #include <resource_pool.h>
45 #include <effect_util.h>
49 #include "h264encode.h"
52 #include "pbo_frame_allocator.h"
54 using namespace movit;
56 using namespace std::placeholders;
58 // shared between all EGL contexts
59 EGLDisplay egl_display;
60 EGLSurface egl_surface;
63 EGL_CONTEXT_CLIENT_VERSION, 2,
64 EGL_CONTEXT_MAJOR_VERSION_KHR, 3,
65 EGL_CONTEXT_MINOR_VERSION_KHR, 1,
66 //EGL_CONTEXT_OPENGL_PROFILE_MASK_KHR, EGL_CONTEXT_OPENGL_CORE_PROFILE_BIT_KHR,
67 EGL_CONTEXT_OPENGL_PROFILE_MASK_KHR, EGL_CONTEXT_OPENGL_COMPATIBILITY_PROFILE_BIT,
71 EGLConfig pbuffer_ecfg;
73 std::mutex bmusb_mutex; // protects <cards>
79 bool thread_initialized;
81 QOpenGLContext *context;
83 bool new_data_ready; // Whether new_frame contains anything.
84 PBOFrameAllocator::Frame new_frame;
85 GLsync new_data_ready_fence; // Whether new_frame is ready for rendering.
86 std::condition_variable new_data_ready_changed; // Set whenever new_data_ready is changed.
88 CaptureCard cards[NUM_CARDS];
90 void bm_frame(int card_index, uint16_t timecode,
91 FrameAllocator::Frame video_frame, size_t video_offset, uint16_t video_format,
92 FrameAllocator::Frame audio_frame, size_t audio_offset, uint16_t audio_format)
94 CaptureCard *card = &cards[card_index];
95 if (!card->thread_initialized) {
96 printf("initializing context for bmusb thread %d\n", card_index);
97 eglBindAPI(EGL_OPENGL_API);
98 card->context = create_context();
99 if (!make_current(card->context, card->surface)) {
100 printf("failed to create bmusb context\n");
103 card->thread_initialized = true;
106 if (video_frame.len - video_offset != 1280 * 750 * 2) {
107 printf("dropping frame with wrong length (%ld)\n", video_frame.len - video_offset);
108 FILE *fp = fopen("frame.raw", "wb");
109 fwrite(video_frame.data, video_frame.len, 1, fp);
112 card->usb->get_video_frame_allocator()->release_frame(video_frame);
113 card->usb->get_audio_frame_allocator()->release_frame(audio_frame);
117 // Wait until the previous frame was consumed.
118 std::unique_lock<std::mutex> lock(bmusb_mutex);
119 card->new_data_ready_changed.wait(lock, [card]{ return !card->new_data_ready; });
121 GLuint pbo = (GLint)(intptr_t)video_frame.userdata;
123 glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, pbo);
125 glFlushMappedBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, video_frame.size);
127 //glMemoryBarrier(GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT);
129 GLsync fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, /*flags=*/0);
131 assert(fence != nullptr);
133 std::unique_lock<std::mutex> lock(bmusb_mutex);
134 card->new_data_ready = true;
135 card->new_frame = video_frame;
136 card->new_data_ready_fence = fence;
137 card->new_data_ready_changed.notify_all();
140 // Video frame will be released later.
141 card->usb->get_audio_frame_allocator()->release_frame(audio_frame);
144 void place_rectangle(Effect *resample_effect, Effect *padding_effect, float x0, float y0, float x1, float y1)
152 if (x0 > 1280.0 || x1 < 0.0 || y0 > 720.0 || y1 < 0.0) {
153 CHECK(resample_effect->set_int("width", 1));
154 CHECK(resample_effect->set_int("height", 1));
155 CHECK(resample_effect->set_float("zoom_x", 1280.0));
156 CHECK(resample_effect->set_float("zoom_y", 720.0));
157 CHECK(padding_effect->set_int("left", 2000));
158 CHECK(padding_effect->set_int("top", 2000));
162 // Clip. (TODO: Clip on upper/left sides, too.)
