void QueueLengthPolicy::update_policy(int queue_length)
{
if (queue_length < 0) { // Starvation.
- if (safe_queue_length < 5) {
+ if (been_at_safe_point_since_last_starvation && safe_queue_length < 5) {
++safe_queue_length;
fprintf(stderr, "Card %u: Starvation, increasing safe limit to %u frames\n",
card_index, safe_queue_length);
}
frames_with_at_least_one = 0;
+ been_at_safe_point_since_last_starvation = false;
return;
}
if (queue_length > 0) {
+ if (queue_length >= int(safe_queue_length)) {
+ been_at_safe_point_since_last_starvation = true;
+ }
if (++frames_with_at_least_one >= 50 && safe_queue_length > 0) {
--safe_queue_length;
fprintf(stderr, "Card %u: Spare frames for more than 50 frames, reducing safe limit to %u frames\n",
new_frame.frame = RefCountedFrame(FrameAllocator::Frame());
new_frame.length = frame_length;
new_frame.interlaced = false;
- new_frame.ready_fence = nullptr;
new_frame.dropped_frames = dropped_frames;
card->new_frames.push(move(new_frame));
card->new_frames_changed.notify_all();
GLuint pbo = userdata->pbo;
check_error();
- glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, pbo);
+ glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo);
check_error();
glFlushMappedBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, video_frame.size);
check_error();
check_error();
glBindTexture(GL_TEXTURE_2D, 0);
check_error();
- glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
+ glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
check_error();
- GLsync fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, /*flags=*/0);
+ RefCountedGLsync fence(GL_SYNC_GPU_COMMANDS_COMPLETE, /*flags=*/0);
check_error();
- assert(fence != nullptr);
+ assert(fence.get() != nullptr);
if (field == 1) {
// Don't upload the second field as fast as we can; wait until
// The new texture might still be uploaded,
// tell the GPU to wait until it's there.
if (new_frame->ready_fence) {
- glWaitSync(new_frame->ready_fence, /*flags=*/0, GL_TIMEOUT_IGNORED);
+ glWaitSync(new_frame->ready_fence.get(), /*flags=*/0, GL_TIMEOUT_IGNORED);
check_error();
- glDeleteSync(new_frame->ready_fence);
+ new_frame->ready_fence.reset();
check_error();
}
}