return true;
}
-void H264Encoder::end_frame(GLsync fence, const std::vector<FrameAllocator::Frame> &input_frames_to_release)
+void H264Encoder::end_frame(RefCountedGLsync fence, const std::vector<FrameAllocator::Frame> &input_frames_to_release)
{
{
unique_lock<mutex> lock(frame_queue_mutex);
}
// Wait for the GPU to be done with the frame.
- glClientWaitSync(frame.fence, 0, 0);
- glDeleteSync(frame.fence);
+ glClientWaitSync(frame.fence.get(), 0, 0);
// Release back any input frames we needed to render this frame.
// (Actually, those that were needed one output frame ago.)
#include <memory>
#include <mutex>
#include <thread>
-#include <thread>
-#include <thread>
-#include <thread>
#include <condition_variable>
#include "pbo_frame_allocator.h"
#include "context.h"
+#include "ref_counted_gl_sync.h"
#define SURFACE_NUM 16 /* 16 surfaces for source YUV */
void
#endif
bool begin_frame(GLuint *y_tex, GLuint *cbcr_tex);
- void end_frame(GLsync fence, const std::vector<FrameAllocator::Frame> &input_frames_to_release);
+ void end_frame(RefCountedGLsync fence, const std::vector<FrameAllocator::Frame> &input_frames_to_release);
private:
struct storage_task {
int current_storage_frame;
struct PendingFrame {
- GLsync fence;
+ RefCountedGLsync fence;
std::vector<FrameAllocator::Frame> input_frames_to_release;
};
std::map<int, PendingFrame> pending_frames;
#include "context.h"
#include "bmusb.h"
#include "pbo_frame_allocator.h"
+#include "ref_counted_gl_sync.h"
using namespace movit;
using namespace std;
glBindFramebuffer(GL_FRAMEBUFFER, cbcr_fbo);
glViewport(0, 0, WIDTH/2, HEIGHT/2);
check_error();
- GLsync fence;
- {
- glUseProgram(cbcr_program_num);
- check_error();
- glActiveTexture(GL_TEXTURE0);
- check_error();
- glBindTexture(GL_TEXTURE_2D, chroma_tex);
- check_error();
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- check_error();
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- check_error();
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- check_error();
+ glUseProgram(cbcr_program_num);
+ check_error();
- float chroma_offset_0[] = { -0.5f / WIDTH, 0.0f };
- set_uniform_vec2(cbcr_program_num, "foo", "chroma_offset_0", chroma_offset_0);
+ glActiveTexture(GL_TEXTURE0);
+ check_error();
+ glBindTexture(GL_TEXTURE_2D, chroma_tex);
+ check_error();
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ check_error();
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ check_error();
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ check_error();
- GLuint position_vbo = fill_vertex_attribute(cbcr_program_num, "position", 2, GL_FLOAT, sizeof(vertices), vertices);
- GLuint texcoord_vbo = fill_vertex_attribute(cbcr_program_num, "texcoord", 2, GL_FLOAT, sizeof(vertices), vertices); // Same as vertices.
+ float chroma_offset_0[] = { -0.5f / WIDTH, 0.0f };
+ set_uniform_vec2(cbcr_program_num, "foo", "chroma_offset_0", chroma_offset_0);
- glDrawArrays(GL_TRIANGLES, 0, 3);
- check_error();
+ GLuint position_vbo = fill_vertex_attribute(cbcr_program_num, "position", 2, GL_FLOAT, sizeof(vertices), vertices);
+ GLuint texcoord_vbo = fill_vertex_attribute(cbcr_program_num, "texcoord", 2, GL_FLOAT, sizeof(vertices), vertices); // Same as vertices.
- cleanup_vertex_attribute(cbcr_program_num, "position", position_vbo);
- cleanup_vertex_attribute(cbcr_program_num, "texcoord", texcoord_vbo);
+ glDrawArrays(GL_TRIANGLES, 0, 3);
+ check_error();
- glUseProgram(0);
- check_error();
+ cleanup_vertex_attribute(cbcr_program_num, "position", position_vbo);
+ cleanup_vertex_attribute(cbcr_program_num, "texcoord", texcoord_vbo);
- fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, /*flags=*/0);
- check_error();
+ glUseProgram(0);
+ check_error();
- resource_pool->release_fbo(cbcr_fbo);
- }
+ RefCountedGLsync fence(GL_SYNC_GPU_COMMANDS_COMPLETE, /*flags=*/0);
+ check_error();
+
+ resource_pool->release_fbo(cbcr_fbo);
h264_encoder.end_frame(fence, input_frames_to_release);
--- /dev/null
+#ifndef _REF_COUNTED_GL_SYNC_H
+#define _REF_COUNTED_GL_SYNC_H 1
+
+// A wrapper around GLsync (OpenGL fences) that is automatically refcounted.
+// Useful since we sometimes want to use the same fence two entirely different
+// places. (We could set two fences at the same time, but they are not an
+// unlimited hardware resource, so it would be a bit wasteful.)
+
+#include <GL/gl.h>
+#include <memory>
+
+typedef std::shared_ptr<__GLsync> RefCountedGLsyncBase;
+
+class RefCountedGLsync : public RefCountedGLsyncBase {
+public:
+ RefCountedGLsync() {}
+
+ RefCountedGLsync(GLenum condition, GLbitfield flags)
+ : RefCountedGLsyncBase(glFenceSync(condition, flags), glDeleteSync) {}
+};
+
+#endif // !defined(_REF_COUNTED_GL_SYNC_H)