use RageTextureLock to avoid a texture copy
remove threaded textures for now at least; makes RageTextureLock much harder, causes a lot of nondeterministically-timed competing CPU use, and we can probably optimize more easily this way
This commit is contained in:
@@ -16,8 +16,7 @@
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MovieTexture_Generic::MovieTexture_Generic( RageTextureID ID, MovieDecoder *pDecoder ):
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RageMovieTexture( ID ),
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m_BufferFinished( "BufferFinished", 0 )
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RageMovieTexture( ID )
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{
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LOG->Trace( "MovieTexture_Generic::MovieTexture_Generic(%s)", ID.filename.c_str() );
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@@ -27,14 +26,13 @@ MovieTexture_Generic::MovieTexture_Generic( RageTextureID ID, MovieDecoder *pDec
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m_pRenderTarget = NULL;
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m_pTextureIntermediate = NULL;
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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_pSurface = NULL;
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m_pTextureLock = NULL;
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m_ImageWaiting = FRAME_NONE;
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m_fRate = 1;
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m_bWantRewind = false;
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m_fClock = 0;
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m_bFrameSkipMode = false;
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m_bThreaded = PREFSMAN->m_bThreadedMovieDecode.Get();
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m_pSprite = new Sprite;
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}
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@@ -48,7 +46,7 @@ RString MovieTexture_Generic::Init()
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CreateFrameRects();
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/* Decode one frame, to guarantee that the texture is drawn when this function returns. */
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int ret = m_pDecoder->GetFrame( m_pSurface, -1 );
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int ret = GetFrame( -1 );
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if( ret == -1 )
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return ssprintf( "%s: error getting first frame", GetID().filename.c_str() );
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if( ret == 0 )
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@@ -67,14 +65,11 @@ RString MovieTexture_Generic::Init()
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CHECKPOINT;
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StartThread();
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return RString();
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}
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MovieTexture_Generic::~MovieTexture_Generic()
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{
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StopThread();
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if( m_pDecoder )
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m_pDecoder->Close();
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@@ -93,6 +88,9 @@ void MovieTexture_Generic::DestroyTexture()
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delete m_pSurface;
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m_pSurface = NULL;
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delete m_pTextureLock;
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m_pTextureLock = NULL;
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if( m_uTexHandle )
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{
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DISPLAY->DeleteTexture( m_uTexHandle );
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@@ -207,7 +205,19 @@ void MovieTexture_Generic::CreateTexture()
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m_iTextureHeight = power_of_two( m_iImageHeight );
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MovieDecoderPixelFormatYCbCr fmt = PixelFormatYCbCr_Invalid;
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if( m_pSurface == NULL )
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m_pSurface = m_pDecoder->CreateCompatibleSurface( m_iImageWidth, m_iImageHeight, TEXTUREMAN->GetPrefs().m_iMovieColorDepth == 32, fmt );
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{
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ASSERT( m_pTextureLock == NULL );
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m_pTextureLock = DISPLAY->CreateTextureLock();
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m_pSurface = m_pDecoder->CreateCompatibleSurface( m_iImageWidth, m_iImageHeight,
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TEXTUREMAN->GetPrefs().m_iMovieColorDepth == 32, fmt );
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if( m_pTextureLock != NULL )
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{
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delete [] m_pSurface->pixels;
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m_pSurface->pixels = NULL;
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}
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}
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PixelFormat pixfmt = DISPLAY->FindPixelFormat( m_pSurface->format->BitsPerPixel,
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m_pSurface->format->Mask[0],
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@@ -294,9 +304,6 @@ bool MovieTexture_Generic::DecodeFrame()
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bool bTriedRewind = false;
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do
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{
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if( m_State == DECODER_QUIT )
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return false;
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if( m_bWantRewind )
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{
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if( bTriedRewind )
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@@ -324,7 +331,7 @@ bool MovieTexture_Generic::DecodeFrame()
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if( m_bFrameSkipMode && m_fClock > m_pDecoder->GetTimestamp() )
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fTargetTime = m_fClock;
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int ret = m_pDecoder->GetFrame( m_pSurface, fTargetTime );
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int ret = GetFrame( fTargetTime );
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if( ret == -1 )
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return false;
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@@ -411,61 +418,6 @@ void MovieTexture_Generic::DiscardFrame()
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m_ImageWaiting = FRAME_NONE;
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}
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void MovieTexture_Generic::DecoderThread()
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{
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#if defined(_WINDOWS)
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/* Windows likes to boost priority when processes come out of a wait state. We don't
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* want that, since it'll result in us having a small priority boost after each movie
