/*
 * filter_glsl_manager.cpp
 * Copyright (C) 2011-2012 Christophe Thommeret <hftom@free.fr>
 * Copyright (C) 2013-2025 Dan Dennedy <dan@dennedy.org>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software Foundation,
 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
 */

#include "filter_glsl_manager.h"
#include "mlt_movit_input.h"
#include <effect_chain.h>
#include <init.h>
#include <mlt++/MltEvent.h>
#include <mlt++/MltProducer.h>
#include <resource_pool.h>
#include <stdlib.h>
#include <string>
#include <util.h>

extern "C" {
#include <framework/mlt_factory.h>
}

#if defined(__APPLE__)
#include <OpenGL/OpenGL.h>
#elif defined(_WIN32)
#include <windows.h>
#include <wingdi.h>
#else
#include <GL/glx.h>
#endif

// Texture pool may cause frames to appear out-of-order with NVIDIA
// threaded optimizations.
#define USE_TEXTURE_POOL 1

using namespace movit;

void dec_ref_and_delete(GlslManager *p)
{
    if (p->dec_ref() == 0) {
        delete p;
    }
}

GlslManager::GlslManager()
    : Mlt::Filter(mlt_filter_new())
    , resource_pool(new ResourcePool())
    , pbo(0)
    , initEvent(0)
    , closeEvent(0)
    , prev_sync(NULL)
{
    mlt_filter filter = get_filter();
    if (filter) {
        // Set the mlt_filter child in case we choose to override virtual functions.
        filter->child = this;
        add_ref(mlt_global_properties());

        mlt_events_register(get_properties(), "init glsl");
        mlt_events_register(get_properties(), "close glsl");
        initEvent = listen("init glsl", this, (mlt_listener) GlslManager::onInit);
        closeEvent = listen("close glsl", this, (mlt_listener) GlslManager::onClose);
    }
}

GlslManager::~GlslManager()
{
    mlt_log_debug(get_service(), "%s\n", __FUNCTION__);
    cleanupContext();
    // XXX If there is still a frame holding a reference to a texture after this
    // destructor is called, then it will crash in release_texture().
    //	while (texture_list.peek_back())
    //		delete (glsl_texture) texture_list.pop_back();
    delete initEvent;
    delete closeEvent;
    if (prev_sync != NULL) {
        glDeleteSync(prev_sync);
    }
    while (syncs_to_delete.count() > 0) {
        GLsync sync = (GLsync) syncs_to_delete.pop_front();
        glDeleteSync(sync);
    }
    delete resource_pool;
}

void GlslManager::add_ref(mlt_properties properties)
{
    inc_ref();
    mlt_properties_set_data(properties,
                            "glslManager",
                            this,
                            0,
                            (mlt_destructor) dec_ref_and_delete,
                            NULL);
}

GlslManager *GlslManager::get_instance()
{
    return (GlslManager *) mlt_properties_get_data(mlt_global_properties(), "glslManager", 0);
}

glsl_texture GlslManager::get_texture(int width, int height, GLint internal_format)
{
    if (width < 1 || height < 1) {
        return NULL;
    }

#if USE_TEXTURE_POOL
    lock();
    for (int i = 0; i < texture_list.count(); ++i) {
        glsl_texture tex = (glsl_texture) texture_list.peek(i);
        if (!tex->used && (tex->width == width) && (tex->height == height)
            && (tex->internal_format == internal_format)) {
            glBindTexture(GL_TEXTURE_2D, tex->texture);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
            glBindTexture(GL_TEXTURE_2D, 0);
            tex->used = 1;
            unlock();
            return tex;
        }
    }
    unlock();
#endif

