10 #include <epoxy/egl.h>
12 #include <movit/effect_chain.h>
13 #include <movit/effect_util.h>
14 #include <movit/flat_input.h>
15 #include <movit/image_format.h>
16 #include <movit/resource_pool.h>
25 #include <condition_variable>
34 #include "bmusb/bmusb.h"
37 #include "h264encode.h"
38 #include "pbo_frame_allocator.h"
39 #include "ref_counted_gl_sync.h"
44 using namespace movit;
46 using namespace std::placeholders;
48 Mixer *global_mixer = nullptr;
52 void convert_fixed24_to_fp32(float *dst, size_t out_channels, const uint8_t *src, size_t in_channels, size_t num_samples)
54 for (size_t i = 0; i < num_samples; ++i) {
55 for (size_t j = 0; j < out_channels; ++j) {
59 uint32_t s = s1 | (s1 << 8) | (s2 << 16) | (s3 << 24);
60 dst[i * out_channels + j] = int(s) * (1.0f / 4294967296.0f);
62 src += 3 * (in_channels - out_channels);
68 Mixer::Mixer(const QSurfaceFormat &format, unsigned num_cards)
69 : httpd("test.ts", WIDTH, HEIGHT),
71 mixer_surface(create_surface(format)),
72 h264_encoder_surface(create_surface(format)),
73 level_compressor(OUTPUT_FREQUENCY),
74 limiter(OUTPUT_FREQUENCY),
75 compressor(OUTPUT_FREQUENCY)
79 CHECK(init_movit(MOVIT_SHADER_DIR, MOVIT_DEBUG_OFF));
82 // Since we allow non-bouncing 4:2:2 YCbCrInputs, effective subpixel precision
83 // will be halved when sampling them, and we need to compensate here.
84 movit_texel_subpixel_precision /= 2.0;
86 resource_pool.reset(new ResourcePool);
87 theme.reset(new Theme("theme.lua", resource_pool.get(), num_cards));
88 for (unsigned i = 0; i < NUM_OUTPUTS; ++i) {
89 output_channel[i].parent = this;
92 ImageFormat inout_format;
93 inout_format.color_space = COLORSPACE_sRGB;
94 inout_format.gamma_curve = GAMMA_sRGB;
96 // Display chain; shows the live output produced by the main chain (its RGBA version).
97 display_chain.reset(new EffectChain(WIDTH, HEIGHT, resource_pool.get()));
99 display_input = new FlatInput(inout_format, FORMAT_RGB, GL_UNSIGNED_BYTE, WIDTH, HEIGHT); // FIXME: GL_UNSIGNED_BYTE is really wrong.
100 display_chain->add_input(display_input);
101 display_chain->add_output(inout_format, OUTPUT_ALPHA_FORMAT_POSTMULTIPLIED);
102 display_chain->set_dither_bits(0); // Don't bother.
103 display_chain->finalize();
105 h264_encoder.reset(new H264Encoder(h264_encoder_surface, WIDTH, HEIGHT, &httpd));
107 for (unsigned card_index = 0; card_index < num_cards; ++card_index) {
108 printf("Configuring card %d...\n", card_index);
109 CaptureCard *card = &cards[card_index];
110 card->usb = new BMUSBCapture(card_index);
111 card->usb->set_frame_callback(bind(&Mixer::bm_frame, this, card_index, _1, _2, _3, _4, _5, _6, _7));
112 card->frame_allocator.reset(new PBOFrameAllocator(WIDTH * (HEIGHT+EXTRAHEIGHT) * 2 + 44, WIDTH, HEIGHT));
113 card->usb->set_video_frame_allocator(card->frame_allocator.get());
114 card->surface = create_surface(format);
115 card->usb->set_dequeue_thread_callbacks(
117 eglBindAPI(EGL_OPENGL_API);
118 card->context = create_context(card->surface);
119 if (!make_current(card->context, card->surface)) {
120 printf("failed to create bmusb context\n");
125 resource_pool->clean_context();
127 card->resampler.reset(new Resampler(OUTPUT_FREQUENCY, OUTPUT_FREQUENCY, 2));
128 card->usb->configure_card();
131 BMUSBCapture::start_bm_thread();
133 for (unsigned card_index = 0; card_index < num_cards; ++card_index) {
134 cards[card_index].usb->start_bm_capture();
137 //chain->enable_phase_timing(true);
139 // Set up stuff for NV12 conversion.
