libavcodec-based movie decoding
This commit is contained in:
@@ -44,6 +44,16 @@ AC_SEARCH_LIBS(ogg_stream_init, [ogg], have_ogg=yes, have_ogg=no)
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AC_SEARCH_LIBS(ov_open, [vorbisfile], have_vorbisfile=yes, have_vorbisfile=no)
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AC_SEARCH_LIBS(mad_synth_init, [mad], have_mad=yes, have_mad=no)
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AC_SEARCH_LIBS(avcodec_init, [avcodec], have_libavcodec=yes, have_libavcodec=no)
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AC_SEARCH_LIBS(guess_format, [avformat], have_libavformat=yes, have_libavformat=no)
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have_avcodec=no
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if test "$have_libavformat" = "yes" -a "$have_libavcodec" = "yes"; then
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have_avcodec=yes
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AC_DEFINE(HAVE_AVCODEC, 1, [AVCODEC support available])
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fi
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AM_CONDITIONAL(HAVE_AVCODEC, test "$have_avcodec" == "yes" )
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#if test "x$have_mad" = "xno"; then
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# echo
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# echo "*** Madlib is required to build StepMania; please"
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@@ -101,6 +101,10 @@ InputHandler = arch/InputHandler/InputHandler.cpp arch/InputHandler/InputHandler
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MovieTexture = arch/MovieTexture/MovieTexture.cpp arch/MovieTexture/MovieTexture.h \
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arch/MovieTexture/MovieTexture_Null.cpp arch/MovieTexture/MovieTexture_Null.h
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if HAVE_AVCODEC
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MovieTexture += arch/MovieTexture/MovieTexture_AVCodec.cpp arch/MovieTexture/MovieTexture_AVCodec.h
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endif
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LowLevelWindow = arch/LowLevelWindow/LowLevelWindow.h \
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arch/LowLevelWindow/LowLevelWindow_SDL.cpp arch/LowLevelWindow/LowLevelWindow_SDL.h
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@@ -13,6 +13,10 @@
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#define DEFAULT_MOVIE_DRIVER_LIST "Null"
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#endif
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#ifdef HAVE_AVCODEC
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#include "MovieTexture_AVCodec.h"
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#endif
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#include "RageFile.h"
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bool RageMovieTexture::GetFourCC( CString fn, CString &handler, CString &type )
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{
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@@ -82,6 +86,9 @@ RageMovieTexture *MakeRageMovieTexture(RageTextureID ID)
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LOG->Trace("Initializing driver: %s", Driver.c_str());
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#ifdef _WINDOWS
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if (!Driver.CompareNoCase("DShow")) ret = new MovieTexture_DShow(ID);
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#endif
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#ifdef HAVE_AVCODEC
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if (!Driver.CompareNoCase("AVCodec")) ret = new MovieTexture_AVCodec(ID);
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#endif
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if (!Driver.CompareNoCase("Null")) ret = new MovieTexture_Null(ID);
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if (!ret)
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@@ -0,0 +1,548 @@
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#include "global.h"
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#include "MovieTexture_AVCodec.h"
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#include "RageLog.h"
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#include "RageTextureManager.h"
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#include "RageUtil.h"
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#include "SDL_utils.h"
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#include "SDL_endian.h"
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/* TODO: implement m_bLoop */
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struct AVPixelFormat_t
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{
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int bpp;
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int masks[4];
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avcodec::PixelFormat pf;
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bool HighColor;
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bool ByteSwapOnLittleEndian;
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} AVPixelFormats[] = {
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{
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24,
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{ 0xFF0000,
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0x00FF00,
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0x0000FF,
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0x000000 },
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avcodec::PIX_FMT_RGB24,
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true,
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true
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},
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{
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24,
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{ 0x0000FF,
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0x00FF00,
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0xFF0000,
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0x000000 },
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avcodec::PIX_FMT_BGR24,
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true,
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true
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},
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{
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16,
