more seperation
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@@ -1,81 +1,25 @@
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#include "OpenGLVideoIOBridge.h"
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#include "HealthTelemetry.h"
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#include "RenderEngine.h"
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#include <chrono>
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OpenGLVideoIOBridge::OpenGLVideoIOBridge(
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VideoIODevice& videoIO,
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RenderEngine& renderEngine,
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HealthTelemetry& healthTelemetry) :
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mVideoIO(videoIO),
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mRenderEngine(renderEngine),
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mHealthTelemetry(healthTelemetry)
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OpenGLVideoIOBridge::OpenGLVideoIOBridge(RenderEngine& renderEngine) :
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mRenderEngine(renderEngine)
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{
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}
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void OpenGLVideoIOBridge::RecordFramePacing(VideoIOCompletionResult completionResult)
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void OpenGLVideoIOBridge::UploadInputFrame(const VideoIOFrame& inputFrame, const VideoIOState& state)
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{
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const auto now = std::chrono::steady_clock::now();
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if (mLastPlayoutCompletionTime != std::chrono::steady_clock::time_point())
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{
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mCompletionIntervalMilliseconds = std::chrono::duration_cast<std::chrono::duration<double, std::milli>>(now - mLastPlayoutCompletionTime).count();
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if (mSmoothedCompletionIntervalMilliseconds <= 0.0)
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mSmoothedCompletionIntervalMilliseconds = mCompletionIntervalMilliseconds;
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else
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mSmoothedCompletionIntervalMilliseconds = mSmoothedCompletionIntervalMilliseconds * 0.9 + mCompletionIntervalMilliseconds * 0.1;
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if (mCompletionIntervalMilliseconds > mMaxCompletionIntervalMilliseconds)
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mMaxCompletionIntervalMilliseconds = mCompletionIntervalMilliseconds;
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}
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mLastPlayoutCompletionTime = now;
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if (completionResult == VideoIOCompletionResult::DisplayedLate)
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++mLateFrameCount;
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else if (completionResult == VideoIOCompletionResult::Dropped)
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++mDroppedFrameCount;
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else if (completionResult == VideoIOCompletionResult::Flushed)
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++mFlushedFrameCount;
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mHealthTelemetry.TryRecordFramePacingStats(
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mCompletionIntervalMilliseconds,
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mSmoothedCompletionIntervalMilliseconds,
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mMaxCompletionIntervalMilliseconds,
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mLateFrameCount,
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mDroppedFrameCount,
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mFlushedFrameCount);
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}
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void OpenGLVideoIOBridge::VideoFrameArrived(const VideoIOFrame& inputFrame)
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{
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const VideoIOState& state = mVideoIO.State();
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mHealthTelemetry.TryReportSignalStatus(!inputFrame.hasNoInputSource, state.inputFrameSize.width, state.inputFrameSize.height, state.inputDisplayModeName);
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if (inputFrame.hasNoInputSource || inputFrame.bytes == nullptr)
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return; // don't transfer texture when there's no input
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mRenderEngine.TryUploadInputFrame(inputFrame, state);
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}
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void OpenGLVideoIOBridge::PlayoutFrameCompleted(const VideoIOCompletion& completion)
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void OpenGLVideoIOBridge::RenderScheduledFrame(const VideoIOState& state, const VideoIOCompletion& completion, VideoIOOutputFrame& outputFrame)
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{
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RecordFramePacing(completion.result);
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VideoIOOutputFrame outputFrame;
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if (!mVideoIO.BeginOutputFrame(outputFrame))
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return;
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const VideoIOState& state = mVideoIO.State();
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RenderPipelineFrameContext frameContext;
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frameContext.videoState = state;
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frameContext.completion = completion;
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mRenderEngine.RenderOutputFrame(frameContext, outputFrame);
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mVideoIO.EndOutputFrame(outputFrame);
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mVideoIO.AccountForCompletionResult(completion.result);
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// Schedule the next frame for playout after the GL bridge is released so
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// input uploads are not blocked by non-GL output bookkeeping.
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mVideoIO.ScheduleOutputFrame(outputFrame);
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}
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