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video-shader-toys/apps/LoopThroughWithOpenGLCompositing/gl/pipeline/OpenGLVideoIOBridge.cpp
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ore untangling
2026-05-10 23:31:45 +10:00

82 lines
2.8 KiB
C++

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