164 srcx1 = (1280.0 - x0) / (x1 - x0);
168 srcy1 = (720.0 - y0) / (y1 - y0);
172 float x_subpixel_offset = x0 - floor(x0);
173 float y_subpixel_offset = y0 - floor(y0);
175 // Resampling must be to an integral number of pixels. Round up,
176 // and then add an extra pixel so we have some leeway for the border.
177 int width = int(ceil(x1 - x0)) + 1;
178 int height = int(ceil(y1 - y0)) + 1;
179 CHECK(resample_effect->set_int("width", width));
180 CHECK(resample_effect->set_int("height", height));
182 // Correct the discrepancy with zoom. (This will leave a small
183 // excess edge of pixels and subpixels, which we'll correct for soon.)
184 float zoom_x = (x1 - x0) / (width * (srcx1 - srcx0));
185 float zoom_y = (y1 - y0) / (height * (srcy1 - srcy0));
186 CHECK(resample_effect->set_float("zoom_x", zoom_x));
187 CHECK(resample_effect->set_float("zoom_y", zoom_y));
188 CHECK(resample_effect->set_float("zoom_center_x", 0.0f));
189 CHECK(resample_effect->set_float("zoom_center_y", 0.0f));
191 // Padding must also be to a whole-pixel offset.
192 CHECK(padding_effect->set_int("left", floor(x0)));
193 CHECK(padding_effect->set_int("top", floor(y0)));
195 // Correct _that_ discrepancy by subpixel offset in the resampling.
196 CHECK(resample_effect->set_float("left", -x_subpixel_offset / zoom_x));
197 CHECK(resample_effect->set_float("top", -y_subpixel_offset / zoom_y));
199 // Finally, adjust the border so it is exactly where we want it.
200 CHECK(padding_effect->set_float("border_offset_left", x_subpixel_offset));
201 CHECK(padding_effect->set_float("border_offset_right", x1 - (floor(x0) + width)));
202 CHECK(padding_effect->set_float("border_offset_top", y_subpixel_offset));
203 CHECK(padding_effect->set_float("border_offset_bottom", y1 - (floor(y0) + height)));
206 static bool quit = false;
208 void mixer_thread_func(QSurface *surface, QSurface *surface2, QSurface *surface3, QSurface *surface4)
210 cards[0].surface = surface3;
212 cards[1].surface = surface4;
215 eglBindAPI(EGL_OPENGL_API);
216 //QSurface *surface = create_surface();
217 QOpenGLContext *context = create_context();
218 if (!make_current(context, surface)) {
222 printf("egl=%p\n", eglGetCurrentContext());
224 CHECK(init_movit("/usr/share/movit", MOVIT_DEBUG_ON));
225 printf("GPU texture subpixel precision: about %.1f bits\n",
226 log2(1.0f / movit_texel_subpixel_precision));
227 printf("Wrongly rounded x+0.48 or x+0.52 values: %d/510\n",
228 movit_num_wrongly_rounded);
229 if (movit_num_wrongly_rounded > 0) {
230 if (movit_shader_rounding_supported) {
231 printf("Rounding off in the shader to compensate.\n");
233 printf("No shader roundoff available; cannot compensate.\n");
237 //printf("egl_api=%d EGL_OPENGL_API=%d\n", epoxy_egl_get_current_gl_context_api(), EGL_OPENGL_API);
242 EffectChain chain(WIDTH, HEIGHT);
245 glViewport(0, 0, WIDTH, HEIGHT);
248 glMatrixMode(GL_PROJECTION);
252 glOrtho(0.0, 1.0, 0.0, 1.0, 0.0, 1.0);
255 glMatrixMode(GL_MODELVIEW);
259 ImageFormat inout_format;
260 inout_format.color_space = COLORSPACE_sRGB;
261 inout_format.gamma_curve = GAMMA_sRGB;
263 YCbCrFormat ycbcr_format;
264 ycbcr_format.chroma_subsampling_x = 2;
265 ycbcr_format.chroma_subsampling_y = 1;
