- bool begin_frame(GLuint *y_tex, GLuint *cbcr_tex);
- RefCountedGLsync end_frame(int64_t pts, int64_t duration, const std::vector<RefCountedFrame> &input_frames);
+
+ // Allocate a frame to render into. The returned two textures
+ // are yours to render into (build them into an FBO).
+ // Call end_frame() when you're done.
+ bool begin_frame(int64_t pts, int64_t duration, const std::vector<RefCountedFrame> &input_frames, GLuint *y_tex, GLuint *cbcr_tex);
+
+ // Call after you are done rendering into the frame; at this point,
+ // y_tex and cbcr_tex will be assumed done, and handed over to the
+ // encoder. The returned fence is purely a convenience; you do not
+ // need to use it for anything, but it's useful if you wanted to set
+ // one anyway.
+ RefCountedGLsync end_frame();