The components needing delayed frames (sc_screen and sc_v4l2_sink) managed a sc_video_buffer instance, which itself embedded a sc_frame_buffer instance (to keep only the most recent frame). In theory, these components should not be aware of delaying: they should just receive AVFrames later, and only handle a sc_frame_buffer. Therefore, refactor sc_delay_buffer as a frame source (it consumes) frames) and a frame sink (it produces frames, after some delay), and plug an instance in the pipeline only when a delay is requested. This also removes the need for a specific sc_video_buffer.
57 lines
1.1 KiB
C
57 lines
1.1 KiB
C
#ifndef SC_DELAY_BUFFER_H
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#define SC_DELAY_BUFFER_H
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#include "common.h"
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#include <stdbool.h>
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#include "clock.h"
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#include "trait/frame_source.h"
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#include "trait/frame_sink.h"
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#include "util/thread.h"
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#include "util/tick.h"
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#include "util/vecdeque.h"
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// forward declarations
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typedef struct AVFrame AVFrame;
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struct sc_delayed_frame {
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AVFrame *frame;
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#ifndef NDEBUG
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sc_tick push_date;
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#endif
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};
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struct sc_delayed_frame_queue SC_VECDEQUE(struct sc_delayed_frame);
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struct sc_delay_buffer {
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struct sc_frame_source frame_source; // frame source trait
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struct sc_frame_sink frame_sink; // frame sink trait
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sc_tick delay;
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sc_thread thread;
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sc_mutex mutex;
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sc_cond queue_cond;
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sc_cond wait_cond;
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struct sc_clock clock;
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struct sc_delayed_frame_queue queue;
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bool stopped;
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};
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struct sc_delay_buffer_callbacks {
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bool (*on_new_frame)(struct sc_delay_buffer *db, const AVFrame *frame,
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void *userdata);
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};
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/**
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* Initialize a delay buffer.
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*
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* \param delay a (strictly) positive delay
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*/
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void
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sc_delay_buffer_init(struct sc_delay_buffer *db, sc_tick delay);
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#endif
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