266 ycbcr_format.cb_x_position = 0.0;
267 ycbcr_format.cr_x_position = 0.0;
268 ycbcr_format.cb_y_position = 0.5;
269 ycbcr_format.cr_y_position = 0.5;
270 ycbcr_format.luma_coefficients = YCBCR_REC_601;
271 ycbcr_format.full_range = false;
273 YCbCrInput *input[NUM_CARDS];
275 input[0] = new YCbCrInput(inout_format, ycbcr_format, WIDTH, HEIGHT, YCBCR_INPUT_SPLIT_Y_AND_CBCR);
276 chain.add_input(input[0]);
277 //if (NUM_CARDS == 2) {
278 input[1] = new YCbCrInput(inout_format, ycbcr_format, WIDTH, HEIGHT, YCBCR_INPUT_SPLIT_Y_AND_CBCR);
279 chain.add_input(input[1]);
281 //YCbCr422InterleavedInput *input = new YCbCr422InterleavedInput(inout_format, ycbcr_format, WIDTH, HEIGHT);
282 //YCbCr422InterleavedInput *input = new YCbCr422InterleavedInput(inout_format, ycbcr_format, 2, 1);
283 Effect *resample_effect = chain.add_effect(new ResampleEffect(), input[0]);
284 Effect *padding_effect = chain.add_effect(new IntegralPaddingEffect());
285 float border_color[] = { 0.0f, 0.0f, 0.0f, 1.0f };
286 CHECK(padding_effect->set_vec4("border_color", border_color));
288 //Effect *resample2_effect = chain.add_effect(new ResampleEffect(), input[1 % NUM_CARDS]);
289 Effect *resample2_effect = chain.add_effect(new ResampleEffect(), input[1]);
290 Effect *saturation_effect = chain.add_effect(new SaturationEffect());
291 CHECK(saturation_effect->set_float("saturation", 0.3f));
292 Effect *wb_effect = chain.add_effect(new WhiteBalanceEffect());
293 CHECK(wb_effect->set_float("output_color_temperature", 3500.0));
294 Effect *padding2_effect = chain.add_effect(new IntegralPaddingEffect());
296 chain.add_effect(new OverlayEffect(), padding_effect, padding2_effect);
298 ycbcr_format.chroma_subsampling_x = 1;
300 chain.add_ycbcr_output(inout_format, OUTPUT_ALPHA_FORMAT_POSTMULTIPLIED, ycbcr_format, YCBCR_OUTPUT_SPLIT_Y_AND_CBCR);
301 chain.set_dither_bits(8);
302 chain.set_output_origin(OUTPUT_ORIGIN_TOP_LEFT);
306 // generate a PBO to hold the data we read back with glReadPixels()
307 // (Intel/DRI goes into a slow path if we don't read to PBO)
309 glGenBuffers(1, &pbo);
310 glBindBuffer(GL_PIXEL_PACK_BUFFER_ARB, pbo);
311 glBufferData(GL_PIXEL_PACK_BUFFER_ARB, WIDTH * HEIGHT * 4, NULL, GL_STREAM_READ);
314 //make_hsv_wheel_texture();
316 // QSurface *create_surface(const QSurfaceFormat &format);
317 H264Encoder h264_encoder(surface2, WIDTH, HEIGHT, "test.mp4");
319 printf("Configuring first card...\n");
320 cards[0].usb = new BMUSBCapture(0x1edb, 0xbd3b); // 0xbd4f
321 //cards[0].usb = new BMUSBCapture(0x1edb, 0xbd4f);
322 cards[0].usb->set_frame_callback(std::bind(bm_frame, 0, _1, _2, _3, _4, _5, _6, _7));
323 std::unique_ptr<PBOFrameAllocator> pbo_allocator1(new PBOFrameAllocator(1280 * 750 * 2 + 44));
324 cards[0].usb->set_video_frame_allocator(pbo_allocator1.get());
325 cards[0].usb->configure_card();
327 std::unique_ptr<PBOFrameAllocator> pbo_allocator2(new PBOFrameAllocator(1280 * 750 * 2 + 44));
328 if (NUM_CARDS == 2) {
329 printf("Configuring second card...\n");
330 cards[1].usb = new BMUSBCapture(0x1edb, 0xbd4f);
331 cards[1].usb->set_frame_callback(std::bind(bm_frame, 1, _1, _2, _3, _4, _5, _6, _7));
332 cards[1].usb->set_video_frame_allocator(pbo_allocator2.get());
