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) {
userdata[i].last_height[0] = height;
userdata[i].last_width[1] = 0;
userdata[i].last_height[1] = 0;
+ userdata[i].last_interlaced = false;
for (unsigned field = 0; field < 2; ++field) {
glBindTexture(GL_TEXTURE_2D, userdata[i].tex_y[field]);
check_error();
{
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 {
printf("%d bytes overflow after last (PBO) frame\n", int(frame.overflow));
}
- std::unique_lock<std::mutex> lock(freelist_mutex);
+ unique_lock<mutex> lock(freelist_mutex);
freelist.push(frame);
//--sumsum;
}