scrcpy/app/src/video_buffer.h
Romain Vimont e2a272bf99 Improve framerate counting
The FPS counter was called only on new frames, so it could not print
values regularly, especially when there are very few FPS (when the
device surface does not change).

To the extreme, it was never able to display 0 fps.

Add a separate thread to print framerate every second.
2019-06-07 17:16:26 +02:00

48 lines
1.3 KiB
C

#ifndef VIDEO_BUFFER_H
#define VIDEO_BUFFER_H
#include <stdbool.h>
#include <SDL2/SDL_mutex.h>
#include "fps_counter.h"
// forward declarations
typedef struct AVFrame AVFrame;
struct video_buffer {
AVFrame *decoding_frame;
AVFrame *rendering_frame;
SDL_mutex *mutex;
bool render_expired_frames;
bool interrupted;
SDL_cond *rendering_frame_consumed_cond;
bool rendering_frame_consumed;
struct fps_counter *fps_counter;
};
bool
video_buffer_init(struct video_buffer *vb, struct fps_counter *fps_counter,
bool render_expired_frames);
void
video_buffer_destroy(struct video_buffer *vb);
// set the decoded frame as ready for rendering
// this function locks frames->mutex during its execution
// 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
// MUST be called with frames->mutex locked!!!
// the caller is expected to render the returned frame to some texture before
// unlocking frames->mutex
const AVFrame *
video_buffer_consume_rendered_frame(struct video_buffer *vb);
// wake up and avoid any blocking call
void
video_buffer_interrupt(struct video_buffer *vb);
#endif