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{ 0x7C00,
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0x03E0,
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0x001F,
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0x8000 },
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avcodec::PIX_FMT_RGB555,
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false,
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false
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},
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{ 0, { 0,0,0,0 }, avcodec::PIX_FMT_NB, true }
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};
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static void FixLilEndian()
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{
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#if SDL_BYTEORDER == SDL_LIL_ENDIAN
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static bool Initialized = false;
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if( Initialized )
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return;
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Initialized = true;
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for( int i = 0; i < AVPixelFormats[i].bpp; ++i )
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{
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AVPixelFormat_t &pf = AVPixelFormats[i];
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if( !pf.ByteSwapOnLittleEndian )
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continue;
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for( int mask = 0; mask < 4; ++mask)
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{
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int m = pf.masks[mask];
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switch( pf.bpp )
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{
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case 24: m = mySDL_Swap24(m); break;
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case 32: m = SDL_Swap32(m); break;
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default: ASSERT(0);
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}
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pf.masks[mask] = m;
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}
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}
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#endif
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}
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static int FindCompatibleAVFormat( PixelFormat &pixfmt, bool HighColor )
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{
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for( int i = 0; AVPixelFormats[i].bpp; ++i )
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{
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AVPixelFormat_t &fmt = AVPixelFormats[i];
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if( fmt.HighColor != HighColor )
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continue;
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pixfmt = DISPLAY->FindPixelFormat( fmt.bpp,
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fmt.masks[0],
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fmt.masks[1],
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fmt.masks[2],
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fmt.masks[3] );
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if( pixfmt == NUM_PIX_FORMATS )
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continue;
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return i;
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}
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return -1;
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}
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static avcodec::AVStream *FindVideoStream( avcodec::AVFormatContext *m_fctx )
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{
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for( int stream = 0; stream < m_fctx->nb_streams; ++stream )
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{
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avcodec::AVStream *enc = m_fctx->streams[stream];
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if( enc->codec.codec_type == avcodec::CODEC_TYPE_VIDEO )
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return enc;
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}
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return NULL;
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}
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MovieTexture_AVCodec::MovieTexture_AVCodec( RageTextureID ID ):
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RageMovieTexture( ID )
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{
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FixLilEndian();
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m_uTexHandle = 0;
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m_bLoop = true;
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m_State = DECODER_QUIT; /* it's quit until we call StartThread */
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m_bLoop = true;
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m_img = NULL;
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m_ImageWaiting = false;
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m_Rate = 1;
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m_Position = 0;
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m_BufferFinished = SDL_CreateSemaphore(0);
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m_OneFrameDecoded = SDL_CreateSemaphore(0);
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Create();
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CreateFrameRects();
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}
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void MovieTexture_AVCodec::Create()
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{
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m_Timer = 0;
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ASSERT( m_State == DECODER_QUIT );
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RageTextureID actualID = GetID();
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actualID.iAlphaBits = 0;
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avcodec::av_register_all();
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int ret = av_open_input_file( &m_fctx, actualID.filename, NULL, 0, NULL );