    GLuint tex = 0;
    glGenTextures(1, &tex);
    if (!tex) {
        return NULL;
    }

    glsl_texture gtex = new glsl_texture_s;
    if (!gtex) {
        glDeleteTextures(1, &tex);
        return NULL;
    }

    glBindTexture(GL_TEXTURE_2D, tex);
    glTexImage2D(GL_TEXTURE_2D, 0, internal_format, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    glBindTexture(GL_TEXTURE_2D, 0);

    gtex->texture = tex;
    gtex->width = width;
    gtex->height = height;
    gtex->internal_format = internal_format;
    gtex->used = 1;
#if USE_TEXTURE_POOL
    lock();
    texture_list.push_back(gtex);
    unlock();
#endif
    return gtex;
}

void GlslManager::release_texture(glsl_texture texture)
{
#if USE_TEXTURE_POOL
    texture->used = 0;
#else
    GlslManager *g = GlslManager::get_instance();
    g->lock();
    g->texture_list.push_back(texture);
    g->unlock();
#endif
}

void GlslManager::delete_sync(GLsync sync)
{
    // We do not know which thread we are called from, and we can only
    // delete this if we are in one with a valid OpenGL context.
    // Thus, store it for later deletion in render_frame_texture().
    GlslManager *g = GlslManager::get_instance();
    g->lock();
    g->syncs_to_delete.push_back(sync);
    g->unlock();
}

glsl_pbo GlslManager::get_pbo(int size)
{
    lock();
    if (!pbo) {
        GLuint pb = 0;
        glGenBuffers(1, &pb);
        if (!pb) {
            unlock();
            return NULL;
        }

        pbo = new glsl_pbo_s;
        if (!pbo) {
            glDeleteBuffers(1, &pb);
            unlock();
            return NULL;
        }
        pbo->pbo = pb;
        pbo->size = 0;
    }
    if (size > pbo->size) {
        glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, pbo->pbo);
        glBufferData(GL_PIXEL_UNPACK_BUFFER_ARB, size, NULL, GL_STREAM_DRAW);
        glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
        pbo->size = size;
    }
    unlock();
    return pbo;
}

void GlslManager::cleanupContext()
{
    lock();
    while (texture_list.peek_back()) {
        glsl_texture texture = (glsl_texture) texture_list.peek_back();
        glDeleteTextures(1, &texture->texture);
        delete texture;
        texture_list.pop_back();
    }
    if (pbo) {
        glDeleteBuffers(1, &pbo->pbo);
        delete pbo;
        pbo = 0;
    }
    unlock();
}

void GlslManager::onInit(mlt_properties owner, GlslManager *filter, mlt_event_data)
{
    mlt_log_debug(filter->get_service(), "%s\n", __FUNCTION__);
#ifdef _WIN32
    std::string path = std::string(mlt_environment("MLT_APPDIR")).append("\\share\\movit");
#elif defined(RELOCATABLE)
#ifdef __APPLE__
    std::string path = std::string(mlt_environment("MLT_APPDIR")).append("/Resources/movit");
#else
    std::string path = std::string(mlt_environment("MLT_APPDIR")).append("/share/movit");
#endif
#else
    std::string path = std::string(getenv("MLT_MOVIT_PATH") ? getenv("MLT_MOVIT_PATH") : SHADERDIR);
#endif
    bool success = init_movit(path,
                              mlt_log_get_level() == MLT_LOG_DEBUG ? MOVIT_DEBUG_ON
                                                                   : MOVIT_DEBUG_OFF);
    filter->set("glsl_supported", success);
}

void GlslManager::onClose(mlt_properties owner, GlslManager *filter, mlt_event_data)
{
    filter->cleanupContext();
}

extern "C" {

mlt_filter filter_glsl_manager_init(mlt_profile profile,
                                    mlt_service_type type,
                                    const char *id,
                                    char *arg)
{
    GlslManager *g = GlslManager::get_instance();
    if (g)
        g->inc_ref();
    else
        g = new GlslManager();
    return g->get_filter();
}

