#include <movit/flat_input.h>
#include <movit/image_format.h>
#include <movit/resource_pool.h>
+#include <movit/util.h>
#include <stdint.h>
#include <stdio.h>
#include <stdlib.h>
#include <sys/time.h>
#include <time.h>
-#include <util.h>
#include <algorithm>
#include <cmath>
#include <condition_variable>
}
}
+void insert_new_frame(RefCountedFrame frame, unsigned field_num, bool interlaced, unsigned card_index, InputState *input_state)
+{
+ if (interlaced) {
+ for (unsigned frame_num = FRAME_HISTORY_LENGTH; frame_num --> 1; ) { // :-)
+ input_state->buffered_frames[card_index][frame_num] =
+ input_state->buffered_frames[card_index][frame_num - 1];
+ }
+ input_state->buffered_frames[card_index][0] = { frame, field_num };
+ } else {
+ for (unsigned frame_num = 0; frame_num < FRAME_HISTORY_LENGTH; ++frame_num) {
+ input_state->buffered_frames[card_index][frame_num] = { frame, field_num };
+ }
+ }
+}
+
} // namespace
Mixer::Mixer(const QSurfaceFormat &format, unsigned num_cards)
cards[card_index].usb->start_bm_capture();
}
- //chain->enable_phase_timing(true);
-
// Set up stuff for NV12 conversion.
// Cb/Cr shader.
"void main() { \n"
" gl_FragColor = texture2D(cbcr_tex, tc0); \n"
"} \n";
- cbcr_program_num = resource_pool->compile_glsl_program(cbcr_vert_shader, cbcr_frag_shader);
+ vector<string> frag_shader_outputs;
+ cbcr_program_num = resource_pool->compile_glsl_program(cbcr_vert_shader, cbcr_frag_shader, frag_shader_outputs);
r128.init(2, OUTPUT_FREQUENCY);
r128.integr_start();
// Insert silence as needed.
fprintf(stderr, "Card %d dropped %d frame(s) (before timecode 0x%04x), inserting silence.\n",
card_index, dropped_frames, timecode);
- vector<float> silence;
- silence.resize(silence_samples * 2);
+ vector<float> silence(silence_samples * 2, 0.0f);
for (int i = 0; i < dropped_frames; ++i) {
card->resampling_queue->add_input_samples(local_pts / double(TIMEBASE), silence.data(), silence_samples);
// Note that if the format changed in the meantime, we have
card->new_data_ready = true;
card->new_frame = RefCountedFrame(FrameAllocator::Frame());
card->new_frame_length = frame_length;
+ card->new_frame_interlaced = false;
card->new_data_ready_fence = nullptr;
card->dropped_frames = dropped_frames;
card->new_data_ready_changed.notify_all();
check_error();
glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, pbo);
check_error();
- glFlushMappedBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, video_frame.size);
+ glMemoryBarrier(GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT);
check_error();
- //glMemoryBarrier(GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT);
- //check_error();
glBindTexture(GL_TEXTURE_2D, userdata->tex_cbcr[field]);
check_error();
card->new_frame = new_frame;
card->new_frame_length = frame_length;
card->new_frame_field = field;
+ card->new_frame_interlaced = interlaced;
card->new_data_ready_fence = fence;
card->dropped_frames = dropped_frames;
card->new_data_ready_changed.notify_all();
card_copy[card_index].new_frame = card->new_frame;
card_copy[card_index].new_frame_length = card->new_frame_length;
card_copy[card_index].new_frame_field = card->new_frame_field;
+ card_copy[card_index].new_frame_interlaced = card->new_frame_interlaced;
card_copy[card_index].new_data_ready_fence = card->new_data_ready_fence;
card_copy[card_index].dropped_frames = card->dropped_frames;
card->new_data_ready = false;
}
if (audio_level_callback != nullptr) {
+ unique_lock<mutex> lock(r128_mutex);
double loudness_s = r128.loudness_S();
double loudness_i = r128.integrated();
double loudness_range_low = r128.range_min();
continue;
assert(card->new_frame != nullptr);
- if (card->new_frame_interlaced) {
- for (unsigned frame_num = FRAME_HISTORY_LENGTH; frame_num --> 1; ) { // :-)
- buffered_frames[card_index][frame_num] = buffered_frames[card_index][frame_num - 1];
- }
- buffered_frames[card_index][0] = { card->new_frame, card->new_frame_field };
- } else {
- for (unsigned frame_num = 0; frame_num < FRAME_HISTORY_LENGTH; ++frame_num) {
- buffered_frames[card_index][frame_num] = { card->new_frame, card->new_frame_field };
- }
- }
+ insert_new_frame(card->new_frame, card->new_frame_field, card->new_frame_interlaced, card_index, &input_state);
check_error();
// The new texture might still be uploaded,
}
// Get the main chain from the theme, and set its state immediately.
- Theme::Chain theme_main_chain = theme->get_chain(0, pts(), WIDTH, HEIGHT);
+ Theme::Chain theme_main_chain = theme->get_chain(0, pts(), WIDTH, HEIGHT, input_state);
EffectChain *chain = theme_main_chain.chain;
theme_main_chain.setup_chain();
+ //theme_main_chain.chain->enable_phase_timing(true);
GLuint y_tex, cbcr_tex;
bool got_frame = h264_encoder->begin_frame(&y_tex, &cbcr_tex);
// Set up preview and any additional channels.
for (int i = 1; i < theme->get_num_channels() + 2; ++i) {
DisplayFrame display_frame;
- Theme::Chain chain = theme->get_chain(i, pts(), WIDTH, HEIGHT); // FIXME: dimensions
+ Theme::Chain chain = theme->get_chain(i, pts(), WIDTH, HEIGHT, input_state); // FIXME: dimensions
display_frame.chain = chain.chain;
display_frame.setup_chain = chain.setup_chain;
display_frame.ready_fence = fence;
vector<float> left, right;
deinterleave_samples(samples_out, &left, &right);
float *ptrs[] = { left.data(), right.data() };
- r128.process(left.size(), ptrs);
+ {
+ unique_lock<mutex> lock(r128_mutex);
+ r128.process(left.size(), ptrs);
+ }
// Send the samples to the sound card.
if (alsa) {