chain->set_output_origin(OUTPUT_ORIGIN_TOP_LEFT);
chain->finalize();
+ // Display chain; shows the live output produced by the main chain (its RGBA version).
+ display_chain.reset(new EffectChain(WIDTH, HEIGHT, resource_pool.get()));
+ check_error();
+ display_input = new FlatInput(inout_format, FORMAT_RGB, GL_UNSIGNED_BYTE, WIDTH, HEIGHT); // FIXME: GL_UNSIGNED_BYTE is really wrong.
+ display_chain->add_input(display_input);
+ display_chain->add_output(inout_format, OUTPUT_ALPHA_FORMAT_POSTMULTIPLIED);
+ display_chain->set_dither_bits(0); // Don't bother.
+ display_chain->finalize();
+
// Preview chain (always shows just first input for now).
preview_chain.reset(new EffectChain(WIDTH, HEIGHT, resource_pool.get()));
check_error();
preview_chain->add_input(preview_input);
preview_chain->add_output(inout_format, OUTPUT_ALPHA_FORMAT_POSTMULTIPLIED);
preview_chain->set_dither_bits(0); // Don't bother.
- preview_chain->set_output_origin(OUTPUT_ORIGIN_TOP_LEFT);
preview_chain->finalize();
h264_encoder.reset(new H264Encoder(h264_encoder_surface, WIDTH, HEIGHT, "test.mp4"));
input[1]->set_texture_num(0, userdata->tex_y);
input[1]->set_texture_num(1, userdata->tex_cbcr);
}
-
- if (card_index == 0) {
- preview_input->set_texture_num(0, userdata->tex_y);
- preview_input->set_texture_num(1, userdata->tex_cbcr);
- }
}
GLuint y_tex, cbcr_tex;
subsample_chroma(cbcr_full_tex, cbcr_tex);
resource_pool->release_2d_texture(cbcr_full_tex);
- // Render preview chain.
- GLuint preview_rgba_tex = resource_pool->create_2d_texture(GL_RGB565, output_channel[OUTPUT_PREVIEW].width, output_channel[OUTPUT_PREVIEW].height); // Saves texture bandwidth, although dithering gets messed up.
- fbo = resource_pool->create_fbo(preview_rgba_tex);
- preview_chain->render_to_fbo(fbo, output_channel[OUTPUT_PREVIEW].width, output_channel[OUTPUT_PREVIEW].height);
- resource_pool->release_fbo(fbo);
+ // Set the right state for rgba_tex.
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ glBindTexture(GL_TEXTURE_2D, rgba_tex);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
RefCountedGLsync fence(GL_SYNC_GPU_COMMANDS_COMPLETE, /*flags=*/0);
check_error();
}
h264_encoder->end_frame(fence, input_frames);
- output_channel[OUTPUT_LIVE].output_frame(rgba_tex, fence);
- output_channel[OUTPUT_PREVIEW].output_frame(preview_rgba_tex, fence);
+ // The live frame just shows the RGBA texture we just rendered.
+ // It owns rgba_tex now.
+ DisplayFrame live_frame;
+ live_frame.chain = display_chain.get();
+ live_frame.setup_chain = [this, rgba_tex]{
+ display_input->set_texture_num(rgba_tex);
+ };
+ live_frame.ready_fence = fence;
+ live_frame.input_frames = {};
+ live_frame.temp_textures = { rgba_tex };
+ output_channel[OUTPUT_LIVE].output_frame(live_frame);
+
+ // The preview frame shows the first input. Note that the textures
+ // are owned by the input frame, not the display frame.
+ const PBOFrameAllocator::Userdata *input0_userdata = (const PBOFrameAllocator::Userdata *)bmusb_current_rendering_frame[0]->userdata;
+ GLuint input0_y_tex = input0_userdata->tex_y;
+ GLuint input0_cbcr_tex = input0_userdata->tex_cbcr;
+ DisplayFrame preview_frame;
+ preview_frame.chain = preview_chain.get();
+ preview_frame.setup_chain = [this, input0_y_tex, input0_cbcr_tex]{
+ preview_input->set_texture_num(0, input0_y_tex);
+ preview_input->set_texture_num(1, input0_cbcr_tex);
+ };
+ preview_frame.ready_fence = fence;
+ preview_frame.input_frames = { bmusb_current_rendering_frame[0] };
+ preview_frame.temp_textures = {};
+ output_channel[OUTPUT_PREVIEW].output_frame(preview_frame);
clock_gettime(CLOCK_MONOTONIC, &now);
double elapsed = now.tv_sec - start.tv_sec +
void Mixer::release_display_frame(DisplayFrame *frame)
{
- resource_pool->release_2d_texture(frame->texnum);
- frame->texnum = 0;
+ for (GLuint texnum : frame->temp_textures) {
+ resource_pool->release_2d_texture(texnum);
+ }
+ frame->temp_textures.clear();
frame->ready_fence.reset();
+ frame->input_frames.clear();
}
void Mixer::start()
current_source = source;
}
-void Mixer::OutputChannel::output_frame(GLuint tex, RefCountedGLsync fence)
+void Mixer::OutputChannel::output_frame(DisplayFrame frame)
{
// Store this frame for display. Remove the ready frame if any
// (it was seemingly never used).
if (has_ready_frame) {
parent->release_display_frame(&ready_frame);
}
- ready_frame.texnum = tex;
- ready_frame.ready_fence = fence;
+ ready_frame = frame;
has_ready_frame = true;
}
assert(!has_current_frame);
current_frame = ready_frame;
ready_frame.ready_fence.reset(); // Drop the refcount.
+ ready_frame.input_frames.clear(); // Drop the refcounts.
has_current_frame = true;
has_ready_frame = false;
}