} // extern "C"

static void deleteChain(GlslChain *chain)
{
    // The Input* is owned by the EffectChain, but the MltInput* is not.
    // Thus, we have to delete it here.
    for (std::map<mlt_producer, MltInput *>::iterator input_it = chain->inputs.begin();
         input_it != chain->inputs.end();
         ++input_it) {
        delete input_it->second;
    }
    delete chain->effect_chain;
    delete chain;
}

void *GlslManager::get_frame_specific_data(mlt_service service,
                                           mlt_frame frame,
                                           const char *key,
                                           int *length)
{
    const char *unique_id = mlt_properties_get(MLT_SERVICE_PROPERTIES(service), "_unique_id");
    char buf[256];
    snprintf(buf, sizeof(buf), "%s_%s", key, unique_id);
    return mlt_properties_get_data(MLT_FRAME_PROPERTIES(frame), buf, length);
}

int GlslManager::set_frame_specific_data(mlt_service service,
                                         mlt_frame frame,
                                         const char *key,
                                         void *value,
                                         int length,
                                         mlt_destructor destroy,
                                         mlt_serialiser serialise)
{
    const char *unique_id = mlt_properties_get(MLT_SERVICE_PROPERTIES(service), "_unique_id");
    char buf[256];
    snprintf(buf, sizeof(buf), "%s_%s", key, unique_id);
    return mlt_properties_set_data(MLT_FRAME_PROPERTIES(frame),
                                   buf,
                                   value,
                                   length,
                                   destroy,
                                   serialise);
}

void GlslManager::set_chain(mlt_service service, GlslChain *chain)
{
    mlt_properties_set_data(MLT_SERVICE_PROPERTIES(service),
                            "_movit chain",
                            chain,
                            0,
                            (mlt_destructor) deleteChain,
                            NULL);
}

GlslChain *GlslManager::get_chain(mlt_service service)
{
    return (
        GlslChain *) mlt_properties_get_data(MLT_SERVICE_PROPERTIES(service), "_movit chain", NULL);
}

Effect *GlslManager::get_effect(mlt_service service, mlt_frame frame)
{
    return (Effect *) get_frame_specific_data(service, frame, "_movit effect", NULL);
}

Effect *GlslManager::set_effect(mlt_service service, mlt_frame frame, Effect *effect)
{
    set_frame_specific_data(service, frame, "_movit effect", effect, 0, NULL, NULL);
    return effect;
}

MltInput *GlslManager::get_input(mlt_producer producer, mlt_frame frame)
{
    return (MltInput *)
        get_frame_specific_data(MLT_PRODUCER_SERVICE(producer), frame, "_movit input", NULL);
}

MltInput *GlslManager::set_input(mlt_producer producer, mlt_frame frame, MltInput *input)
{
    set_frame_specific_data(MLT_PRODUCER_SERVICE(producer),
                            frame,
                            "_movit input",
                            input,
                            0,
                            NULL,
                            NULL);
    return input;
}

uint8_t *GlslManager::get_input_pixel_pointer(mlt_producer producer, mlt_frame frame)
{
    return (uint8_t *)
        get_frame_specific_data(MLT_PRODUCER_SERVICE(producer), frame, "_movit input pp", NULL);
}

uint8_t *GlslManager::set_input_pixel_pointer(mlt_producer producer, mlt_frame frame, uint8_t *image)
{
    set_frame_specific_data(MLT_PRODUCER_SERVICE(producer),
                            frame,
                            "_movit input pp",
                            image,
                            0,
                            NULL,
                            NULL);
    return image;
}

mlt_service GlslManager::get_effect_input(mlt_service service, mlt_frame frame)
{
    return (mlt_service) get_frame_specific_data(service, frame, "_movit effect input", NULL);
}

void GlslManager::set_effect_input(mlt_service service, mlt_frame frame, mlt_service input_service)
{
    set_frame_specific_data(service, frame, "_movit effect input", input_service, 0, NULL, NULL);
}

void GlslManager::get_effect_secondary_input(mlt_service service,
                                             mlt_frame frame,
                                             mlt_service *input_service,
                                             mlt_frame *input_frame)
{
    *input_service = (mlt_service)
        get_frame_specific_data(service, frame, "_movit effect secondary input", NULL);
    *input_frame = (mlt_frame)
        get_frame_specific_data(service, frame, "_movit effect secondary input frame", NULL);
}