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* frame, resulting in skips in the gameplay thread. */
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if( !SetThreadPriorityBoost(GetCurrentThread(), TRUE) && GetLastError() != ERROR_CALL_NOT_IMPLEMENTED )
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LOG->Warn( werr_ssprintf(GetLastError(), "SetThreadPriorityBoost failed") );
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#endif
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CHECKPOINT;
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while( m_State != DECODER_QUIT )
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{
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if( m_ImageWaiting == FRAME_NONE )
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DecodeFrame();
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/* If we still have no frame, we're at EOF and we didn't loop. */
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if( m_ImageWaiting != FRAME_DECODED )
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{
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usleep( 10000 );
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continue;
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}
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const float fTime = CheckFrameTime();
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if( fTime > 0 ) // not time to decode a new frame yet
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{
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/* This needs to be relatively short so that we wake up quickly
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* from being paused or for changes in m_fRate. */
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usleep( 10000 );
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}
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else // fTime == 0
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{
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{
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/* The only reason m_BufferFinished might be non-zero right now (before
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* ConvertFrame()) is if we're quitting. */
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int n = m_BufferFinished.GetValue();
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ASSERT_M( n == 0 || m_State == DECODER_QUIT, ssprintf("%i, %i", n, m_State) );
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}
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m_ImageWaiting = FRAME_WAITING;
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/* We just went into FRAME_WAITING. Don't actually check; the main thread
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* will change us back to FRAME_NONE without locking, and poke m_BufferFinished.
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* Don't time out on this; if a new screen has started loading, this might not
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* return for a while. */
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m_BufferFinished.Wait( false );
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/* If the frame wasn't used, then we must be shutting down. */
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ASSERT_M( m_ImageWaiting == FRAME_NONE || m_State == DECODER_QUIT, ssprintf("%i, %i", m_ImageWaiting, m_State) );
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}
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}
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CHECKPOINT;
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}
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void MovieTexture_Generic::Update(float fDeltaTime)
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{
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/* We might need to decode more than one frame per update. However, there
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@@ -474,7 +426,6 @@ void MovieTexture_Generic::Update(float fDeltaTime)
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int iMax = 4;
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while( --iMax )
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{
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if( !m_bThreaded )
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{
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/* If we don't have a frame decoded, decode one. */
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if( m_ImageWaiting == FRAME_NONE )
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@@ -499,17 +450,29 @@ void MovieTexture_Generic::Update(float fDeltaTime)
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CHECKPOINT;
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UpdateFrame();
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if( m_bThreaded )
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m_BufferFinished.Post();
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}
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LOG->MapLog( "movie_looping", "MovieTexture_Generic::Update looping" );
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}
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int MovieTexture_Generic::GetFrame( float fTargetTime )
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{
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/* Just in case we were invalidated: */
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CreateTexture();
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/* Call from the main thread when m_ImageWaiting == FRAME_WAITING to update the
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* texture. Sets FRAME_NONE. Does not signal m_BufferFinished. */
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if( m_pTextureLock != NULL )
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{
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int iHandle = m_pTextureIntermediate != NULL? m_pTextureIntermediate->GetTexHandle(): this->GetTexHandle();
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m_pTextureLock->Lock( iHandle, m_pSurface );
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}
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int ret = m_pDecoder->GetFrame( m_pSurface, fTargetTime );
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if( m_pTextureLock != NULL )
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m_pTextureLock->Unlock( m_pSurface, ret != -1 );
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return ret;
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}
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/* Call when m_ImageWaiting == FRAME_WAITING to update the texture. Sets FRAME_NONE. */
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void MovieTexture_Generic::UpdateFrame()
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{
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ASSERT_M( m_ImageWaiting == FRAME_WAITING, ssprintf("%i", m_ImageWaiting) );
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@@ -521,11 +484,13 @@ void MovieTexture_Generic::UpdateFrame()
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{
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CHECKPOINT;
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DISPLAY->UpdateTexture(
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m_pTextureIntermediate->GetTexHandle(),
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m_pSurface,
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0, 0,
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m_pSurface->w, m_pSurface->h );
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/* If we have no m_pTextureLock, we still have to upload the texture. */
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if( m_pTextureLock == NULL )
