A pool can allocate/destroy any amount of arenas during runtime, meaning it won't run out of memory but we still get the advantages of one large allocation as opposed to hundreds of small allocations.
55 lines
1.3 KiB
C++
55 lines
1.3 KiB
C++
/***
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Olive - Non-Linear Video Editor
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Copyright (C) 2019 Olive Team
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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***/
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#ifndef FFMPEGFRAMEPOOL_H
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#define FFMPEGFRAMEPOOL_H
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#include "common/memorypool.h"
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#include "render/pixelformat.h"
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#include "render/videoparams.h"
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OLIVE_NAMESPACE_ENTER
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class FFmpegFramePool : public MemoryPool<uint8_t>
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{
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public:
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FFmpegFramePool(int element_count,
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int width,
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int height,
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AVPixelFormat format);
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ElementPtr Get(AVFrame* copy);
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protected:
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virtual size_t GetElementSize() override;
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private:
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int width_;
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int height_;
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AVPixelFormat format_;
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};
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OLIVE_NAMESPACE_EXIT
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#endif // FFMPEGFRAMEPOOL_H
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