333 cards[1].usb->configure_card();
336 BMUSBCapture::start_bm_thread();
338 for (int card_index = 0; card_index < NUM_CARDS; ++card_index) {
339 cards[card_index].usb->start_bm_capture();
343 #if _POSIX_C_SOURCE >= 199309L
344 struct timespec start, now;
345 clock_gettime(CLOCK_MONOTONIC, &start);
347 struct timeval start, now;
348 gettimeofday(&start, NULL);
351 PBOFrameAllocator::Frame bmusb_current_rendering_frame[NUM_CARDS];
352 for (int card_index = 0; card_index < NUM_CARDS; ++card_index) {
353 bmusb_current_rendering_frame[card_index] =
354 cards[card_index].usb->get_video_frame_allocator()->alloc_frame();
355 GLint input_tex_pbo = (GLint)(intptr_t)bmusb_current_rendering_frame[card_index].userdata;
356 input[card_index]->set_pixel_data(0, nullptr, input_tex_pbo);
357 input[card_index]->set_pixel_data(1, nullptr, input_tex_pbo);
361 //chain.enable_phase_timing(true);
363 // Set up stuff for NV12 conversion.
365 PBOFrameAllocator nv12_frame_pool(WIDTH * HEIGHT * 3 / 2, /*num_frames=*/24,
366 GL_PIXEL_PACK_BUFFER_ARB, GL_MAP_READ_BIT | GL_MAP_COHERENT_BIT, 0);
368 ResourcePool *resource_pool = chain.get_resource_pool();
369 //GLuint ycbcr_tex = resource_pool->create_2d_texture(GL_RGBA8, WIDTH, HEIGHT);
370 GLuint chroma_tex = resource_pool->create_2d_texture(GL_RG8, WIDTH, HEIGHT);
374 string y_vert_shader = read_version_dependent_file("vs-y", "vert");
375 string y_frag_shader =
378 "uniform sampler2D ycbcr_tex; \n"
380 " gl_FragColor = texture2D(ycbcr_tex, tc); \n"
382 GLuint y_program_num = resource_pool->compile_glsl_program(y_vert_shader, y_frag_shader);
387 string cbcr_vert_shader = read_version_dependent_file("vs-cbcr", "vert");
388 string cbcr_frag_shader =
392 "uniform sampler2D cbcr_tex; \n"
394 " gl_FragColor = texture2D(cbcr_tex, tc0); \n"
395 // " gl_FragColor.ba = texture2D(cbcr_tex, tc1).gb; \n"
397 GLuint cbcr_program_num = resource_pool->compile_glsl_program(cbcr_vert_shader, cbcr_frag_shader);
401 glGenVertexArrays(1, &vao);
407 //int width0 = lrintf(848 * (1.0 + 0.2 * sin(frame * 0.02)));
409 int height0 = lrintf(width0 * 9.0 / 16.0);
411 //float top0 = 96 + 48 * sin(frame * 0.005);
412 //float left0 = 96 + 48 * cos(frame * 0.006);
415 float bottom0 = top0 + height0;
416 float right0 = left0 + width0;
421 float bottom1 = 720 - 48;
422 float right1 = 1280 - 16;
423 float top1 = bottom1 - height1;
424 float left1 = right1 - width1;
426 float t = 0.5 + 0.5 * cos(frame * 0.006);
428 float scale0 = 1.0 + t * (1280.0 / 848.0 - 1.0);
429 float tx0 = 0.0 + t * (-16.0 * scale0);
430 float ty0 = 0.0 + t * (-48.0 * scale0);
432 top0 = top0 * scale0 + ty0;
433 bottom0 = bottom0 * scale0 + ty0;
434 left0 = left0 * scale0 + tx0;
435 right0 = right0 * scale0 + tx0;
437 top1 = top1 * scale0 + ty0;
438 bottom1 = bottom1 * scale0 + ty0;
439 left1 = left1 * scale0 + tx0;
440 right1 = right1 * scale0 + tx0;
442 place_rectangle(resample_effect, padding_effect, left0, top0, right0, bottom0);
443 place_rectangle(resample2_effect, padding2_effect, left1, top1, right1, bottom1);
445 CaptureCard card_copy[NUM_CARDS];
448 std::unique_lock<std::mutex> lock(bmusb_mutex);
450 // The first card is the master timer, so wait for it to have a new frame.
