{
unique_lock<mutex> lock(frame_queue_mutex);
frame_queue_nonempty.wait(lock, [this]{ return copy_thread_should_quit || pending_video_frames.count(current_frame_display) != 0; });
- if (copy_thread_should_quit) return;
- frame = move(pending_video_frames[current_frame_display]);
- pending_video_frames.erase(current_frame_display);
- }
-
- // Wait for the GPU to be done with the frame.
- glClientWaitSync(frame.fence.get(), 0, 0);
-
- // Release back any input frames we needed to render this frame.
- frame.input_frames.clear();
-
- // Unmap the image.
- GLSurface *surf = &gl_surfaces[current_frame_display % SURFACE_NUM];
- eglDestroyImageKHR(eglGetCurrentDisplay(), surf->y_egl_image);
- eglDestroyImageKHR(eglGetCurrentDisplay(), surf->cbcr_egl_image);
- VAStatus va_status = vaReleaseBufferHandle(va_dpy, surf->surface_image.buf);
- CHECK_VASTATUS(va_status, "vaReleaseBufferHandle");
- va_status = vaDestroyImage(va_dpy, surf->surface_image.image_id);
- CHECK_VASTATUS(va_status, "vaDestroyImage");
-
- VASurfaceID surface = surf->src_surface;
-
- // Schedule the frame for encoding.
- va_status = vaBeginPicture(va_dpy, context_id, surface);
- CHECK_VASTATUS(va_status, "vaBeginPicture");
-
- if (current_frame_type == FRAME_IDR) {
- render_sequence();
- render_picture();
- if (h264_packedheader) {
- render_packedsequence();
- render_packedpicture();
+ if (copy_thread_should_quit) {
+ return;
+ } else {
+ frame = move(pending_video_frames[current_frame_display]);
+ pending_video_frames.erase(current_frame_display);
}
- } else {
- //render_sequence();
- render_picture();
}
- render_slice();
-
- va_status = vaEndPicture(va_dpy, context_id);
- CHECK_VASTATUS(va_status, "vaEndPicture");
- // Determine the pts and dts of this frame.
- int64_t pts = frame.pts;
+ // Determine the dts of this frame.
int64_t dts;
if (pts_lag == -1) {
assert(last_dts != -1);
dts = last_dts + (TIMEBASE / MAX_FPS);
} else {
- dts = pts - pts_lag;
+ dts = frame.pts - pts_lag;
}
last_dts = dts;
- // so now the data is done encoding (well, async job kicked off)...
- // we send that to the storage thread
- storage_task tmp;
- tmp.display_order = current_frame_display;
- tmp.frame_type = current_frame_type;
- tmp.pts = pts;
- tmp.dts = dts;
- storage_task_enqueue(move(tmp));
-
- update_ReferenceFrames();
+ encode_frame(frame, frame.pts, dts);
++current_frame_encoding;
}
}
+
+void H264Encoder::encode_frame(H264Encoder::PendingFrame frame, int64_t pts, int64_t dts)
+{
+ // Wait for the GPU to be done with the frame.
+ glClientWaitSync(frame.fence.get(), 0, 0);
+
+ // Release back any input frames we needed to render this frame.
+ frame.input_frames.clear();
+
+ // Unmap the image.
+ GLSurface *surf = &gl_surfaces[current_frame_display % SURFACE_NUM];
+ eglDestroyImageKHR(eglGetCurrentDisplay(), surf->y_egl_image);
+ eglDestroyImageKHR(eglGetCurrentDisplay(), surf->cbcr_egl_image);
+ VAStatus va_status = vaReleaseBufferHandle(va_dpy, surf->surface_image.buf);
+ CHECK_VASTATUS(va_status, "vaReleaseBufferHandle");
+ va_status = vaDestroyImage(va_dpy, surf->surface_image.image_id);
+ CHECK_VASTATUS(va_status, "vaDestroyImage");
+
+ VASurfaceID surface = surf->src_surface;
+
+ // Schedule the frame for encoding.
+ va_status = vaBeginPicture(va_dpy, context_id, surface);
+ CHECK_VASTATUS(va_status, "vaBeginPicture");
+
+ if (current_frame_type == FRAME_IDR) {
+ render_sequence();
+ render_picture();
+ if (h264_packedheader) {
+ render_packedsequence();
+ render_packedpicture();
+ }
+ } else {
+ //render_sequence();
+ render_picture();
+ }
+ render_slice();
+
+ va_status = vaEndPicture(va_dpy, context_id);
+ CHECK_VASTATUS(va_status, "vaEndPicture");
+
+ // so now the data is done encoding (well, async job kicked off)...
+ // we send that to the storage thread
+ storage_task tmp;
+ tmp.display_order = current_frame_display;
+ tmp.frame_type = current_frame_type;
+ tmp.pts = pts;
+ tmp.dts = dts;
+ storage_task_enqueue(move(tmp));
+
+ update_ReferenceFrames();
+}