/* * 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 #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 endOfDecoding ; /*!< Indicates end of decoding for rendering thread to exit */ std::atomic 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; };