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DISPLAY->UpdateTexture(
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m_pTextureIntermediate->GetTexHandle(),
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m_pSurface,
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0, 0,
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m_pSurface->w, m_pSurface->h );
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CHECKPOINT;
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m_pRenderTarget->BeginRenderingTo( false );
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@@ -535,11 +500,12 @@ void MovieTexture_Generic::UpdateFrame()
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else
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{
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CHECKPOINT;
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DISPLAY->UpdateTexture(
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m_uTexHandle,
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m_pSurface,
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0, 0,
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m_iImageWidth, m_iImageHeight );
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if( m_pTextureLock == NULL )
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DISPLAY->UpdateTexture(
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m_uTexHandle,
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m_pSurface,
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0, 0,
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m_iImageWidth, m_iImageHeight );
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CHECKPOINT;
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}
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@@ -562,43 +528,8 @@ void MovieTexture_Generic::Reload()
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{
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}
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void MovieTexture_Generic::StartThread()
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{
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ASSERT( m_State == DECODER_QUIT );
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m_State = DECODER_RUNNING;
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m_DecoderThread.SetName( ssprintf("MovieTexture_Generic(%s)", GetID().filename.c_str()) );
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if( m_bThreaded )
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m_DecoderThread.Create( DecoderThread_start, this );
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}
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void MovieTexture_Generic::StopThread()
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{
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if( !m_DecoderThread.IsCreated() )
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return;
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LOG->Trace("Shutting down decoder thread ...");
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m_State = DECODER_QUIT;
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/* Make sure we don't deadlock waiting for m_BufferFinished. */
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m_BufferFinished.Post();
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CHECKPOINT;
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m_DecoderThread.Wait();
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CHECKPOINT;
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m_ImageWaiting = FRAME_NONE;
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/* Clear the above post, if the thread didn't. */
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m_BufferFinished.TryWait();
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LOG->Trace("Decoder thread shut down.");
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}
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void MovieTexture_Generic::SetPosition( float fSeconds )
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{
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ASSERT( m_State != DECODER_QUIT );
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/* We can reset to 0, but I don't think this API supports fast seeking
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* yet. I don't think we ever actually seek except to 0 right now,
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* anyway. XXX */
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@@ -2,10 +2,10 @@
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#define RAGE_MOVIE_TEXTURE_GENERIC_H
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#include "MovieTexture.h"
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#include "RageThreads.h"
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class FFMpeg_Helper;
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struct RageSurface;
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struct RageTextureLock;
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class RageTextureRenderTarget;
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class Sprite;
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@@ -94,6 +94,8 @@ public:
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static EffectMode GetEffectMode( MovieDecoderPixelFormatYCbCr fmt );
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private:
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int GetFrame( float fTargetTime );
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MovieDecoder *m_pDecoder;
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float m_fRate;
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@@ -104,7 +106,6 @@ private:
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} m_ImageWaiting;
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bool m_bLoop;
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bool m_bWantRewind;
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bool m_bThreaded;
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/*
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* Only the main thread can change m_State.
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@@ -126,26 +127,19 @@ private:
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RageSurface *m_pSurface;
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RageSemaphore m_BufferFinished;
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RageTextureLock *m_pTextureLock;
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/* The time the movie is actually at: */
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float m_fClock;
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bool m_bFrameSkipMode;
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static int DecoderThread_start(void *p) { ((MovieTexture_Generic *)(p))->DecoderThread(); return 0; }
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void DecoderThread();
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RageThread m_DecoderThread;
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void UpdateFrame();
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void CreateTexture();
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void DestroyTexture();
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void StartThread();
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void StopThread();
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bool DecodeFrame();
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float CheckFrameTime();
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void DiscardFrame();
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};
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#endif
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Block a user