World of Might and Magic
0.2.0
Open reimplementation of Might and Magic 6 7 8 game engine
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Определения типов | |
typedef struct AVBufferPool | AVBufferPool |
Функции | |
AVBufferPool * | av_buffer_pool_init (int size, AVBufferRef *(*alloc)(int size)) |
AVBufferPool * | av_buffer_pool_init2 (int size, void *opaque, AVBufferRef *(*alloc)(void *opaque, int size), void(*pool_free)(void *opaque)) |
void | av_buffer_pool_uninit (AVBufferPool **pool) |
AVBufferRef * | av_buffer_pool_get (AVBufferPool *pool) |
AVBufferPool is an API for a lock-free thread-safe pool of AVBuffers.
Frequently allocating and freeing large buffers may be slow. AVBufferPool is meant to solve this in cases when the caller needs a set of buffers of the same size (the most obvious use case being buffers for raw video or audio frames).
At the beginning, the user must call av_buffer_pool_init() to create the buffer pool. Then whenever a buffer is needed, call av_buffer_pool_get() to get a reference to a new buffer, similar to av_buffer_alloc(). This new reference works in all aspects the same way as the one created by av_buffer_alloc(). However, when the last reference to this buffer is unreferenced, it is returned to the pool instead of being freed and will be reused for subsequent av_buffer_pool_get() calls.
When the caller is done with the pool and no longer needs to allocate any new buffers, av_buffer_pool_uninit() must be called to mark the pool as freeable. Once all the buffers are released, it will automatically be freed.
Allocating and releasing buffers with this API is thread-safe as long as either the default alloc callback is used, or the user-supplied one is thread-safe.
typedef struct AVBufferPool AVBufferPool |
#include <C:/git/world-of-might-and-magic/lib/win32/x86/ffmpeg-4.2.2/include/libavutil/buffer.h>
The buffer pool. This structure is opaque and not meant to be accessed directly. It is allocated with av_buffer_pool_init() and freed with av_buffer_pool_uninit().
AVBufferPool* av_buffer_pool_init | ( | int | size, |
AVBufferRef *(*)(int size) | alloc | ||
) |
#include <C:/git/world-of-might-and-magic/lib/win32/x86/ffmpeg-4.2.2/include/libavutil/buffer.h>
Allocate and initialize a buffer pool.
size | size of each buffer in this pool |
alloc | a function that will be used to allocate new buffers when the pool is empty. May be NULL, then the default allocator will be used (av_buffer_alloc()). |
AVBufferPool* av_buffer_pool_init2 | ( | int | size, |
void * | opaque, | ||
AVBufferRef *(*)(void *opaque, int size) | alloc, | ||
void(*)(void *opaque) | pool_free | ||
) |
#include <C:/git/world-of-might-and-magic/lib/win32/x86/ffmpeg-4.2.2/include/libavutil/buffer.h>
Allocate and initialize a buffer pool with a more complex allocator.
size | size of each buffer in this pool |
opaque | arbitrary user data used by the allocator |
alloc | a function that will be used to allocate new buffers when the pool is empty. |
pool_free | a function that will be called immediately before the pool is freed. I.e. after av_buffer_pool_uninit() is called by the caller and all the frames are returned to the pool and freed. It is intended to uninitialize the user opaque data. |
void av_buffer_pool_uninit | ( | AVBufferPool ** | pool | ) |
#include <C:/git/world-of-might-and-magic/lib/win32/x86/ffmpeg-4.2.2/include/libavutil/buffer.h>
Mark the pool as being available for freeing. It will actually be freed only once all the allocated buffers associated with the pool are released. Thus it is safe to call this function while some of the allocated buffers are still in use.
pool | pointer to the pool to be freed. It will be set to NULL. |
AVBufferRef* av_buffer_pool_get | ( | AVBufferPool * | pool | ) |
#include <C:/git/world-of-might-and-magic/lib/win32/x86/ffmpeg-4.2.2/include/libavutil/buffer.h>
Allocate a new AVBuffer, reusing an old buffer from the pool when available. This function may be called simultaneously from multiple threads.