if (card->last_timecode != -1) {
dropped_frames = unwrap_timecode(timecode, card->last_timecode) - card->last_timecode - 1;
}
- card->last_timecode = timecode;
// Convert the audio to stereo fp32 and add it.
vector<float> audio;
{
unique_lock<mutex> lock(card->audio_mutex);
+ // Number of samples per frame if we need to insert silence.
+ // (Could be nonintegral, but resampling will save us then.)
+ int silence_samples = OUTPUT_FREQUENCY * frame_rate_den / frame_rate_nom;
+
if (dropped_frames > MAX_FPS * 2) {
- fprintf(stderr, "Card %d lost more than two seconds (or time code jumping around), resetting resampler\n",
- card_index);
+ 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. (The number of samples could be nonintegral,
- // but resampling will save us then.)
+ // 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((OUTPUT_FREQUENCY * frame_length / TIMEBASE) * 2);
+ silence.resize(silence_samples * 2);
for (int i = 0; i < dropped_frames; ++i) {
- card->resampling_queue->add_input_samples(local_pts / double(TIMEBASE), silence.data(), silence.size() / 2);
+ 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
// no way of detecting that; we just have to assume the frame length
// is always the same.
local_pts += frame_length;
}
}
+ if (num_samples == 0) {
+ audio.resize(silence_samples * 2);
+ num_samples = silence_samples;
+ }
card->resampling_queue->add_input_samples(local_pts / double(TIMEBASE), audio.data(), num_samples);
card->next_local_pts = local_pts + frame_length;
}
+ card->last_timecode = timecode;
+
// Done with the audio, so release it.
if (audio_frame.owner) {
audio_frame.owner->release_frame(audio_frame);
//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();
int num_samples_times_timebase = OUTPUT_FREQUENCY * card->new_frame_length + card->fractional_samples;
num_samples[card_index] = num_samples_times_timebase / TIMEBASE;
card->fractional_samples = num_samples_times_timebase % TIMEBASE;
+ assert(num_samples[card_index] >= 0);
}
}