mirror of https://github.com/Genymobile/scrcpy
Move frame updating to screen.c
Replace screen_update() by a higher-level screen_update_frame() handling the whole frame updating, so that scrcpy.c just call it without managing implementation details.
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@ -46,19 +46,6 @@ static void count_frame(void) {
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}
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}
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static SDL_bool handle_new_frame(void) {
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mutex_lock(frames.mutex);
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const AVFrame *frame = frames_consume_rendered_frame(&frames);
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if (!screen_update(&screen, frame)){
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mutex_unlock(frames.mutex);
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return SDL_FALSE;
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}
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mutex_unlock(frames.mutex);
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screen_render(&screen);
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return SDL_TRUE;
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}
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static void event_loop(void) {
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SDL_Event event;
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while (SDL_WaitEvent(&event)) {
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@ -70,7 +57,7 @@ static void event_loop(void) {
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SDL_LogDebug(SDL_LOG_CATEGORY_APPLICATION, "User requested to quit");
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return;
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case EVENT_NEW_FRAME:
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if (!handle_new_frame()) {
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if (!screen_update_frame(&screen, &frames)) {
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return;
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}
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count_frame(); // display fps for debug
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@ -4,6 +4,7 @@
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#include <string.h>
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#include "icon.xpm"
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#include "lockutil.h"
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#include "tinyxpm.h"
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#define DISPLAY_MARGINS 96
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@ -237,12 +238,18 @@ static void update_texture(struct screen *screen, const AVFrame *frame) {
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frame->data[2], frame->linesize[2]);
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}
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SDL_bool screen_update(struct screen *screen, const AVFrame *frame) {
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SDL_bool screen_update_frame(struct screen *screen, struct frames *frames) {
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mutex_lock(frames->mutex);
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const AVFrame *frame = frames_consume_rendered_frame(frames);
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struct size new_frame_size = {frame->width, frame->height};
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if (!prepare_for_frame(screen, new_frame_size)) {
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mutex_unlock(frames->mutex);
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return SDL_FALSE;
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}
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update_texture(screen, frame);
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mutex_unlock(frames->mutex);
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screen_render(screen);
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return SDL_TRUE;
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}
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@ -5,6 +5,7 @@
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#include <libavformat/avformat.h>
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#include "common.h"
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#include "frames.h"
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struct screen {
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SDL_Window *window;
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@ -47,8 +48,8 @@ SDL_bool screen_init_rendering(struct screen *screen,
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// destroy window, renderer and texture (if any)
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void screen_destroy(struct screen *screen);
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// resize if necessary and write the frame into the texture
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SDL_bool screen_update(struct screen *screen, const AVFrame *frame);
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// resize if necessary and write the rendered frame into the texture
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SDL_bool screen_update_frame(struct screen *screen, struct frames *frames);
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// render the texture to the renderer
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void screen_render(struct screen *screen);
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