142 string cbcr_vert_shader = read_file("vs-cbcr.130.vert");
143 string cbcr_frag_shader =
146 "uniform sampler2D cbcr_tex; \n"
148 " gl_FragColor = texture2D(cbcr_tex, tc0); \n"
150 cbcr_program_num = resource_pool->compile_glsl_program(cbcr_vert_shader, cbcr_frag_shader);
152 r128.init(2, OUTPUT_FREQUENCY);
155 locut.init(FILTER_HPF, 2);
160 resource_pool->release_glsl_program(cbcr_program_num);
161 BMUSBCapture::stop_bm_thread();
163 for (unsigned card_index = 0; card_index < num_cards; ++card_index) {
165 unique_lock<mutex> lock(bmusb_mutex);
166 cards[card_index].should_quit = true; // Unblock thread.
167 cards[card_index].new_data_ready_changed.notify_all();
169 cards[card_index].usb->stop_dequeue_thread();
175 int unwrap_timecode(uint16_t current_wrapped, int last)
177 uint16_t last_wrapped = last & 0xffff;
178 if (current_wrapped > last_wrapped) {
179 return (last & ~0xffff) | current_wrapped;
181 return 0x10000 + ((last & ~0xffff) | current_wrapped);
185 float find_peak(const vector<float> &samples)
187 float m = fabs(samples[0]);
188 for (size_t i = 1; i < samples.size(); ++i) {
189 m = std::max(m, fabs(samples[i]));
194 void deinterleave_samples(const vector<float> &in, vector<float> *out_l, vector<float> *out_r)
196 size_t num_samples = in.size() / 2;
197 out_l->resize(num_samples);
198 out_r->resize(num_samples);
200 const float *inptr = in.data();
201 float *lptr = &(*out_l)[0];
202 float *rptr = &(*out_r)[0];
203 for (size_t i = 0; i < num_samples; ++i) {
211 void Mixer::bm_frame(unsigned card_index, uint16_t timecode,
212 FrameAllocator::Frame video_frame, size_t video_offset, uint16_t video_format,
213 FrameAllocator::Frame audio_frame, size_t audio_offset, uint16_t audio_format)
215 CaptureCard *card = &cards[card_index];
217 if (audio_frame.len - audio_offset > 30000) {
218 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",
219 card_index, int(audio_frame.len), int(audio_offset),
220 timecode, int(video_frame.len), int(video_offset), video_format);
221 if (video_frame.owner) {
222 video_frame.owner->release_frame(video_frame);
224 if (audio_frame.owner) {
225 audio_frame.owner->release_frame(audio_frame);
230 int unwrapped_timecode = timecode;
231 int dropped_frames = 0;
232 if (card->last_timecode != -1) {
233 unwrapped_timecode = unwrap_timecode(unwrapped_timecode, card->last_timecode);
234 dropped_frames = unwrapped_timecode - card->last_timecode - 1;
236 card->last_timecode = unwrapped_timecode;
238 // Convert the audio to stereo fp32 and add it.
239 size_t num_samples = (audio_frame.len >= audio_offset) ? (audio_frame.len - audio_offset) / 8 / 3 : 0;
241 audio.resize(num_samples * 2);
242 convert_fixed24_to_fp32(&audio[0], 2, audio_frame.data + audio_offset, 8, num_samples);
246 unique_lock<mutex> lock(card->audio_mutex);
248 int unwrapped_timecode = timecode;
249 if (dropped_frames > FPS * 2) {
250 fprintf(stderr, "Card %d lost more than two seconds (or time code jumping around), resetting resampler\n",
252 card->resampler.reset(new Resampler(OUTPUT_FREQUENCY, OUTPUT_FREQUENCY, 2));
253 } else if (dropped_frames > 0) {
254 // Insert silence as needed.
255 fprintf(stderr, "Card %d dropped %d frame(s) (before timecode 0x%04x), inserting silence.\n",
256 card_index, dropped_frames, timecode);
257 vector<float> silence;
258 silence.resize((OUTPUT_FREQUENCY / FPS) * 2);
259 for (int i = 0; i < dropped_frames; ++i) {
260 card->resampler->add_input_samples((unwrapped_timecode - dropped_frames + i) / double(FPS), silence.data(), (OUTPUT_FREQUENCY / FPS));
263 card->resampler->add_input_samples(unwrapped_timecode / double(FPS), audio.data(), num_samples);
266 // Done with the audio, so release it.
