File size: 2,718 Bytes
ea55f45 | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 | /*
* 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();
};
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