Handle first frame rendering correctly
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@@ -307,6 +307,17 @@ void MovieTexture_DShow::Create()
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* up the texture. */
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CreateTexture();
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/* Pausing the graph will cause only one frame to be rendered. Do that, then
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* wait for the frame to be rendered, to guarantee that the texture is set
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* when this function returns. */
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Pause();
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CHECKPOINT;
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SDL_SemWait( pCTR->m_OneFrameDecoded );
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CHECKPOINT;
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CheckFrame();
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CHECKPOINT;
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// Start the graph running
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Play();
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}
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@@ -17,13 +17,14 @@ CTextureRenderer::CTextureRenderer()
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if( FAILED(CBV_ret) )
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RageException::Throw( hr_ssprintf(CBV_ret, "Could not create texture renderer object!") );
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// Store and ARageef the texture for our use.
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m_pTexture = NULL;
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m_OneFrameDecoded = SDL_CreateSemaphore(0);
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}
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CTextureRenderer::~CTextureRenderer()
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{
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// Do nothing
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SDL_DestroySemaphore( m_OneFrameDecoded );
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}
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@@ -88,5 +89,9 @@ HRESULT CTextureRenderer::DoRenderSample( IMediaSample * pSample )
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void CTextureRenderer::OnReceiveFirstSample( IMediaSample * pSample )
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{
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/* If the main thread is in MovieTexture_DShow::Create, kick: */
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if( SDL_SemValue(m_OneFrameDecoded) == 0 )
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SDL_SemPost( m_OneFrameDecoded );
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DoRenderSample( pSample );
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}
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@@ -35,6 +35,8 @@ public:
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long GetVidHeight() const { return m_lVidHeight; }
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void SetRenderTarget( MovieTexture_DShow* pTexture );
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SDL_sem *m_OneFrameDecoded;
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protected:
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// Video width, height, and pitch.
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long m_lVidWidth, m_lVidHeight, m_lVidPitch;
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