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Wait for the VDPAU output surface to be idle in waitToRender()
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@ -474,6 +474,15 @@ void VDPAURenderer::renderOverlay(VdpOutputSurface destination, Overlay::Overlay
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}
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}
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void VDPAURenderer::waitToRender()
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{
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VdpOutputSurface chosenSurface = m_OutputSurface[m_NextSurfaceIndex];
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// Wait for the next render target surface to be idle before proceeding
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VdpTime pts;
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m_VdpPresentationQueueBlockUntilSurfaceIdle(m_PresentationQueue, chosenSurface, &pts);
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}
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void VDPAURenderer::renderFrame(AVFrame* frame)
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{
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VdpStatus status;
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@ -524,7 +533,9 @@ void VDPAURenderer::renderFrame(AVFrame* frame)
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}
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}
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// Wait for this frame to be off the screen
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// Wait for this frame to be off the screen. This will usually be a no-op
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// since it already happened in waitToRender(). However, that won't be the
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// case is when frame pacing is enabled.
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VdpTime pts;
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m_VdpPresentationQueueBlockUntilSurfaceIdle(m_PresentationQueue, chosenSurface, &pts);
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@ -16,6 +16,7 @@ public:
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virtual bool initialize(PDECODER_PARAMETERS params) override;
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virtual bool prepareDecoderContext(AVCodecContext* context, AVDictionary** options) override;
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virtual void notifyOverlayUpdated(Overlay::OverlayType type) override;
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virtual void waitToRender() override;
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virtual void renderFrame(AVFrame* frame) override;
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virtual bool needsTestFrame() override;
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virtual int getDecoderColorspace() override;
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