451 // TODO: Make configurable, and with a timeout.
452 cards[0].new_data_ready_changed.wait(lock, []{ return cards[0].new_data_ready; });
454 for (int card_index = 0; card_index < NUM_CARDS; ++card_index) {
455 CaptureCard *card = &cards[card_index];
456 card_copy[card_index].usb = card->usb;
457 card_copy[card_index].new_data_ready = card->new_data_ready;
458 card_copy[card_index].new_frame = card->new_frame;
459 card_copy[card_index].new_data_ready_fence = card->new_data_ready_fence;
460 card->new_data_ready = false;
461 card->new_data_ready_changed.notify_all();
465 for (int card_index = 0; card_index < NUM_CARDS; ++card_index) {
466 CaptureCard *card = &card_copy[card_index];
467 if (!card->new_data_ready)
470 // FIXME: We could still be rendering from it!
471 card->usb->get_video_frame_allocator()->release_frame(bmusb_current_rendering_frame[card_index]);
472 bmusb_current_rendering_frame[card_index] = card->new_frame;
474 // The new texture might still be uploaded,
475 // tell the GPU to wait until it's there.
476 if (card->new_data_ready_fence)
477 glWaitSync(card->new_data_ready_fence, /*flags=*/0, GL_TIMEOUT_IGNORED);
479 glDeleteSync(card->new_data_ready_fence);
481 GLint input_tex_pbo = (GLint)(intptr_t)bmusb_current_rendering_frame[card_index].userdata;
482 input[card_index]->set_pixel_data(0, (unsigned char *)BUFFER_OFFSET((1280 * 750 * 2 + 44) / 2 + 1280 * 25 + 22), input_tex_pbo);
483 input[card_index]->set_pixel_data(1, (unsigned char *)BUFFER_OFFSET(1280 * 25 + 22), input_tex_pbo);
485 if (NUM_CARDS == 1) {
486 // Set to the other one, too.
487 input[1]->set_pixel_data(0, (unsigned char *)BUFFER_OFFSET((1280 * 750 * 2 + 44) / 2 + 1280 * 25 + 22), input_tex_pbo);
488 input[1]->set_pixel_data(1, (unsigned char *)BUFFER_OFFSET(1280 * 25 + 22), input_tex_pbo);
492 GLuint y_tex, cbcr_tex;
493 bool got_frame = h264_encoder.begin_frame(&y_tex, &cbcr_tex);
498 GLuint ycbcr_fbo = resource_pool->create_fbo(y_tex, chroma_tex);
499 chain.render_to_fbo(ycbcr_fbo, WIDTH, HEIGHT);
500 resource_pool->release_fbo(ycbcr_fbo);
503 glViewport(0, 0, WIDTH, HEIGHT);
504 chain.render_to_screen();
508 PBOFrameAllocator::Frame nv12_frame = nv12_frame_pool.alloc_frame();
509 assert(nv12_frame.data != nullptr); // should never happen... maybe?
510 GLuint pbo = (GLuint)(intptr_t)nv12_frame.userdata;
511 glBindBuffer(GL_PIXEL_PACK_BUFFER_ARB, pbo);
515 // Set up for extraction.
522 glBindVertexArray(vao);
527 GLuint y_fbo = resource_pool->create_fbo(y_tex);
528 glBindFramebuffer(GL_FRAMEBUFFER, y_fbo);
529 glViewport(0, 0, WIDTH, HEIGHT);
532 glUseProgram(y_program_num);
534 glActiveTexture(GL_TEXTURE0);
536 glBindTexture(GL_TEXTURE_2D, ycbcr_tex);
538 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
540 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
542 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
545 GLuint position_vbo = fill_vertex_attribute(y_program_num, "position", 2, GL_FLOAT, sizeof(vertices), vertices);
546 GLuint texcoord_vbo = fill_vertex_attribute(y_program_num, "texcoord", 2, GL_FLOAT, sizeof(vertices), vertices); // Same as vertices.
