]> git.sesse.net Git - nageru/blobdiff - mixer.cpp
Some restructuring in the offsets to make it less cryptic.
[nageru] / mixer.cpp
index 1603b8dc47f8ea894ef48c51232c4b6f7c6edcb3..7ed09e20b06ccf36bbddf754753662f260cb0d27 100644 (file)
--- a/mixer.cpp
+++ b/mixer.cpp
@@ -263,6 +263,7 @@ void Mixer::bm_frame(unsigned card_index, uint16_t timecode,
                        fprintf(stderr, "Card %d lost more than two seconds (or time code jumping around; from 0x%04x to 0x%04x), resetting resampler\n",
                                card_index, card->last_timecode, timecode);
                        card->resampling_queue.reset(new ResamplingQueue(OUTPUT_FREQUENCY, OUTPUT_FREQUENCY, 2));
+                       dropped_frames = 0;
                } else if (dropped_frames > 0) {
                        // Insert silence as needed.
                        fprintf(stderr, "Card %d dropped %d frame(s) (before timecode 0x%04x), inserting silence.\n",
@@ -333,13 +334,18 @@ void Mixer::bm_frame(unsigned card_index, uint16_t timecode,
        //check_error();
 
        // Upload the textures.
-       glBindTexture(GL_TEXTURE_2D, userdata->tex_y);
+       size_t skipped_lines = 25;
+       size_t cbcr_width = WIDTH / 2;
+       size_t cbcr_offset = video_offset / 2;
+       size_t y_offset = cbcr_offset + cbcr_width * (HEIGHT + EXTRAHEIGHT) * sizeof(uint16_t) + video_offset / 2;
+
+       glBindTexture(GL_TEXTURE_2D, userdata->tex_cbcr);
        check_error();
-       glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, WIDTH, HEIGHT, GL_RED, GL_UNSIGNED_BYTE, BUFFER_OFFSET((WIDTH * (HEIGHT+EXTRAHEIGHT) * 2 + 44) / 2 + WIDTH * 25 + 22));
+       glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, cbcr_width, HEIGHT, GL_RG, GL_UNSIGNED_BYTE, BUFFER_OFFSET(cbcr_offset + cbcr_width * skipped_lines * sizeof(uint16_t)));
        check_error();
-       glBindTexture(GL_TEXTURE_2D, userdata->tex_cbcr);
+       glBindTexture(GL_TEXTURE_2D, userdata->tex_y);
        check_error();
-       glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, WIDTH/2, HEIGHT, GL_RG, GL_UNSIGNED_BYTE, BUFFER_OFFSET(WIDTH * 25 + 22));
+       glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, WIDTH, HEIGHT, GL_RED, GL_UNSIGNED_BYTE, BUFFER_OFFSET(y_offset + WIDTH * skipped_lines));
        check_error();
        glBindTexture(GL_TEXTURE_2D, 0);
        check_error();