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renderer
Composer.h
Go to the documentation of this file.
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/*
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* Copyright (c) 2016, NVIDIA CORPORATION. All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of NVIDIA CORPORATION nor the names of its
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* contributors may be used to endorse or promote products derived
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* from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#ifndef COMPOSER_H
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#define COMPOSER_H
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#include <EGL/egl.h>
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#include <EGL/eglext.h>
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#include <list>
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#include "Window.h"
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#include "Thread.h"
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#include "
Mutex.h
"
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#include "
ConditionVariable.h
"
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#include "Ordered.h"
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#include "GLContext.h"
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namespace
ArgusSamples
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{
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class
StreamConsumer;
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/**
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* The composer is used to render multiple EGL streams into the windows. The streams are arranged
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* into a regular grid.
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* Streams are only composed if the client indicates that by calling reCompose(). This updates
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* a client sequence count and wakes up the composer thread.
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* All functions modifying the stream configuration (bind/unbind/setActive/setAspectRatio) need to
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* trigger a re-compose.
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*/
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class
Composer
:
public
Thread,
public
Window::IResizeObserver
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{
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public
:
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Composer
();
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~Composer
();
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bool
initialize
();
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bool
shutdown
();
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/**
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* Bind an EGL stream. A bound and active stream is rendered. Newly bound streams are inactive.
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*
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* @param eglStream [in]
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*/
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bool
bindStream
(EGLStreamKHR eglStream);
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/**
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* Unbind a bound EGL stream.
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*
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* @param eglStream [in]
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*/
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bool
unbindStream
(EGLStreamKHR eglStream);
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/**
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* Set the active state of the stream, only active streams are rendered
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*
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* @param eglStream [in]
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* @param active [in]
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*/
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bool
setStreamActive
(EGLStreamKHR eglStream,
bool
active);
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/**
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* Set the stream aspect ratio
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*
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* @param eglStream [in]
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* @param aspectRatio [in] aspect ration of the images transported by the stream
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*/
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bool
setStreamAspectRatio
(EGLStreamKHR eglStream,
float
aspectRatio);
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/**
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* Get the GL context the composer is rendering into
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*/
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const
GLContext&
getContext
()
const
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{
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return
m_context
;
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}
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/**
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* Trigger a re-compose. Called when new images arrived in a stream or the stream configuration
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* changed.
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*/
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bool
reCompose
();
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private
:
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/** @name Thread methods */
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/**@{*/
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virtual
bool
threadInitialize
();
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virtual
bool
threadExecute
();
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virtual
bool
threadShutdown
();
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/**@}*/
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/** @name IResizeObserver methods */
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/**@{*/
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virtual
bool
onResize
(uint32_t width, uint32_t height);
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/**@}*/
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bool
m_initialized
;
///< set if initialized
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GLContext
m_context
;
///< GL context
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uint32_t
m_program
;
///< program to render streams
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uint32_t
m_windowWidth
;
///< window width
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uint32_t
m_windowHeight
;
///< window height
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float
m_windowAspectRatio
;
///< window aspect ratio
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Mutex
m_mutex
;
///< to protect access to the stream array
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Mutex
m_sequenceMutex
;
///< sequence mutex
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ConditionVariable
m_sequenceCond
;
///< sequence condition variable
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Ordered<uint32_t>
m_clientSequence
;
///< client sequence counter
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uint32_t
m_composerSequence
;
///< composer sequence counter
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/**
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* Each bound EGL stream has a stream consumer and can be active or inactive.
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*/
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class
Stream
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{
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public
:
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explicit
Stream
(
StreamConsumer
*consumer)
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:
m_consumer
(consumer)
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,
m_active
(false)
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{
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}
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StreamConsumer
*
m_consumer
;
///< the stream consumer
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bool
m_active
;
///< if set then the stream is active and rendered
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};
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typedef
std::list<Stream>
StreamList
;
///< a list of streams
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StreamList
m_streams
;
///< the list of composed streams
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};
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};
// namespace ArgusSamples
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#endif // COMPOSER_H
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