scrcpy/app/src/video_buffer.h

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#ifndef VIDEO_BUFFER_H
#define VIDEO_BUFFER_H
#include "common.h"
#include <stdbool.h>
#include "fps_counter.h"
#include "util/thread.h"
// forward declarations
typedef struct AVFrame AVFrame;
/**
* There are 3 frames in memory:
* - one frame is held by the decoder (decoding_frame)
* - one frame is held by the renderer (rendering_frame)
* - one frame is shared between the decoder and the renderer (pending_frame)
*
* The decoder decodes a packet into the decoding_frame (it may takes time).
*
* Once the frame is decoded, it calls video_buffer_offer_decoded_frame(),
* which swaps the decoding and pending frames.
*
* When the renderer is notified that a new frame is available, it calls
* video_buffer_take_rendering_frame() to retrieve it, which swaps the pending
* and rendering frames. The frame is valid until the next call, without
* blocking the decoder.
*/
struct video_buffer {
AVFrame *decoding_frame;
AVFrame *pending_frame;
AVFrame *rendering_frame;
sc_mutex mutex;
bool render_expired_frames;
bool interrupted;
sc_cond pending_frame_consumed_cond;
bool pending_frame_consumed;
};
bool
video_buffer_init(struct video_buffer *vb, bool render_expired_frames);
void
video_buffer_destroy(struct video_buffer *vb);
// set the decoded frame as ready for rendering
// the output flag is set to report whether the previous frame has been skipped
void
video_buffer_offer_decoded_frame(struct video_buffer *vb,
bool *previous_frame_skipped);
// mark the rendering frame as consumed and return it
// the frame is valid until the next call to this function
const AVFrame *
video_buffer_take_rendering_frame(struct video_buffer *vb);
// wake up and avoid any blocking call
void
video_buffer_interrupt(struct video_buffer *vb);
#endif