return true;
}
-void H264Encoder::end_frame(GLsync fence, const std::vector<FrameAllocator::Frame> &input_frames_to_release)
+void H264Encoder::end_frame(RefCountedGLsync fence, const std::vector<FrameAllocator::Frame> &input_frames_to_release)
{
{
unique_lock<mutex> lock(frame_queue_mutex);
}
// Wait for the GPU to be done with the frame.
- glClientWaitSync(frame.fence, 0, 0);
- glDeleteSync(frame.fence);
+ glClientWaitSync(frame.fence.get(), 0, 0);
// Release back any input frames we needed to render this frame.
// (Actually, those that were needed one output frame ago.)