548 glDrawArrays(GL_TRIANGLES, 0, 3);
551 cleanup_vertex_attribute(y_program_num, "position", position_vbo);
553 cleanup_vertex_attribute(y_program_num, "texcoord", texcoord_vbo);
556 resource_pool->release_fbo(y_fbo);
561 GLuint cbcr_fbo = resource_pool->create_fbo(cbcr_tex);
562 glBindFramebuffer(GL_FRAMEBUFFER, cbcr_fbo);
563 glViewport(0, 0, WIDTH/2, HEIGHT/2);
567 glUseProgram(cbcr_program_num);
570 glActiveTexture(GL_TEXTURE0);
572 glBindTexture(GL_TEXTURE_2D, chroma_tex);
574 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
576 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
578 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
581 float chroma_offset_0[] = { -0.5f / WIDTH, 0.0f };
582 // float chroma_offset_1[] = { +0.5f / WIDTH, 0.0f };
583 set_uniform_vec2(cbcr_program_num, "foo", "chroma_offset_0", chroma_offset_0);
584 // set_uniform_vec2(cbcr_program_num, "foo", "chroma_offset_1", chroma_offset_1);
586 GLuint position_vbo = fill_vertex_attribute(cbcr_program_num, "position", 2, GL_FLOAT, sizeof(vertices), vertices);
587 GLuint texcoord_vbo = fill_vertex_attribute(cbcr_program_num, "texcoord", 2, GL_FLOAT, sizeof(vertices), vertices); // Same as vertices.
589 glDrawArrays(GL_TRIANGLES, 0, 3);
592 cleanup_vertex_attribute(cbcr_program_num, "position", position_vbo);
593 cleanup_vertex_attribute(cbcr_program_num, "texcoord", texcoord_vbo);
599 glReadPixels(0, 0, WIDTH/4, HEIGHT/2, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, BUFFER_OFFSET(WIDTH * HEIGHT));
603 fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, /*flags=*/0);
606 resource_pool->release_fbo(cbcr_fbo);
610 glBindBuffer(GL_PIXEL_PACK_BUFFER_ARB, 0);
614 h264_encoder.end_frame(fence);
616 nv12_frame_pool.release_frame(nv12_frame);
619 //eglSwapBuffers(egl_display, egl_surface);
623 #if _POSIX_C_SOURCE >= 199309L
624 clock_gettime(CLOCK_MONOTONIC, &now);
625 double elapsed = now.tv_sec - start.tv_sec +
626 1e-9 * (now.tv_nsec - start.tv_nsec);
628 gettimeofday(&now, NULL);
629 double elapsed = now.tv_sec - start.tv_sec +
630 1e-6 * (now.tv_usec - start.tv_usec);
632 if (frame % 100 == 0) {
633 printf("%d frames in %.3f seconds = %.1f fps (%.1f ms/frame)\n",
634 frame, elapsed, frame / elapsed,
635 1e3 * elapsed / frame);
636 // chain.print_phase_timing();
639 // Reset every 100 frames, so that local variations in frame times
640 // (especially for the first few frames, when the shaders are
641 // compiled etc.) don't make it hard to measure for the entire
642 // remaining duration of the program.
643 if (frame == 10000) {
649 glDeleteVertexArrays(1, &vao);
650 //resource_pool->release_glsl_program(y_program_num);
651 resource_pool->release_glsl_program(cbcr_program_num);
652 resource_pool->release_2d_texture(chroma_tex);
653 BMUSBCapture::stop_bm_thread();
656 std::thread mixer_thread;
658 void start_mixer(QSurface *surface, QSurface *surface2, QSurface *surface3, QSurface *surface4)
660 mixer_thread = std::thread([surface, surface2, surface3, surface4]{
661 mixer_thread_func(surface, surface2, surface3, surface4);