267 if (audio_frame.owner) {
268 audio_frame.owner->release_frame(audio_frame);
272 // Wait until the previous frame was consumed.
273 unique_lock<mutex> lock(bmusb_mutex);
274 card->new_data_ready_changed.wait(lock, [card]{ return !card->new_data_ready || card->should_quit; });
275 if (card->should_quit) return;
278 if (video_frame.len - video_offset != WIDTH * (HEIGHT+EXTRAHEIGHT) * 2) {
279 if (video_frame.len != 0) {
280 printf("Card %d: Dropping video frame with wrong length (%ld)\n",
281 card_index, video_frame.len - video_offset);
283 if (video_frame.owner) {
284 video_frame.owner->release_frame(video_frame);
287 // Still send on the information that we _had_ a frame, even though it's corrupted,
288 // so that pts can go up accordingly.
290 unique_lock<mutex> lock(bmusb_mutex);
291 card->new_data_ready = true;
292 card->new_frame = RefCountedFrame(FrameAllocator::Frame());
293 card->new_data_ready_fence = nullptr;
294 card->dropped_frames = dropped_frames;
295 card->new_data_ready_changed.notify_all();
300 const PBOFrameAllocator::Userdata *userdata = (const PBOFrameAllocator::Userdata *)video_frame.userdata;
301 GLuint pbo = userdata->pbo;
303 glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, pbo);
305 glFlushMappedBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, video_frame.size);
307 //glMemoryBarrier(GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT);
310 // Upload the textures.
311 glBindTexture(GL_TEXTURE_2D, userdata->tex_y);
313 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));
315 glBindTexture(GL_TEXTURE_2D, userdata->tex_cbcr);
317 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, WIDTH/2, HEIGHT, GL_RG, GL_UNSIGNED_BYTE, BUFFER_OFFSET(WIDTH * 25 + 22));
319 glBindTexture(GL_TEXTURE_2D, 0);
321 GLsync fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, /*flags=*/0);
323 assert(fence != nullptr);
326 unique_lock<mutex> lock(bmusb_mutex);
327 card->new_data_ready = true;
328 card->new_frame = RefCountedFrame(video_frame);
329 card->new_data_ready_fence = fence;
330 card->dropped_frames = dropped_frames;
331 card->new_data_ready_changed.notify_all();
335 void Mixer::thread_func()
337 eglBindAPI(EGL_OPENGL_API);
338 QOpenGLContext *context = create_context(mixer_surface);
339 if (!make_current(context, mixer_surface)) {
344 struct timespec start, now;
345 clock_gettime(CLOCK_MONOTONIC, &start);
348 int dropped_frames = 0;
350 while (!should_quit) {
351 CaptureCard card_copy[MAX_CARDS];
354 unique_lock<mutex> lock(bmusb_mutex);
356 // The first card is the master timer, so wait for it to have a new frame.
357 // TODO: Make configurable, and with a timeout.
358 cards[0].new_data_ready_changed.wait(lock, [this]{ return cards[0].new_data_ready; });
360 for (unsigned card_index = 0; card_index < num_cards; ++card_index) {
361 CaptureCard *card = &cards[card_index];
362 card_copy[card_index].usb = card->usb;
363 card_copy[card_index].new_data_ready = card->new_data_ready;
364 card_copy[card_index].new_frame = card->new_frame;
365 card_copy[card_index].new_data_ready_fence = card->new_data_ready_fence;
366 card_copy[card_index].dropped_frames = card->dropped_frames;
367 card->new_data_ready = false;
368 card->new_data_ready_changed.notify_all();
372 // Resample the audio as needed, including from previously dropped frames.
373 for (unsigned frame_num = 0; frame_num < card_copy[0].dropped_frames + 1; ++frame_num) {
374 process_audio_one_frame();
375 if (frame_num != card_copy[0].dropped_frames) {
376 // For dropped frames, increase the pts.
378 pts_int += TIMEBASE / FPS;
382 if (audio_level_callback != nullptr) {
383 double loudness_s = r128.loudness_S();
384 double loudness_i = r128.integrated();
385 double loudness_range_low = r128.range_min();
386 double loudness_range_high = r128.range_max();
388 audio_level_callback(loudness_s, 20.0 * log10(peak),
389 loudness_i, loudness_range_low, loudness_range_high,
390 last_gain_staging_db);
393 for (unsigned card_index = 1; card_index < num_cards; ++card_index) {
394 if (card_copy[card_index].new_data_ready && card_copy[card_index].new_frame->len == 0) {
395 ++card_copy[card_index].dropped_frames;
397 if (card_copy[card_index].dropped_frames > 0) {
398 printf("Card %u dropped %d frames before this\n",
399 card_index, int(card_copy[card_index].dropped_frames));
403 // If the first card is reporting a corrupted or otherwise dropped frame,
404 // just increase the pts (skipping over this frame) and don't try to compute anything new.