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if( ret < 0 )
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RageException::Throw("AVCodec: Couldn't open \"%s\" (%i)", ret); /* XXX */
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ret = av_find_stream_info( m_fctx );
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if ( ret < 0 )
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RageException::Throw("AVCodec: Couldn't find codec parameters"); /* XXX */
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m_stream = FindVideoStream( m_fctx );
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if ( m_stream == NULL )
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RageException::Throw("AVCodec: Couldn't find video stream"); /* XXX */
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m_codec = avcodec_find_decoder( m_stream->codec.codec_id );
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if( m_codec == NULL )
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RageException::Throw("AVCodec: Couldn't find decoder"); /* XXX */
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ret = avcodec_open( &m_stream->codec, m_codec );
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if ( ret < 0 )
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RageException::Throw("AVCodec: Couldn't open decoder (%i)", ret ); /* XXX */
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/* I think avcodec wants a special case for this (no decoding); I don't
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* want to bother. XXX: test and see if this is really needed */
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if (m_stream->codec.codec_id == avcodec::CODEC_ID_RAWVIDEO)
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RageException::Throw("AVCodec: Can't handle raw video" );
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/* Cap the max texture size to the hardware max. */
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actualID.iMaxSize = min( actualID.iMaxSize, DISPLAY->GetMaxTextureSize() );
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m_iSourceWidth = m_stream->codec.width;
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m_iSourceHeight = m_stream->codec.height;
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/* image size cannot exceed max size */
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m_iImageWidth = min( m_iSourceWidth, actualID.iMaxSize );
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m_iImageHeight = min( m_iSourceHeight, actualID.iMaxSize );
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/* Texture dimensions need to be a power of two; jump to the next. */
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m_iTextureWidth = power_of_two(m_iImageWidth);
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m_iTextureHeight = power_of_two(m_iImageHeight);
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LOG->Trace("Codec: %s", m_codec->name );
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LOG->Trace("Resolution: %ix%i (%ix%i, %ix%i)",
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m_iSourceWidth, m_iSourceHeight,
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m_iImageWidth, m_iImageHeight, m_iTextureWidth, m_iTextureHeight);
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LOG->Trace("Bitrate: %i", m_stream->codec.bit_rate );
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/* We've set up the movie, so we know the dimensions we need. Set
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* up the texture. */
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CreateTexture();
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StartThread();
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/* Wait until we decode one frame, to guarantee that the texture is
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* drawn when this function returns. */
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ASSERT( m_State == PAUSE_DECODER );
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CHECKPOINT;
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m_State = PLAYING_ONE;
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SDL_SemWait( m_OneFrameDecoded );
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CHECKPOINT;
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m_State = PAUSE_DECODER;
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CheckFrame();
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CHECKPOINT;
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Play();
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}
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void MovieTexture_AVCodec::Destroy()
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{
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StopThread();
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avcodec_close( &m_stream->codec );
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av_close_input_file( m_fctx ); m_fctx = NULL;
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if( m_img )
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{
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SDL_FreeSurface( m_img );
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m_img=NULL;
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}
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if(m_uTexHandle)
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{
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DISPLAY->DeleteTexture( m_uTexHandle );
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m_uTexHandle = 0;
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}
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}
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void MovieTexture_AVCodec::CreateTexture()
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{
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if( m_uTexHandle )
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return;
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CHECKPOINT;
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/* If the movie is coming in RGB, we can potentially save a lot
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* of time by simply sending frame updates to RageDisplay in the
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* format we're receiving data. However, I think just about all
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* formats output data in some form of YUV, so I havn't bothered
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* with this yet.
