Add a new prepareToRender() callback for renders to perform their initial window clears

This consolidates all the clearing that was strewn across the codebase.
This commit is contained in:
Cameron Gutman
2024-06-25 23:12:18 -05:00
parent 1d1fa0577b
commit e76780e105
11 changed files with 105 additions and 73 deletions
@@ -691,13 +691,6 @@ bool EGLRenderer::initialize(PDECODER_PARAMETERS params)
SDL_GL_SetSwapInterval(0);
}
if (!params->testOnly) {
// Draw a black frame until the video stream starts rendering
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
SDL_GL_SwapWindow(params->window);
}
glGenTextures(EGL_MAX_PLANES, m_Textures);
for (size_t i = 0; i < EGL_MAX_PLANES; ++i) {
glBindTexture(GL_TEXTURE_EXTERNAL_OES, m_Textures[i]);
@@ -877,6 +870,18 @@ void EGLRenderer::waitToRender()
}
}
void EGLRenderer::prepareToRender()
{
SDL_GL_MakeCurrent(m_Window, m_Context);
{
// Draw a black frame until the video stream starts rendering
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
SDL_GL_SwapWindow(m_Window);
}
SDL_GL_MakeCurrent(m_Window, nullptr);
}
void EGLRenderer::renderFrame(AVFrame* frame)
{
EGLImage imgs[EGL_MAX_PLANES];