405 if (card_copy[0].new_frame->len == 0) {
407 pts_int += TIMEBASE / FPS;
411 for (unsigned card_index = 0; card_index < num_cards; ++card_index) {
412 CaptureCard *card = &card_copy[card_index];
413 if (!card->new_data_ready || card->new_frame->len == 0)
416 assert(card->new_frame != nullptr);
417 bmusb_current_rendering_frame[card_index] = card->new_frame;
420 // The new texture might still be uploaded,
421 // tell the GPU to wait until it's there.
422 if (card->new_data_ready_fence) {
423 glWaitSync(card->new_data_ready_fence, /*flags=*/0, GL_TIMEOUT_IGNORED);
425 glDeleteSync(card->new_data_ready_fence);
428 const PBOFrameAllocator::Userdata *userdata = (const PBOFrameAllocator::Userdata *)card->new_frame->userdata;
429 theme->set_input_textures(card_index, userdata->tex_y, userdata->tex_cbcr);
432 // Get the main chain from the theme, and set its state immediately.
433 pair<EffectChain *, function<void()>> theme_main_chain = theme->get_chain(0, pts(), WIDTH, HEIGHT);
434 EffectChain *chain = theme_main_chain.first;
435 theme_main_chain.second();
437 GLuint y_tex, cbcr_tex;
438 bool got_frame = h264_encoder->begin_frame(&y_tex, &cbcr_tex);
441 // Render main chain.
442 GLuint cbcr_full_tex = resource_pool->create_2d_texture(GL_RG8, WIDTH, HEIGHT);
443 GLuint rgba_tex = resource_pool->create_2d_texture(GL_RGB565, WIDTH, HEIGHT); // Saves texture bandwidth, although dithering gets messed up.
444 GLuint fbo = resource_pool->create_fbo(y_tex, cbcr_full_tex, rgba_tex);
446 chain->render_to_fbo(fbo, WIDTH, HEIGHT);
447 resource_pool->release_fbo(fbo);
449 subsample_chroma(cbcr_full_tex, cbcr_tex);
450 resource_pool->release_2d_texture(cbcr_full_tex);
452 // Set the right state for rgba_tex.
453 glBindFramebuffer(GL_FRAMEBUFFER, 0);
454 glBindTexture(GL_TEXTURE_2D, rgba_tex);
455 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
456 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
457 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
459 RefCountedGLsync fence(GL_SYNC_GPU_COMMANDS_COMPLETE, /*flags=*/0);
462 // Make sure the H.264 gets a reference to all the
463 // input frames needed, so that they are not released back
464 // until the rendering is done.
465 vector<RefCountedFrame> input_frames;
466 for (unsigned card_index = 0; card_index < num_cards; ++card_index) {
467 input_frames.push_back(bmusb_current_rendering_frame[card_index]);
469 const int64_t av_delay = TIMEBASE / 10; // Corresponds to the fixed delay in resampler.h. TODO: Make less hard-coded.
470 h264_encoder->end_frame(fence, pts_int + av_delay, input_frames);
472 pts_int += TIMEBASE / FPS;
474 // The live frame just shows the RGBA texture we just rendered.
475 // It owns rgba_tex now.
476 DisplayFrame live_frame;
477 live_frame.chain = display_chain.get();
478 live_frame.setup_chain = [this, rgba_tex]{
479 display_input->set_texture_num(rgba_tex);
481 live_frame.ready_fence = fence;
482 live_frame.input_frames = {};
483 live_frame.temp_textures = { rgba_tex };
484 output_channel[OUTPUT_LIVE].output_frame(live_frame);
486 // Set up preview and any additional channels.
487 for (int i = 1; i < theme->get_num_channels() + 2; ++i) {
488 DisplayFrame display_frame;
489 pair<EffectChain *, function<void()>> chain = theme->get_chain(i, pts(), WIDTH, HEIGHT); // FIXME: dimensions
490 display_frame.chain = chain.first;
491 display_frame.setup_chain = chain.second;
492 display_frame.ready_fence = fence;
494 // FIXME: possible to do better?
