#ifndef _PBO_FRAME_ALLOCATOR
#define _PBO_FRAME_ALLOCATOR 1
+#include <epoxy/gl.h>
+#include <stddef.h>
+#include <memory>
#include <mutex>
#include <queue>
-#include <epoxy/gl.h>
-#include "bmusb.h"
+#include "bmusb/bmusb.h"
// An allocator that allocates straight into OpenGL pinned memory.
// Meant for video frames only. We use a queue rather than a stack,
// since we want to maximize pipelineability.
-class PBOFrameAllocator : public FrameAllocator {
+class PBOFrameAllocator : public bmusb::FrameAllocator {
public:
// Note: You need to have an OpenGL context when calling
// the constructor.
PBOFrameAllocator(size_t frame_size,
+ GLuint width, GLuint height,
size_t num_queued_frames = 16, // FIXME: should be 6
GLenum buffer = GL_PIXEL_UNPACK_BUFFER_ARB,
GLenum permissions = GL_MAP_WRITE_BIT,
GLenum map_bits = GL_MAP_FLUSH_EXPLICIT_BIT);
~PBOFrameAllocator() override;
- Frame alloc_frame() override;
- void release_frame(Frame frame) override;
+ Frame alloc_frame() override;
+ void release_frame(Frame frame) override;
-private:
- size_t frame_size;
+ struct Userdata {
+ GLuint pbo;
+ // The second set is only used for the second field of interlaced inputs.
+ GLuint tex_y[2], tex_cbcr[2];
+ GLuint last_width[2], last_height[2];
+ bool last_interlaced, last_has_signal, last_is_connected;
+ unsigned last_frame_rate_nom, last_frame_rate_den;
+ };
+
+private:
std::mutex freelist_mutex;
std::queue<Frame> freelist;
GLenum buffer;
+ std::unique_ptr<Userdata[]> userdata;
};
#endif // !defined(_PBO_FRAME_ALLOCATOR)