void GlslManager::set_effect_secondary_input(mlt_service service,
                                             mlt_frame frame,
                                             mlt_service input_service,
                                             mlt_frame input_frame)
{
    set_frame_specific_data(service,
                            frame,
                            "_movit effect secondary input",
                            input_service,
                            0,
                            NULL,
                            NULL);
    set_frame_specific_data(service,
                            frame,
                            "_movit effect secondary input frame",
                            input_frame,
                            0,
                            NULL,
                            NULL);
}

void GlslManager::get_effect_third_input(mlt_service service,
                                         mlt_frame frame,
                                         mlt_service *input_service,
                                         mlt_frame *input_frame)
{
    *input_service
        = (mlt_service) get_frame_specific_data(service, frame, "_movit effect third input", NULL);
    *input_frame = (mlt_frame)
        get_frame_specific_data(service, frame, "_movit effect third input frame", NULL);
}

void GlslManager::set_effect_third_input(mlt_service service,
                                         mlt_frame frame,
                                         mlt_service input_service,
                                         mlt_frame input_frame)
{
    set_frame_specific_data(service,
                            frame,
                            "_movit effect third input",
                            input_service,
                            0,
                            NULL,
                            NULL);
    set_frame_specific_data(service,
                            frame,
                            "_movit effect third input frame",
                            input_frame,
                            0,
                            NULL,
                            NULL);
}

int GlslManager::render_frame_texture(
    EffectChain *chain, mlt_frame frame, int width, int height, uint8_t **image)
{
    if (width < 1 || height < 1) {
        return 1;
    }

    glsl_texture texture = get_texture(width, height, GL_RGBA8);
    if (!texture) {
        return 1;
    }

    GLuint fbo;
    glGenFramebuffers(1, &fbo);
    check_error();
    glBindFramebuffer(GL_FRAMEBUFFER, fbo);
    check_error();
    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture->texture, 0);
    check_error();
    glBindFramebuffer(GL_FRAMEBUFFER, 0);
    check_error();

    lock();
    while (syncs_to_delete.count() > 0) {
        GLsync sync = (GLsync) syncs_to_delete.pop_front();
        glDeleteSync(sync);
    }
#if !USE_TEXTURE_POOL
    while (texture_list.count() > 0) {
        glsl_texture texture = (glsl_texture) texture_list.pop_back();
        glDeleteTextures(1, &texture->texture);
        delete texture;
    }
#endif
    unlock();

    // Make sure we never have more than one frame pending at any time.
    // This ensures we do not swamp the GPU with so much work
    // that we cannot actually display the frames we generate.
    if (prev_sync != NULL) {
        glFlush();
        glClientWaitSync(prev_sync, 0, GL_TIMEOUT_IGNORED);
        glDeleteSync(prev_sync);
    }
    chain->render_to_fbo(fbo, width, height);
    prev_sync = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
    GLsync sync = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);

    check_error();
    glBindFramebuffer(GL_FRAMEBUFFER, 0);
    check_error();
    glDeleteFramebuffers(1, &fbo);
    check_error();

    *image = (uint8_t *) &texture->texture;
    mlt_frame_set_image(frame, *image, 0, NULL);
    mlt_properties_set_data(MLT_FRAME_PROPERTIES(frame),
                            "movit.convert.texture",
                            texture,
                            0,
                            (mlt_destructor) GlslManager::release_texture,
                            NULL);
    mlt_properties_set_data(MLT_FRAME_PROPERTIES(frame),
                            "movit.convert.fence",
                            sync,
                            0,
                            (mlt_destructor) GlslManager::delete_sync,
                            NULL);

    return 0;
}

int GlslManager::render_frame_rgba(
    EffectChain *chain, mlt_frame frame, int width, int height, uint8_t **image)
{
    if (width < 1 || height < 1) {
        return 1;
    }

    glsl_texture texture = get_texture(width, height, GL_RGBA8);
    if (!texture) {
        return 1;
    }

    // Use a PBO to hold the data we read back with glReadPixels().
    // (Intel/DRI goes into a slow path if we don't read to PBO.)
    int img_size = width * height * 4;
    glsl_pbo pbo = get_pbo(img_size);
    if (!pbo) {
        release_texture(texture);
        return 1;
    }

