signal_num = theme->map_signal(signal_num);
- Mixer::BufferedFrame frame = global_mixer->get_buffered_frame(signal_num, 0);
+ BufferedFrame frame = theme->input_state->buffered_frames[signal_num][0];
const PBOFrameAllocator::Userdata *userdata = (const PBOFrameAllocator::Userdata *)frame.frame->userdata;
input->set_texture_num(0, userdata->tex_y[frame.field_number]);
input->set_texture_num(1, userdata->tex_cbcr[frame.field_number]);
input->set_width(userdata->last_width[frame.field_number]);
input->set_height(userdata->last_height[frame.field_number]);
-
- // Hold on to the refcount so that we don't release the input frame
- // until we're done rendering from it.
- if (theme->used_input_frames_collector != nullptr) {
- theme->used_input_frames_collector->push_back(frame.frame);
- }
}
Theme::Theme(const char *filename, ResourcePool *resource_pool, unsigned num_cards)
assert(lua_gettop(L) == 0);
}
-Theme::Chain Theme::get_chain(unsigned num, float t, unsigned width, unsigned height)
+Theme::Chain Theme::get_chain(unsigned num, float t, unsigned width, unsigned height, InputState input_state)
{
Chain chain;
lua_pushnumber(L, width);
lua_pushnumber(L, height);
- this->used_input_frames_collector = &chain.input_frames;
if (lua_pcall(L, 4, 2, 0) != 0) {
fprintf(stderr, "error running function `get_chain': %s\n", lua_tostring(L, -1));
exit(1);
}
- this->used_input_frames_collector = nullptr;
chain.chain = (EffectChain *)luaL_checkudata(L, -2, "EffectChain");
if (!lua_isfunction(L, -1)) {
lua_pop(L, 2);
assert(lua_gettop(L) == 0);
- chain.setup_chain = [this, funcref]{
+ chain.setup_chain = [this, funcref, input_state]{
unique_lock<mutex> lock(m);
+ this->input_state = &input_state;
+
// Set up state, including connecting signals.
lua_rawgeti(L, LUA_REGISTRYINDEX, funcref->get());
if (lua_pcall(L, 0, 0, 0) != 0) {
assert(lua_gettop(L) == 0);
};
+ // TODO: Can we do better, e.g. by running setup_chain() and seeing what it references?
+ // Actually, setup_chain does maybe hold all the references we need now anyway?
+ for (unsigned card_index = 0; card_index < num_cards; ++card_index) {
+ for (unsigned frame_num = 0; frame_num < FRAME_HISTORY_LENGTH; ++frame_num) {
+ chain.input_frames.push_back(input_state.buffered_frames[card_index][frame_num].frame);
+ }
+ }
+
return chain;
}