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*
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* TODO: We could get a big speed bonus by doing the above if the
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* hardware renderer can handle YUV textures. I think D3D can do
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* this, as well as OpenGL on the Mac, but we don't have any infrastructure
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* for this right now. */
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PixelFormat pixfmt;
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bool PreferHighColor = (TEXTUREMAN->GetMovieColorDepth() == 32);
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m_AVTexfmt = FindCompatibleAVFormat( pixfmt, PreferHighColor );
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if( m_AVTexfmt == -1 )
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m_AVTexfmt = FindCompatibleAVFormat( pixfmt, !PreferHighColor );
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if( m_AVTexfmt == -1 )
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{
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/* No dice. Use the first avcodec format of the preferred bit depth,
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* and let the display system convert. */
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for( m_AVTexfmt = 0; AVPixelFormats[m_AVTexfmt].bpp; ++m_AVTexfmt )
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if( AVPixelFormats[m_AVTexfmt].HighColor == PreferHighColor )
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break;
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ASSERT( AVPixelFormats[m_AVTexfmt].bpp );
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switch( TEXTUREMAN->GetMovieColorDepth() )
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{
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default:
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ASSERT(0);
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case 16:
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if( DISPLAY->SupportsTextureFormat(FMT_RGB5) )
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pixfmt = FMT_RGB5;
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else
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pixfmt = FMT_RGBA4; // everything supports RGBA4
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break;
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case 32:
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if( DISPLAY->SupportsTextureFormat(FMT_RGB8) )
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pixfmt = FMT_RGB8;
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else if( DISPLAY->SupportsTextureFormat(FMT_RGBA8) )
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pixfmt = FMT_RGBA8;
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else if( DISPLAY->SupportsTextureFormat(FMT_RGB5) )
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pixfmt = FMT_RGB5;
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else
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pixfmt = FMT_RGBA4; // everything supports RGBA4
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break;
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}
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}
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if( !m_img )
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{
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const AVPixelFormat_t *pfd = &AVPixelFormats[m_AVTexfmt];
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LOG->Trace("format %i, %08x %08x %08x %08x",
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pfd->bpp, pfd->masks[0], pfd->masks[1], pfd->masks[2], pfd->masks[3]);
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m_img = SDL_CreateRGBSurfaceSane(SDL_SWSURFACE, m_iTextureWidth, m_iTextureHeight,
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pfd->bpp, pfd->masks[0], pfd->masks[1], pfd->masks[2], pfd->masks[3]);
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}
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m_uTexHandle = DISPLAY->CreateTexture( pixfmt, m_img );
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}
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void MovieTexture_AVCodec::DecoderThread()
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{
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bool GetNextTimestamp = true;
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float CurrentTimestamp = 0, LastGoodTimestamp = 0, Last_IP_Timestamp=0;
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CHECKPOINT;
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while( m_State != DECODER_QUIT )
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{
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if( m_State == PAUSE_DECODER )
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{
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SDL_Delay( 5 );
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continue;
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}
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CHECKPOINT;
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/* We're playing. Update the play timer. */
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float TimePassed = m_RunningTimer.GetDeltaTime();
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m_Timer += TimePassed * m_Rate;
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/* Read a packet. */
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avcodec::AVPacket pkt;
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while( 1 )
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{
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CHECKPOINT;
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int ret = avcodec::av_read_packet(m_fctx, &pkt);
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if( ret < 0 )
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{
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/* XXX ? */
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LOG->Warn("AVCodec: Error decoding %s: %i",
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GetID().filename.c_str(), ret );
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return;
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}
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if( pkt.stream_index != m_stream->index )
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{