    // Set the FBO
    GLuint fbo;
    glGenFramebuffers(1, &fbo);
    check_error();
    glBindFramebuffer(GL_FRAMEBUFFER, fbo);
    check_error();
    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture->texture, 0);
    check_error();
    glBindFramebuffer(GL_FRAMEBUFFER, 0);
    check_error();

    chain->render_to_fbo(fbo, width, height);

    // Read FBO into PBO
    glBindFramebuffer(GL_FRAMEBUFFER, fbo);
    check_error();
    glBindBuffer(GL_PIXEL_PACK_BUFFER_ARB, pbo->pbo);
    check_error();
    glBufferData(GL_PIXEL_PACK_BUFFER_ARB, img_size, NULL, GL_STREAM_READ);
    check_error();
    glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, BUFFER_OFFSET(0));
    check_error();

    // Copy from PBO
    uint8_t *buf = (uint8_t *) glMapBuffer(GL_PIXEL_PACK_BUFFER_ARB, GL_READ_ONLY);
    check_error();
    *image = (uint8_t *) mlt_pool_alloc(img_size);
    mlt_frame_set_image(frame, *image, img_size, mlt_pool_release);
    memcpy(*image, buf, img_size);

    // Release PBO and FBO
    glUnmapBuffer(GL_PIXEL_PACK_BUFFER_ARB);
    check_error();
    glBindBuffer(GL_PIXEL_PACK_BUFFER_ARB, 0);
    check_error();
    glBindFramebuffer(GL_FRAMEBUFFER, 0);
    check_error();
    glBindTexture(GL_TEXTURE_2D, 0);
    check_error();
    mlt_properties_set_data(MLT_FRAME_PROPERTIES(frame),
                            "movit.convert.texture",
                            texture,
                            0,
                            (mlt_destructor) GlslManager::release_texture,
                            NULL);
    glDeleteFramebuffers(1, &fbo);
    check_error();

    return 0;
}

int GlslManager::render_frame_rgba64(
    EffectChain *chain, mlt_frame frame, int width, int height, uint8_t **image)
{
    if (width < 1 || height < 1) {
        return 1;
    }

    glsl_texture texture = get_texture(width, height, GL_RGBA16);
    if (!texture) {
        return 1;
    }

    // Use a PBO to hold the data we read back with glReadPixels().
    // (Intel/DRI goes into a slow path if we don't read to PBO.)
    int img_size = width * height * 8; // 8 bytes per pixel (4 channels * 2 bytes)
    glsl_pbo pbo = get_pbo(img_size);
    if (!pbo) {
        release_texture(texture);
        return 1;
    }

    // Set the FBO
    GLuint fbo;
    glGenFramebuffers(1, &fbo);
    check_error();
    glBindFramebuffer(GL_FRAMEBUFFER, fbo);
    check_error();
    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture->texture, 0);
    check_error();
    glBindFramebuffer(GL_FRAMEBUFFER, 0);
    check_error();

    chain->render_to_fbo(fbo, width, height);

    // Read FBO into PBO
    glBindFramebuffer(GL_FRAMEBUFFER, fbo);
    check_error();
    glBindBuffer(GL_PIXEL_PACK_BUFFER_ARB, pbo->pbo);
    check_error();
    glBufferData(GL_PIXEL_PACK_BUFFER_ARB, img_size, NULL, GL_STREAM_READ);
    check_error();
    glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_SHORT, BUFFER_OFFSET(0));
    check_error();

    // Copy from PBO
    uint8_t *buf = (uint8_t *) glMapBuffer(GL_PIXEL_PACK_BUFFER_ARB, GL_READ_ONLY);
    check_error();
    *image = (uint8_t *) mlt_pool_alloc(img_size);
    mlt_frame_set_image(frame, *image, img_size, mlt_pool_release);
    memcpy(*image, buf, img_size);

