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-rw-r--r--src/main.cpp107
1 files changed, 79 insertions, 28 deletions
diff --git a/src/main.cpp b/src/main.cpp
index 1c938c1..fd8a279 100644
--- a/src/main.cpp
+++ b/src/main.cpp
@@ -1868,8 +1868,68 @@ int main(int argc, char **argv) {
bool should_stop_error = false;
AVFrame *aframe = av_frame_alloc();
- int64_t video_pts_counter = 0;
- int64_t video_prev_pts = 0;
+
+ // Separate video encoding from frame capture because on amd/intel the frame capture can be very very slow
+ // if we are hitting the graphical processing limit, in which case all applications will run at the same framerate
+ // as the game framerate. This performance seems to be artificially limited.
+ // This garbage is needed because we want to produce constant frame rate videos instead of variable frame rate
+ // videos because bad software such as video editing software and VLC do not support variable frame rate software,
+ // despite nvidia shadowplay and xbox game bar producing variable frame rate videos.
+ // So we have to encode a frame multiple times (duplicate) if we dont produce exactly 1000/fps frames a second.
+ AVFrame *latest_video_frame = nullptr;
+ std::condition_variable video_frame_cv;
+ std::mutex video_frame_mutex;
+ std::thread video_send_encode_thread([&]() {
+ int64_t video_pts_counter = 0;
+ int64_t video_prev_pts = 0;
+ AVFrame *video_frame = nullptr;
+
+ while(running) {
+ {
+ std::unique_lock<std::mutex> lock(video_frame_mutex);
+ video_frame_cv.wait(lock, [&]{ return latest_video_frame || !running; });
+ if(!running)
+ break;
+
+ if(!latest_video_frame)
+ continue;
+
+ video_frame = latest_video_frame;
+ latest_video_frame = nullptr;
+ }
+
+ const double this_video_frame_time = clock_get_monotonic_seconds();
+ const int64_t expected_frames = std::round((this_video_frame_time - start_time_pts) / target_fps);
+
+ const int num_frames = framerate_mode == FramerateMode::CONSTANT ? std::max(0L, expected_frames - video_pts_counter) : 1;
+
+ // TODO: Check if duplicate frame can be saved just by writing it with a different pts instead of sending it again
+ for(int i = 0; i < num_frames; ++i) {
+ if(framerate_mode == FramerateMode::CONSTANT) {
+ video_frame->pts = video_pts_counter + i;
+ } else {
+ video_frame->pts = (this_video_frame_time - record_start_time) * (double)AV_TIME_BASE;
+ const bool same_pts = video_frame->pts == video_prev_pts;
+ video_prev_pts = video_frame->pts;
+ if(same_pts)
+ continue;
+ }
+
+ int ret = avcodec_send_frame(video_codec_context, video_frame);
+ if(ret == 0) {
+ // TODO: Move to separate thread because this could write to network (for example when livestreaming)
+ receive_frames(video_codec_context, VIDEO_STREAM_INDEX, video_stream, video_frame->pts, av_format_context,
+ record_start_time, frame_data_queue, replay_buffer_size_secs, frames_erased, write_output_mutex);
+ } else {
+ fprintf(stderr, "Error: avcodec_send_frame failed, error: %s\n", av_error_to_string(ret));
+ }
+ }
+ video_pts_counter += num_frames;
+
+ av_frame_free(&video_frame);
+ video_frame = nullptr;
+ }
+ });
int64_t audio_prev_pts = 0;
while(running) {
@@ -1933,33 +1993,13 @@ int main(int argc, char **argv) {
frame_timer_start = time_now - frame_time_overflow;
gsr_capture_capture(capture, frame);
- const double this_video_frame_time = clock_get_monotonic_seconds();
- const int64_t expected_frames = std::round((this_video_frame_time - start_time_pts) / target_fps);
-
- const int num_frames = framerate_mode == FramerateMode::CONSTANT ? std::max(0L, expected_frames - video_pts_counter) : 1;
-
- // TODO: Check if duplicate frame can be saved just by writing it with a different pts instead of sending it again
- for(int i = 0; i < num_frames; ++i) {
- if(framerate_mode == FramerateMode::CONSTANT) {
- frame->pts = video_pts_counter + i;
- } else {
- frame->pts = (this_video_frame_time - record_start_time) * (double)AV_TIME_BASE;
- const bool same_pts = frame->pts == video_prev_pts;
- video_prev_pts = frame->pts;
- if(same_pts)
- continue;
- }
-
- int ret = avcodec_send_frame(video_codec_context, frame);
- if(ret == 0) {
- // TODO: Move to separate thread because this could write to network (for example when livestreaming)
- receive_frames(video_codec_context, VIDEO_STREAM_INDEX, video_stream, frame->pts, av_format_context,
- record_start_time, frame_data_queue, replay_buffer_size_secs, frames_erased, write_output_mutex);
- } else {
- fprintf(stderr, "Error: avcodec_send_frame failed, error: %s\n", av_error_to_string(ret));
- }
+ std::lock_guard<std::mutex> lock(video_frame_mutex);
+ if(latest_video_frame) {
+ av_frame_free(&latest_video_frame);
+ latest_video_frame = nullptr;
}
- video_pts_counter += num_frames;
+ latest_video_frame = av_frame_clone(frame);
+ video_frame_cv.notify_one();
}
if(save_replay_thread.valid() && save_replay_thread.wait_for(std::chrono::seconds(0)) == std::future_status::ready) {
@@ -2003,8 +2043,19 @@ int main(int argc, char **argv) {
}
}
+ {
+ std::lock_guard<std::mutex> lock(video_frame_mutex);
+ video_frame_cv.notify_one();
+ }
+ video_send_encode_thread.join();
+
av_frame_free(&aframe);
+ if(latest_video_frame) {
+ av_frame_free(&latest_video_frame);
+ latest_video_frame = nullptr;
+ }
+
if (replay_buffer_size_secs == -1 && av_write_trailer(av_format_context) != 0) {
fprintf(stderr, "Failed to write trailer\n");
}