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2a94a2b119
Now that screen is both the owner and the listener of the video buffer, execute the code directly without callbacks.
50 lines
1.3 KiB
C
50 lines
1.3 KiB
C
#ifndef VIDEO_BUFFER_H
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#define VIDEO_BUFFER_H
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#include "common.h"
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#include <stdbool.h>
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#include "fps_counter.h"
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#include "util/thread.h"
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// forward declarations
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typedef struct AVFrame AVFrame;
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/**
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* A video buffer holds 1 pending frame, which is the last frame received from
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* the producer (typically, the decoder).
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*
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* If a pending frame has not been consumed when the producer pushes a new
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* frame, then it is lost. The intent is to always provide access to the very
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* last frame to minimize latency.
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*
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* The producer and the consumer typically do not live in the same thread.
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* That's the reason why the callback on_frame_available() does not provide the
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* frame as parameter: the consumer might post an event to its own thread to
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* retrieve the pending frame from there, and that frame may have changed since
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* the callback if producer pushed a new one in between.
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*/
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struct video_buffer {
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AVFrame *pending_frame;
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AVFrame *tmp_frame; // To preserve the pending frame on error
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sc_mutex mutex;
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bool pending_frame_consumed;
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};
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bool
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video_buffer_init(struct video_buffer *vb);
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void
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video_buffer_destroy(struct video_buffer *vb);
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bool
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video_buffer_push(struct video_buffer *vb, const AVFrame *frame, bool *skipped);
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void
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video_buffer_consume(struct video_buffer *vb, AVFrame *dst);
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#endif
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