    // Release PBO and FBO
    glUnmapBuffer(GL_PIXEL_PACK_BUFFER_ARB);
    check_error();
    glBindBuffer(GL_PIXEL_PACK_BUFFER_ARB, 0);
    check_error();
    glBindFramebuffer(GL_FRAMEBUFFER, 0);
    check_error();
    glBindTexture(GL_TEXTURE_2D, 0);
    check_error();
    mlt_properties_set_data(MLT_FRAME_PROPERTIES(frame),
                            "movit.convert.texture",
                            texture,
                            0,
                            (mlt_destructor) GlslManager::release_texture,
                            NULL);
    glDeleteFramebuffers(1, &fbo);
    check_error();

    return 0;
}

int GlslManager::render_frame_ycbcr(
    EffectChain *chain, mlt_frame frame, int width, int height, uint8_t **image)
{
    if (width < 1 || height < 1) {
        return 1;
    }

    glsl_texture texture = get_texture(width, height, GL_RGBA16);
    if (!texture) {
        return 1;
    }

    // Use a PBO to hold the data we read back with glReadPixels().
    // (Intel/DRI goes into a slow path if we don't read to PBO.)
    int img_size = width * height * 4 * sizeof(uint16_t);
    glsl_pbo pbo = get_pbo(img_size);
    if (!pbo) {
        release_texture(texture);
        return 1;
    }

    // Set the FBO
    GLuint fbo;
    glGenFramebuffers(1, &fbo);
    check_error();
    glBindFramebuffer(GL_FRAMEBUFFER, fbo);
    check_error();
    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture->texture, 0);
    check_error();
    glBindFramebuffer(GL_FRAMEBUFFER, 0);
    check_error();

    chain->render_to_fbo(fbo, width, height);

    // Read FBO into PBO
    glBindFramebuffer(GL_FRAMEBUFFER, fbo);
    check_error();
    glBindBuffer(GL_PIXEL_PACK_BUFFER_ARB, pbo->pbo);
    check_error();
    glBufferData(GL_PIXEL_PACK_BUFFER_ARB, img_size, NULL, GL_STREAM_READ);
    check_error();
    glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_SHORT, BUFFER_OFFSET(0));
    check_error();

    // Copy from PBO
    uint16_t *buf = (uint16_t *) glMapBuffer(GL_PIXEL_PACK_BUFFER_ARB, GL_READ_ONLY);
    check_error();
    int mlt_size = mlt_image_format_size(mlt_image_yuv444p10, width, height, nullptr);
    *image = (uint8_t *) mlt_pool_alloc(mlt_size);
    mlt_frame_set_image(frame, *image, mlt_size, mlt_pool_release);
    uint8_t *planes[4];
    int strides[4];
    mlt_image_format_planes(mlt_image_yuv444p10, width, height, *image, planes, strides);
    uint16_t **p = (uint16_t **) planes;
    for (int i = 0; i < width * height; ++i) {
        p[0][i] = buf[4 * i + 0];
        p[1][i] = buf[4 * i + 1];
        p[2][i] = buf[4 * i + 2];
    }

    // Release PBO and FBO
    glUnmapBuffer(GL_PIXEL_PACK_BUFFER_ARB);
    check_error();
    glBindBuffer(GL_PIXEL_PACK_BUFFER_ARB, 0);
    check_error();
    glBindFramebuffer(GL_FRAMEBUFFER, 0);
    check_error();
    glBindTexture(GL_TEXTURE_2D, 0);
    check_error();
    mlt_properties_set_data(MLT_FRAME_PROPERTIES(frame),
                            "movit.convert.texture",
                            texture,
                            0,
                            (mlt_destructor) GlslManager::release_texture,
                            NULL);
    glDeleteFramebuffers(1, &fbo);
    check_error();

    return 0;
}

void GlslManager::lock_service(mlt_frame frame)
{
    Mlt::Producer producer(mlt_producer_cut_parent(mlt_frame_get_original_producer(frame)));
    producer.lock();
}

void GlslManager::unlock_service(mlt_frame frame)
{
    Mlt::Producer producer(mlt_producer_cut_parent(mlt_frame_get_original_producer(frame)));
    producer.unlock();
}
