This commit is contained in:
Glenn Maynard
2003-09-02 07:47:37 +00:00
parent 7f96a91be9
commit 3918da4072
2 changed files with 14 additions and 43 deletions
@@ -4,6 +4,7 @@
#include "RageLog.h"
#include "RageTextureManager.h"
#include "RageUtil.h"
#include "RageTimer.h"
#include "SDL_utils.h"
#include "SDL_endian.h"
@@ -189,8 +190,6 @@ static CString averr_ssprintf( int err, const char *fmt, ... )
void MovieTexture_FFMpeg::CreateDecoder()
{
m_Timer = 0;
RageTextureID actualID = GetID();
actualID.iAlphaBits = 0;
@@ -342,8 +341,11 @@ void MovieTexture_FFMpeg::DecoderThread()
bool FrameSkipMode = false;
unsigned Frame = 0;
float LastFrameDelay = 0;
float Clock = 0;
RageTimer Timer;
CHECKPOINT;
while( m_State != DECODER_QUIT )
{
if( m_State == PAUSE_DECODER )
@@ -351,15 +353,14 @@ void MovieTexture_FFMpeg::DecoderThread()
SDL_Delay( 5 );
/* The video isn't running; skip time. */
m_RunningTimer.GetDeltaTime();
Timer.GetDeltaTime();
continue;
}
CHECKPOINT;
/* We're playing. Update the play timer. */
float TimePassed = m_RunningTimer.GetDeltaTime();
m_Timer += TimePassed * m_Rate;
/* We're playing. Update the clock. */
Clock += Timer.GetDeltaTime() * m_Rate;
/* Read a packet. */
avcodec::AVPacket pkt;
@@ -382,6 +383,7 @@ void MovieTexture_FFMpeg::DecoderThread()
FrameSkipMode = false;
Frame = 0;
LastFrameDelay = 0;
Clock = 0;
continue;
}
@@ -458,13 +460,13 @@ void MovieTexture_FFMpeg::DecoderThread()
m_Position = CurrentTimestamp;
const float Offset = CurrentTimestamp - m_Timer;
const float Offset = CurrentTimestamp - Clock;
bool SkipThisTextureUpdate = false;
/* If we're ahead, we're decoding too fast; delay. */
if( Offset > 0 )
{
SDL_Delay( int(1000*(CurrentTimestamp - m_Timer)) );
SDL_Delay( int(1000*(CurrentTimestamp - Clock)) );
if( FrameSkipMode )
{
/* We're caught up; stop skipping frames. */
@@ -6,7 +6,6 @@
#include "RageDisplay.h"
#include "RageTexture.h"
#include "RageThreads.h"
#include "RageTimer.h"
#include "SDL_mutex.h"
@@ -39,51 +38,24 @@ public:
virtual void SetPlaybackRate( float fRate ) { m_Rate=fRate; }
virtual bool IsPlaying() const { return m_State == PLAYING; }
void SetLooping(bool looping=true) { m_bLoop = looping; }
unsigned GetTexHandle() const { return m_uTexHandle; }
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.
* Only the main thread can change m_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
* 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.
*
@@ -100,7 +72,7 @@ private:
unsigned m_uTexHandle;
SDL_Surface *m_img;
int m_AVTexfmt; /* of m_img */
int m_AVTexfmt; /* AVPixelFormat_t of m_img */
SDL_sem *m_BufferFinished, *m_OneFrameDecoded;
@@ -115,9 +87,6 @@ private:
void CheckFrame();
void StartThread();
void StopThread();
unsigned GetTexHandle() const { return m_uTexHandle; }
};
/*