495 for (unsigned card_index = 0; card_index < num_cards; ++card_index) {
496 display_frame.input_frames.push_back(bmusb_current_rendering_frame[card_index]);
498 display_frame.temp_textures = {};
499 output_channel[i].output_frame(display_frame);
502 clock_gettime(CLOCK_MONOTONIC, &now);
503 double elapsed = now.tv_sec - start.tv_sec +
504 1e-9 * (now.tv_nsec - start.tv_nsec);
505 if (frame % 100 == 0) {
506 printf("%d frames (%d dropped) in %.3f seconds = %.1f fps (%.1f ms/frame)\n",
507 frame, dropped_frames, elapsed, frame / elapsed,
508 1e3 * elapsed / frame);
509 // chain->print_phase_timing();
513 // Reset every 100 frames, so that local variations in frame times
514 // (especially for the first few frames, when the shaders are
515 // compiled etc.) don't make it hard to measure for the entire
516 // remaining duration of the program.
517 if (frame == 10000) {
525 resource_pool->clean_context();
528 void Mixer::process_audio_one_frame()
530 vector<float> samples_card;
531 vector<float> samples_out;
532 for (unsigned card_index = 0; card_index < num_cards; ++card_index) {
533 samples_card.resize((OUTPUT_FREQUENCY / FPS) * 2);
535 unique_lock<mutex> lock(cards[card_index].audio_mutex);
536 if (!cards[card_index].resampler->get_output_samples(pts(), &samples_card[0], OUTPUT_FREQUENCY / FPS)) {
537 printf("Card %d reported previous underrun.\n", card_index);
540 // TODO: Allow using audio from the other card(s) as well.
541 if (card_index == 0) {
542 samples_out = move(samples_card);
546 // Cut away everything under 150 Hz; we don't need it for voice,
547 // and it will reduce headroom and confuse the compressor.
548 // (In particular, any hums at 50 or 60 Hz should be dampened.)
549 locut.render(samples_out.data(), samples_out.size() / 2, locut_cutoff_hz * 2.0 * M_PI / OUTPUT_FREQUENCY, 0.5f);
551 // Apply a level compressor to get the general level right.
552 // Basically, if it's over about -40 dBFS, we squeeze it down to that level
553 // (or more precisely, near it, since we don't use infinite ratio),
554 // then apply a makeup gain to get it to -14 dBFS. -14 dBFS is, of course,
555 // entirely arbitrary, but from practical tests with speech, it seems to
556 // put ut around -23 LUFS, so it's a reasonable starting point for later use.
557 float ref_level_dbfs = -14.0f;
559 float threshold = 0.01f; // -40 dBFS.
561 float attack_time = 0.5f;
562 float release_time = 20.0f;
563 float makeup_gain = pow(10.0f, (ref_level_dbfs - (-40.0f)) / 20.0f); // +26 dB.
564 level_compressor.process(samples_out.data(), samples_out.size() / 2, threshold, ratio, attack_time, release_time, makeup_gain);
565 last_gain_staging_db = 20.0 * log10(level_compressor.get_attenuation() * makeup_gain);
569 printf("level=%f (%+5.2f dBFS) attenuation=%f (%+5.2f dB) end_result=%+5.2f dB\n",
570 level_compressor.get_level(), 20.0 * log10(level_compressor.get_level()),
571 level_compressor.get_attenuation(), 20.0 * log10(level_compressor.get_attenuation()),
572 20.0 * log10(level_compressor.get_level() * level_compressor.get_attenuation() * makeup_gain));
575 // float limiter_att, compressor_att;
577 // Then a limiter at +0 dB (so, -14 dBFS) to take out the worst peaks only.
579 float threshold = pow(10.0f, (ref_level_dbfs + 0.0f) / 20.0f); // +0 dB.
580 float ratio = 1000.0f; // Infinity.
581 float attack_time = 0.001f;
582 float release_time = 0.005f;
583 float makeup_gain = 1.0f; // 0 dB.
584 limiter.process(samples_out.data(), samples_out.size() / 2, threshold, ratio, attack_time, release_time, makeup_gain);
585 // limiter_att = limiter.get_attenuation();
588 // Finally, the real compressor.
590 float threshold = pow(10.0f, (ref_level_dbfs - 12.0f) / 20.0f); // -12 dB.
