- // so now the data is done encoding (well, async job kicked off)...
- // we send that to the storage thread
- storage_task tmp;
- tmp.display_order = current_frame_display;
- tmp.frame_type = current_frame_type;
- tmp.pts = pts;
- tmp.dts = dts;
- storage_task_enqueue(move(tmp));
-
- update_ReferenceFrames();
- ++current_frame_encoding;
+ encode_frame(frame, encoding_frame_num, display_frame_num, gop_start_display_frame_num, frame_type, frame.pts, dts);
+ }
+}
+
+void H264Encoder::encode_frame(H264Encoder::PendingFrame frame, int encoding_frame_num, int display_frame_num, int gop_start_display_frame_num,
+ int frame_type, int64_t pts, int64_t dts)
+{
+ // Wait for the GPU to be done with the frame.
+ glClientWaitSync(frame.fence.get(), 0, 0);
+
+ // Release back any input frames we needed to render this frame.
+ frame.input_frames.clear();
+
+ // Unmap the image.
+ GLSurface *surf = &gl_surfaces[display_frame_num % SURFACE_NUM];
+ eglDestroyImageKHR(eglGetCurrentDisplay(), surf->y_egl_image);
+ eglDestroyImageKHR(eglGetCurrentDisplay(), surf->cbcr_egl_image);
+ VAStatus va_status = vaReleaseBufferHandle(va_dpy, surf->surface_image.buf);
+ CHECK_VASTATUS(va_status, "vaReleaseBufferHandle");
+ va_status = vaDestroyImage(va_dpy, surf->surface_image.image_id);
+ CHECK_VASTATUS(va_status, "vaDestroyImage");
+
+ VASurfaceID surface = surf->src_surface;
+
+ // Schedule the frame for encoding.
+ va_status = vaBeginPicture(va_dpy, context_id, surface);
+ CHECK_VASTATUS(va_status, "vaBeginPicture");
+
+ if (frame_type == FRAME_IDR) {
+ render_sequence();
+ render_picture(frame_type, display_frame_num, gop_start_display_frame_num);
+ if (h264_packedheader) {
+ render_packedsequence();
+ render_packedpicture();
+ }
+ } else {
+ //render_sequence();
+ render_picture(frame_type, display_frame_num, gop_start_display_frame_num);