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/* It's not for the video stream; ignore it. */
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av_free_packet( &pkt );
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continue;
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}
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break;
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}
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CHECKPOINT;
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/* Decode the packet. */
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int current_packet_offset = 0;
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while( current_packet_offset < pkt.size )
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{
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if ( GetNextTimestamp )
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{
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int64_t ts = pkt.pts;
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if (ts == AV_NOPTS_VALUE)
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ts = 0;
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CurrentTimestamp = (float)ts * m_fctx->pts_num / m_fctx->pts_den;
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if( CurrentTimestamp != 0 )
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LastGoodTimestamp = CurrentTimestamp;
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GetNextTimestamp = false;
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}
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avcodec::AVFrame frame;
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int got_frame;
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int len = avcodec::avcodec_decode_video(
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&m_stream->codec,
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&frame, &got_frame,
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pkt.data + current_packet_offset,
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pkt.size - current_packet_offset );
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if (len < 0)
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{
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LOG->Warn("avcodec_decode_video: %i", len);
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return; // XXX
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}
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current_packet_offset += len;
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if (!got_frame)
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continue;
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/* We got a frame. Convert it. */
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avcodec::AVPicture pict;
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pict.data[0] = (unsigned char *)m_img->pixels;
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pict.linesize[0] = m_img->pitch;
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img_convert(&pict, AVPixelFormats[m_AVTexfmt].pf,
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(avcodec::AVPicture *) &frame, m_stream->codec.pix_fmt,
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m_stream->codec.width, m_stream->codec.height);
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if ( m_stream->codec.has_b_frames &&
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frame.pict_type != FF_B_TYPE )
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swap( CurrentTimestamp, Last_IP_Timestamp );
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if( CurrentTimestamp != 0 )
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LastGoodTimestamp = CurrentTimestamp;
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else {
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/* If the timestamp is zero, guess what the timestamp
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* would be. */
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CurrentTimestamp = LastGoodTimestamp;
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const float frame_delay = (float)m_stream->codec.frame_rate_base /
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(float)m_stream->codec.frame_rate;
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CurrentTimestamp += frame_delay;
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CurrentTimestamp += frame.repeat_pict * (frame_delay * 0.5);
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}
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{
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const float Offset = CurrentTimestamp - m_Timer;
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/* If we're ahead, we're decoding too fast; delay. */
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if( Offset > 0 )
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SDL_Delay( int(1000*(CurrentTimestamp - m_Timer)) );
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/* XXX: If we're behind, Offset will be negative and we
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* simply won't delay, so the video will play fast until
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* it catches up. However, if we're too far behind, we
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* can take some steps to catch up. 1: We can stop updating
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* the texture; 2: we can play with hurry_up. */
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}
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m_Position = CurrentTimestamp;
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/* Signal the main thread to update the image on the next Update. */
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m_ImageWaiting=true;
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if( m_State == PLAYING_ONE )
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SDL_SemPost( m_OneFrameDecoded );
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||||
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SDL_SemWait( m_BufferFinished );
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||||
/* If the frame wasn't used, then we must be shutting down. */
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ASSERT( !m_ImageWaiting || m_State == DECODER_QUIT );
|
||||
|
||||
GetNextTimestamp = true;
|
||||
}
|
||||
av_free_packet( &pkt );
|
||||
}
|
||||
CHECKPOINT;
|
||||
}
|
||||
|
||||
MovieTexture_AVCodec::~MovieTexture_AVCodec()
|
||||
{
|
||||
Destroy();
|
||||
|
||||
SDL_DestroySemaphore( m_BufferFinished );
