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/*
* Copyright 2017-2024 NVIDIA Corporation. All rights reserved.
*
* Please refer to the NVIDIA end user license agreement (EULA) associated
* with this source code for terms and conditions that govern your use of
* this software. Any use, reproduction, disclosure, or distribution of
* this software and related documentation outside the terms of the EULA
* is strictly prohibited.
*
*/
#include <atomic>
#pragma once
// Base class for GLX and GLUT code paths.
// Declares essintial function as pure virtual.
class FramePresenter {
public:
FramePresenter(): nFrame(0), width(0), height(0) {
}
virtual ~FramePresenter(){
}
std::atomic<bool> endOfDecoding ; /*!< Indicates end of decoding for rendering thread to exit */
std::atomic<bool> endOfRendering; /*!< Indicates end of rendering to ensure main thread does not
release graphics resources when they are being used by rendering thread */
int nFrame; /*!< Variable to indicate the current count of decoded frames */
int width, height; /*!< Denotes dimensions of the decoded frame */
virtual void initWindowSystem() = 0;
virtual void initOpenGLResources() = 0;
virtual void releaseWindowSystem() = 0;
virtual void Render() = 0;
virtual bool isVendorNvidia() = 0;
virtual int getWidth() = 0;
virtual bool GetDeviceFrameBuffer(CUdeviceptr*, int *) = 0;
virtual void ReleaseDeviceFrameBuffer() = 0;
};