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/*

 * This copyright notice applies to this header file only:

 *

 * Copyright (c) 2010-2024 NVIDIA Corporation

 *

 * Permission is hereby granted, free of charge, to any person

 * obtaining a copy of this software and associated documentation

 * files (the "Software"), to deal in the Software without

 * restriction, including without limitation the rights to use,

 * copy, modify, merge, publish, distribute, sublicense, and/or sell

 * copies of the software, and to permit persons to whom the

 * software is furnished to do so, subject to the following

 * conditions:

 *

 * The above copyright notice and this permission notice shall be

 * included in all copies or substantial portions of the Software.

 *

 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,

 * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES

 * OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND

 * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT

 * HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,

 * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING

 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR

 * OTHER DEALINGS IN THE SOFTWARE.

 */

#include <iostream>
#include "NvEncoder/NvEncoder.h"
#include <unordered_map>
#include <GL/glew.h>

class NvEncoderGL : public NvEncoder
{
public:
    /**

    *  @brief The constructor for the NvEncoderGL class

    *  An OpenGL context must be current to the calling thread/process when

    *  creating an instance of this class.

    */
    NvEncoderGL(uint32_t nWidth, uint32_t nHeight, NV_ENC_BUFFER_FORMAT eBufferFormat,
        uint32_t nExtraOutputDelay = 3, bool bMotionEstimationOnly = false);

    virtual ~NvEncoderGL();
private:
    /**

    *  @brief This function is used to allocate input buffers for encoding.

    *  This function is an override of virtual function NvEncoder::AllocateInputBuffers().

    *  This function creates OpenGL textures which are used to hold input data.

    *  To obtain handle to input buffers, the application must call NvEncoder::GetNextInputFrame().

    *  An OpenGL context must be current to the thread/process when calling

    *  this method.

    */
    virtual void AllocateInputBuffers(int32_t numInputBuffers) override;

    /**

    *  @brief This function is used to release the input buffers allocated for encoding.

    *  This function is an override of virtual function NvEncoder::ReleaseInputBuffers().

    *  An OpenGL context must be current to the thread/process when calling

    *  this method.

    */
    virtual void ReleaseInputBuffers() override;
private:
    void ReleaseGLResources();
};