#include "pbo_frame_allocator.h"
+#include <stdbool.h>
#include <stdint.h>
#include <stdio.h>
#include <cstddef>
-#include "util.h"
+#include <movit/util.h>
using namespace std;
PBOFrameAllocator::PBOFrameAllocator(size_t frame_size, GLuint width, GLuint height, size_t num_queued_frames, GLenum buffer, GLenum permissions, GLenum map_bits)
- : frame_size(frame_size), buffer(buffer)
+ : buffer(buffer)
{
userdata.reset(new Userdata[num_queued_frames]);
for (size_t i = 0; i < num_queued_frames; ++i) {
frame.owner = this;
frame.interleaved = true;
- // Create textures.
- glGenTextures(1, &userdata[i].tex_y);
- check_error();
- glBindTexture(GL_TEXTURE_2D, userdata[i].tex_y);
- check_error();
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- check_error();
- glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, width, height, 0, GL_RED, GL_UNSIGNED_BYTE, NULL);
- check_error();
+ // Create textures. We don't allocate any data for the second field at this point
+ // (just create the texture state with the samplers), since our default assumed
+ // resolution is progressive.
+ glGenTextures(2, userdata[i].tex_y);
+ check_error();
+ glGenTextures(2, userdata[i].tex_cbcr);
+ check_error();
+ userdata[i].last_width[0] = width;
+ userdata[i].last_height[0] = height;
+ userdata[i].last_width[1] = 0;
+ userdata[i].last_height[1] = 0;
+ userdata[i].last_interlaced = false;
+ userdata[i].last_has_signal = false;
+ userdata[i].last_is_connected = false;
+ for (unsigned field = 0; field < 2; ++field) {
+ glBindTexture(GL_TEXTURE_2D, userdata[i].tex_y[field]);
+ check_error();
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ check_error();
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ check_error();
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ check_error();
+ if (field == 0) {
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, width, height, 0, GL_RED, GL_UNSIGNED_BYTE, NULL);
+ check_error();
+ }
- glGenTextures(1, &userdata[i].tex_cbcr);
- check_error();
- glBindTexture(GL_TEXTURE_2D, userdata[i].tex_cbcr);
- check_error();
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- check_error();
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RG8, width / 2, height, 0, GL_RG, GL_UNSIGNED_BYTE, NULL);
- check_error();
+ glBindTexture(GL_TEXTURE_2D, userdata[i].tex_cbcr[field]);
+ check_error();
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ check_error();
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ check_error();
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ check_error();
+ if (field == 0) {
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RG8, width / 2, height, 0, GL_RG, GL_UNSIGNED_BYTE, NULL);
+ check_error();
+ }
+ }
freelist.push(frame);
}
check_error();
glDeleteBuffers(1, &pbo);
check_error();
- GLuint tex_y = ((Userdata *)frame.userdata)->tex_y;
- glDeleteTextures(1, &tex_y);
+ glDeleteTextures(2, ((Userdata *)frame.userdata)->tex_y);
check_error();
- GLuint tex_cbcr = ((Userdata *)frame.userdata)->tex_cbcr;
- glDeleteTextures(1, &tex_cbcr);
+ glDeleteTextures(2, ((Userdata *)frame.userdata)->tex_cbcr);
check_error();
}
}
//static int sumsum = 0;
-FrameAllocator::Frame PBOFrameAllocator::alloc_frame()
+bmusb::FrameAllocator::Frame PBOFrameAllocator::alloc_frame()
{
Frame vf;
- std::unique_lock<std::mutex> lock(freelist_mutex); // Meh.
+ unique_lock<mutex> lock(freelist_mutex); // Meh.
if (freelist.empty()) {
printf("Frame overrun (no more spare PBO frames), dropping frame!\n");
} else {
freelist.pop(); // Meh.
}
vf.len = 0;
+ vf.overflow = 0;
return vf;
}
void PBOFrameAllocator::release_frame(Frame frame)
{
- std::unique_lock<std::mutex> lock(freelist_mutex);
+ if (frame.overflow > 0) {
+ printf("%d bytes overflow after last (PBO) frame\n", int(frame.overflow));
+ }
+
+#if 0
+ // Poison the page. (Note that this might be bogus if you don't have an OpenGL context.)
+ memset(frame.data, 0, frame.size);
+ Userdata *userdata = (Userdata *)frame.userdata;
+ for (unsigned field = 0; field < 2; ++field) {
+ glBindTexture(GL_TEXTURE_2D, userdata->tex_y[field]);
+ check_error();
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ check_error();
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ check_error();
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ check_error();
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, userdata->last_width[field], userdata->last_height[field], 0, GL_RED, GL_UNSIGNED_BYTE, NULL);
+ check_error();
+
+ glBindTexture(GL_TEXTURE_2D, userdata->tex_cbcr[field]);
+ check_error();
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ check_error();
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ check_error();
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ check_error();
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RG8, userdata->last_width[field] / 2, userdata->last_height[field], 0, GL_RED, GL_UNSIGNED_BYTE, NULL);
+ check_error();
+ }
+#endif
+
+ unique_lock<mutex> lock(freelist_mutex);
freelist.push(frame);
//--sumsum;
}