592 float attack_time = 0.005f;
593 float release_time = 0.040f;
594 float makeup_gain = 2.0f; // +6 dB.
595 compressor.process(samples_out.data(), samples_out.size() / 2, threshold, ratio, attack_time, release_time, makeup_gain);
596 // compressor_att = compressor.get_attenuation();
599 // printf("limiter=%+5.1f compressor=%+5.1f\n", 20.0*log10(limiter_att), 20.0*log10(compressor_att));
601 // Find peak and R128 levels.
602 peak = max<float>(peak, find_peak(samples_out));
603 vector<float> left, right;
604 deinterleave_samples(samples_out, &left, &right);
605 float *ptrs[] = { left.data(), right.data() };
606 r128.process(left.size(), ptrs);
608 // Actually add the samples to the output.
609 h264_encoder->add_audio(pts_int, move(samples_out));
612 void Mixer::subsample_chroma(GLuint src_tex, GLuint dst_tex)
615 glGenVertexArrays(1, &vao);
624 glBindVertexArray(vao);
628 GLuint fbo = resource_pool->create_fbo(dst_tex);
629 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
630 glViewport(0, 0, WIDTH/2, HEIGHT/2);
633 glUseProgram(cbcr_program_num);
636 glActiveTexture(GL_TEXTURE0);
638 glBindTexture(GL_TEXTURE_2D, src_tex);
640 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
642 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
644 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
647 float chroma_offset_0[] = { -0.5f / WIDTH, 0.0f };
648 set_uniform_vec2(cbcr_program_num, "foo", "chroma_offset_0", chroma_offset_0);
650 GLuint position_vbo = fill_vertex_attribute(cbcr_program_num, "position", 2, GL_FLOAT, sizeof(vertices), vertices);
651 GLuint texcoord_vbo = fill_vertex_attribute(cbcr_program_num, "texcoord", 2, GL_FLOAT, sizeof(vertices), vertices); // Same as vertices.
653 glDrawArrays(GL_TRIANGLES, 0, 3);
656 cleanup_vertex_attribute(cbcr_program_num, "position", position_vbo);
657 cleanup_vertex_attribute(cbcr_program_num, "texcoord", texcoord_vbo);
662 resource_pool->release_fbo(fbo);
663 glDeleteVertexArrays(1, &vao);
666 void Mixer::release_display_frame(DisplayFrame *frame)
668 for (GLuint texnum : frame->temp_textures) {
669 resource_pool->release_2d_texture(texnum);
671 frame->temp_textures.clear();
672 frame->ready_fence.reset();
673 frame->input_frames.clear();
678 mixer_thread = thread(&Mixer::thread_func, this);
687 void Mixer::transition_clicked(int transition_num)
689 theme->transition_clicked(transition_num, pts());
692 void Mixer::channel_clicked(int preview_num)
694 theme->channel_clicked(preview_num);
697 void Mixer::reset_meters()
704 Mixer::OutputChannel::~OutputChannel()
706 if (has_current_frame) {
707 parent->release_display_frame(¤t_frame);
709 if (has_ready_frame) {
710 parent->release_display_frame(&ready_frame);
714 void Mixer::OutputChannel::output_frame(DisplayFrame frame)
716 // Store this frame for display. Remove the ready frame if any
717 // (it was seemingly never used).
719 unique_lock<mutex> lock(frame_mutex);
720 if (has_ready_frame) {
721 parent->release_display_frame(&ready_frame);
724 has_ready_frame = true;
727 if (has_new_frame_ready_callback) {
728 new_frame_ready_callback();
732 bool Mixer::OutputChannel::get_display_frame(DisplayFrame *frame)
734 unique_lock<mutex> lock(frame_mutex);
735 if (!has_current_frame && !has_ready_frame) {
739 if (has_current_frame && has_ready_frame) {
740 // We have a new ready frame. Toss the current one.
741 parent->release_display_frame(¤t_frame);
742 has_current_frame = false;
744 if (has_ready_frame) {
745 assert(!has_current_frame);
746 current_frame = ready_frame;
747 ready_frame.ready_fence.reset(); // Drop the refcount.
748 ready_frame.input_frames.clear(); // Drop the refcounts.
749 has_current_frame = true;
750 has_ready_frame = false;
753 *frame = current_frame;
757 void Mixer::OutputChannel::set_frame_ready_callback(Mixer::new_frame_ready_callback_t callback)
759 new_frame_ready_callback = callback;
760 has_new_frame_ready_callback = true;