- const PBOFrameAllocator::Userdata *input0_userdata = (const PBOFrameAllocator::Userdata *)bmusb_current_rendering_frame[0]->userdata;
- GLuint input0_y_tex = input0_userdata->tex_y;
- GLuint input0_cbcr_tex = input0_userdata->tex_cbcr;
- DisplayFrame preview_frame;
- preview_frame.chain = preview_chain.get();
- preview_frame.setup_chain = [this, input0_y_tex, input0_cbcr_tex]{
- preview_input->set_texture_num(0, input0_y_tex);
- preview_input->set_texture_num(1, input0_cbcr_tex);
- };
- preview_frame.ready_fence = fence;
- preview_frame.input_frames = { bmusb_current_rendering_frame[0] };
- preview_frame.temp_textures = {};
- output_channel[OUTPUT_PREVIEW].output_frame(preview_frame);
+ {
+ const PBOFrameAllocator::Userdata *input0_userdata = (const PBOFrameAllocator::Userdata *)bmusb_current_rendering_frame[0]->userdata;
+ GLuint input0_y_tex = input0_userdata->tex_y;
+ GLuint input0_cbcr_tex = input0_userdata->tex_cbcr;
+ DisplayFrame preview0_frame;
+ preview0_frame.chain = preview0_chain.get();
+ preview0_frame.setup_chain = [this, input0_y_tex, input0_cbcr_tex]{
+ preview0_input->set_texture_num(0, input0_y_tex);
+ preview0_input->set_texture_num(1, input0_cbcr_tex);
+ };
+ preview0_frame.ready_fence = fence;
+ preview0_frame.input_frames = { bmusb_current_rendering_frame[0] };
+ preview0_frame.temp_textures = {};
+ output_channel[OUTPUT_PREVIEW].output_frame(preview0_frame);
+ output_channel[OUTPUT_INPUT0].output_frame(preview0_frame);
+ }
+
+ // Same for the other preview.
+ // TODO: Use a for loop. Gah.
+ {
+ const PBOFrameAllocator::Userdata *input1_userdata = (const PBOFrameAllocator::Userdata *)bmusb_current_rendering_frame[1]->userdata;
+ GLuint input1_y_tex = input1_userdata->tex_y;
+ GLuint input1_cbcr_tex = input1_userdata->tex_cbcr;
+ DisplayFrame preview1_frame;
+ preview1_frame.chain = preview1_chain.get();
+ preview1_frame.setup_chain = [this, input1_y_tex, input1_cbcr_tex]{
+ preview1_input->set_texture_num(0, input1_y_tex);
+ preview1_input->set_texture_num(1, input1_cbcr_tex);
+ };
+ preview1_frame.ready_fence = fence;
+ preview1_frame.input_frames = { bmusb_current_rendering_frame[1] };
+ preview1_frame.temp_textures = {};
+ output_channel[OUTPUT_INPUT1].output_frame(preview1_frame);
+ }