|
||||
SDL_DestroySemaphore( m_OneFrameDecoded );
|
||||
}
|
||||
|
||||
void MovieTexture_AVCodec::Update(float fDeltaTime)
|
||||
{
|
||||
CHECKPOINT;
|
||||
|
||||
if( m_State == PLAYING )
|
||||
CheckFrame();
|
||||
}
|
||||
|
||||
void MovieTexture_AVCodec::CheckFrame()
|
||||
{
|
||||
if( !m_ImageWaiting )
|
||||
return;
|
||||
|
||||
/* Just in case we were invalidated: */
|
||||
CreateTexture();
|
||||
|
||||
CHECKPOINT;
|
||||
DISPLAY->UpdateTexture(
|
||||
m_uTexHandle,
|
||||
m_img,
|
||||
0, 0,
|
||||
m_iImageWidth, m_iImageHeight );
|
||||
CHECKPOINT;
|
||||
|
||||
m_ImageWaiting = false;
|
||||
SDL_SemPost(m_BufferFinished);
|
||||
}
|
||||
|
||||
void MovieTexture_AVCodec::Reload()
|
||||
{
|
||||
}
|
||||
|
||||
void MovieTexture_AVCodec::StartThread()
|
||||
{
|
||||
ASSERT( m_State == DECODER_QUIT );
|
||||
m_State = PAUSE_DECODER;
|
||||
m_DecoderThread.SetName( ssprintf("MovieTexture_AVCodec(%s)", GetID().filename.c_str()) );
|
||||
m_DecoderThread.Create( DecoderThread_start, this );
|
||||
}
|
||||
|
||||
void MovieTexture_AVCodec::StopThread()
|
||||
{
|
||||
LOG->Trace("Shutting down decoder thread ...");
|
||||
|
||||
if( m_State == DECODER_QUIT )
|
||||
return;
|
||||
|
||||
m_State = DECODER_QUIT;
|
||||
|
||||
/* Make sure we don't deadlock waiting for m_BufferFinished. */
|
||||
SDL_SemPost(m_BufferFinished);
|
||||
|
||||
m_DecoderThread.Wait();
|
||||
|
||||
/* Clear the above post, if the thread didn't. */
|
||||
SDL_SemTryWait(m_BufferFinished);
|
||||
|
||||
LOG->Trace("Decoder thread shut down.");
|
||||
}
|
||||
|
||||
void MovieTexture_AVCodec::Play()
|
||||
{
|
||||
m_State = PLAYING;
|
||||
}
|
||||
|
||||
void MovieTexture_AVCodec::Pause()
|
||||
{
|
||||
m_State = PAUSE_DECODER;
|
||||
}
|
||||
|
||||
void MovieTexture_AVCodec::SetPosition( float fSeconds )
|
||||
{
|
||||
ASSERT( m_State != DECODER_QUIT );
|
||||
|
||||
/* We can reset to 0, but I don't think this API supports fast seeking
|
||||
* yet. I don't think we ever actually seek except to 0 right now,
|
||||
* anyway. XXX */
|
||||
if( fSeconds == m_Position )
|
||||
return;
|
||||
|
||||
if( fSeconds != 0 )
|
||||
{
|
||||
LOG->Warn( "MovieTexture_AVCodec::SetPosition(%f): non-0 seeking unsupported; ignored", fSeconds );
|
||||
return;
|
||||
}
|
||||
|
||||
LOG->Trace( "Seek to %f (from %f)", fSeconds, m_Position );
|
||||
State OldState = m_State;
|
||||
|
||||
Destroy();
|
||||
Create();
|
||||
|
||||
m_State = OldState;
|
||||
}
|
||||
|
||||
@@ -0,0 +1,121 @@
|
||||
#ifndef RAGEMOVIETEXTURE_AVCODEC_H
|
||||
#define RAGEMOVIETEXTURE_AVCODEC_H
|
||||
|
||||
#include "MovieTexture.h"
|
||||
|
||||
#include "RageDisplay.h"
|
||||
#include "RageTexture.h"
|
||||
#include "RageThreads.h"
|
||||
#include "RageTimer.h"
|
||||
|
||||
#include "SDL_mutex.h"
|
||||
|
||||
namespace avcodec
|
||||
{
|
||||
#include "ffmpeg/common.h"
|
||||
#include "ffmpeg/avformat.h"
|
||||
};
|
||||
|
||||
|
||||
class MovieTexture_AVCodec : public RageMovieTexture
|
||||
{
|
||||
public:
|
||||
MovieTexture_AVCodec( RageTextureID ID );
|
||||
virtual ~MovieTexture_AVCodec();
|
||||
/* only called by RageTextureManager::InvalidateTextures */
|
||||
void Invalidate() { m_uTexHandle = 0; }
|
||||
void Update(float fDeltaTime);
|
||||
|
||||
virtual void Reload();
|
||||
|
||||
virtual void Play();
|
||||
virtual void Pause();
|
||||
virtual void SetPosition( float fSeconds );
|
||||
virtual void SetPlaybackRate( float fRate ) { m_Rate=fRate; }
|
||||
virtual bool IsPlaying() const { return m_State == PLAYING; }
|
||||
void SetLooping(bool looping=true) { m_bLoop = looping; }
|
||||
|
||||
private:
|
||||
avcodec::AVFormatContext *m_fctx;
|
||||
avcodec::AVStream *m_stream;
|
||||
avcodec::AVCodec *m_codec;
|
||||
|
||||
RageTimer m_RunningTimer;
|
||||
/* The time the movie *should* be at right now: */
|
||||
float m_Timer;
|
||||
|
||||
/* The time the movie is actually at: */
|
||||
float m_Position;
|
||||
|
||||
float m_ActualTimer;
|
||||
float m_Rate;
|
||||
|
||||
bool m_ImageWaiting;
|
||||
bool m_shutdown;
|
||||
bool m_bLoop;
|
||||
|
||||
/* If m_bPausing is true, then the decoder thread will stop on its
|
||||
* next iteration, set m_bPlaying false and post the "paused" semaphore. */
|
||||
|
||||
/*
|
||||
* Only the main thread can change m_State, except to go from the
|
||||
* PAUSING_DECODER to PAUSING_DECODER_OK state.
|
||||
*
|
||||
* PLAYING->PAUSE_DECODER (main thread only): ask the decoder thread to pause
|
||||
* PAUSE_DECODER->PLAYING (main thread only): ask the decoder thread to resume
|
||||
* *->QUITTING (main thread only):
|
||||
*
|
||||
* If in PLAYING, pause by setting m_State to PAUSE_DECODER.
|
||||
* The decoding thread will notice this, change to PAUSED and post
|
||||
* m_paused. Then, on the next command, CompletePause will
|
||||
* wait for the semaphore. CompletePause must be called before
|
||||
* changing to another state (to clear the semaphore).
|
||||
*
|
||||
* Transitions:
|
||||
* Default: PAUSED
|
||||
* CompletePause: If PAUSE_OK, WAITING_FOR_PAUSE, block on m_paused, then set
|
||||
* to PAUSED.
|
||||
* Play(): If PAUSED, set to PLAYING. If WAITING_FOR_PAUSE, wait
|
||||
* for the "paused" semaphore to
|
||||
*/
|
||||
/* DECODER_QUIT: The decoder thread is not running. We should only
|
||||
* be in this state internally; when we return after a call, we should
|
||||
* never be in this state. Start the thread before returning.
|
||||
*
|
||||
* PAUSE_DECODER: The decoder thread is idle.
|
||||
*
|
||||
* PLAYING: The decoder thread is running.
|
||||
*
|
||||
* PLAYING_ONE: The decoder thread will decode one frame, post the
|
||||
* m_FrameDecoded semaphore and change to the PAUSE_DECODER state.
|
||||
* This is only used by Create().
|
||||
*/
|
||||
enum State { DECODER_QUIT, PAUSE_DECODER, PLAYING, PLAYING_ONE } m_State;
|
||||
|
||||
unsigned m_uTexHandle;
|
||||
|
||||
SDL_Surface *m_img;
|
||||
int m_AVTexfmt; /* of m_img */
|
||||
|
||||
SDL_sem *m_BufferFinished, *m_OneFrameDecoded;
|
||||
|
||||
static int DecoderThread_start(void *p) { ((MovieTexture_AVCodec *)(p))->DecoderThread(); return 0; }
|
||||
void DecoderThread();
|
||||
RageThread m_DecoderThread;
|
||||
|
||||
void Create();
|
||||
void Destroy();
|
||||
void CreateTexture();
|
||||
void CheckFrame();
|
||||
void StartThread();
|
||||
void StopThread();
|
||||
|
||||
|
||||
unsigned GetTexHandle() const { return m_uTexHandle; }
|
||||
};
|
||||
|
||||
/*
|
||||
Copyright (c) 2003 by the person(s) listed below. All rights reserved.
|
||||
Glenn Maynard
|
||||
*/
|
||||
#endif
|
||||
Reference in New Issue
Block a user