1 #include "pbo_frame_allocator.h"
12 PBOFrameAllocator::PBOFrameAllocator(size_t frame_size, GLuint width, GLuint height, size_t num_queued_frames, GLenum buffer, GLenum permissions, GLenum map_bits)
13 : frame_size(frame_size), buffer(buffer)
15 userdata.reset(new Userdata[num_queued_frames]);
16 for (size_t i = 0; i < num_queued_frames; ++i) {
18 glGenBuffers(1, &pbo);
20 glBindBuffer(buffer, pbo);
22 glBufferStorage(buffer, frame_size, NULL, permissions | GL_MAP_PERSISTENT_BIT);
26 frame.data = (uint8_t *)glMapBufferRange(buffer, 0, frame_size, permissions | map_bits | GL_MAP_PERSISTENT_BIT);
27 frame.data2 = frame.data + frame_size / 2;
29 frame.size = frame_size;
30 frame.userdata = &userdata[i];
31 userdata[i].pbo = pbo;
33 frame.interleaved = true;
35 // Create textures. We don't allocate any data for the second field at this point
36 // (just create the texture state with the samplers), since our default assumed
37 // resolution is progressive.
38 glGenTextures(2, userdata[i].tex_y);
40 glGenTextures(2, userdata[i].tex_cbcr);
42 userdata[i].last_width[0] = width;
43 userdata[i].last_height[0] = height;
44 userdata[i].last_width[1] = 0;
45 userdata[i].last_height[1] = 0;
46 for (unsigned field = 0; field < 2; ++field) {
47 glBindTexture(GL_TEXTURE_2D, userdata[i].tex_y[field]);
49 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
51 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
53 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
56 glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, width, height, 0, GL_RED, GL_UNSIGNED_BYTE, NULL);
60 glBindTexture(GL_TEXTURE_2D, userdata[i].tex_cbcr[field]);
62 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
64 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
66 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
69 glTexImage2D(GL_TEXTURE_2D, 0, GL_RG8, width / 2, height, 0, GL_RG, GL_UNSIGNED_BYTE, NULL);
76 glBindBuffer(buffer, 0);
78 glBindTexture(GL_TEXTURE_2D, 0);
82 PBOFrameAllocator::~PBOFrameAllocator()
84 while (!freelist.empty()) {
85 Frame frame = freelist.front();
87 GLuint pbo = ((Userdata *)frame.userdata)->pbo;
88 glBindBuffer(buffer, pbo);
90 glUnmapBuffer(buffer);
92 glBindBuffer(buffer, 0);
94 glDeleteBuffers(1, &pbo);
96 glDeleteTextures(2, ((Userdata *)frame.userdata)->tex_y);
98 glDeleteTextures(2, ((Userdata *)frame.userdata)->tex_cbcr);
102 //static int sumsum = 0;
104 FrameAllocator::Frame PBOFrameAllocator::alloc_frame()
108 std::unique_lock<std::mutex> lock(freelist_mutex); // Meh.
109 if (freelist.empty()) {
110 printf("Frame overrun (no more spare PBO frames), dropping frame!\n");
112 //fprintf(stderr, "freelist has %d allocated\n", ++sumsum);
113 vf = freelist.front();
114 freelist.pop(); // Meh.
121 void PBOFrameAllocator::release_frame(Frame frame)
123 if (frame.overflow > 0) {
124 printf("%d bytes overflow after last (PBO) frame\n", int(frame.overflow));
127 std::unique_lock<std::mutex> lock(freelist_mutex);
128 freelist.push(frame);