ffmpeg non-threaded fixes
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@@ -384,6 +384,8 @@ int FFMpeg_Helper::DecodePacket()
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void MovieTexture_FFMpeg::ConvertFrame()
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{
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RAGE_ASSERT_M( m_ImageWaiting == FRAME_DECODED, ssprintf("%i", m_ImageWaiting ) );
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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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@@ -391,6 +393,8 @@ void MovieTexture_FFMpeg::ConvertFrame()
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avcodec::img_convert(&pict, AVPixelFormats[m_AVTexfmt].pf,
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(avcodec::AVPicture *) &decoder->frame, decoder->m_stream->codec.pix_fmt,
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decoder->m_stream->codec.width, decoder->m_stream->codec.height);
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m_ImageWaiting = FRAME_WAITING;
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}
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static avcodec::AVStream *FindVideoStream( avcodec::AVFormatContext *m_fctx )
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@@ -418,7 +422,7 @@ try {
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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_img = NULL;
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m_ImageWaiting = false;
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m_ImageWaiting = FRAME_NONE;
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m_Rate = 1;
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m_bWantRewind = false;
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m_Clock = 0;
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@@ -440,6 +444,7 @@ try {
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/* There's nothing there. */
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RageException::ThrowNonfatal( "%s: EOF getting first frame", GetID().filename.c_str() );
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}
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m_ImageWaiting = FRAME_DECODED;
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CreateTexture();
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LOG->Trace("Resolution: %ix%i (%ix%i, %ix%i)",
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@@ -715,24 +720,26 @@ void MovieTexture_FFMpeg::CreateTexture()
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m_uTexHandle = DISPLAY->CreateTexture( pixfmt, m_img, false );
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}
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/* Handle decoding for a frame. Return true if a frame was decoded and is waiting
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* to be handled. */
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bool MovieTexture_FFMpeg::RunDecode()
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void MovieTexture_FFMpeg::UpdateTimer()
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{
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if( m_State == PAUSE_DECODER )
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{
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/* The video isn't running; skip time. */
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m_Timer.GetDeltaTime();
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return false;
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}
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/* Always update the timer, so we don't skip ahead when coming out of pause. */
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const float fDeltaTime = m_Timer.GetDeltaTime();
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/* If we're playing, update the clock. */
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if( m_State == PLAYING )
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m_Clock += fDeltaTime * m_Rate;
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}
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/* Handle decoding for a frame. Return true if a frame was decoded, false if not
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* (due to pause, EOF, etc). If true is returned, we'll be in FRAME_DECODED. */
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bool MovieTexture_FFMpeg::DecodeFrame()
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{
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RAGE_ASSERT_M( m_ImageWaiting == FRAME_NONE, ssprintf("%i", m_ImageWaiting) );
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if( m_State != PLAYING )
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return false;
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CHECKPOINT;
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/* We're playing. Update the clock. */
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m_Clock += m_Timer.GetDeltaTime() * m_Rate;
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/* Read a frame. */
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int ret = decoder->GetFrame();
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if( ret == -1 )
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@@ -765,64 +772,72 @@ bool MovieTexture_FFMpeg::RunDecode()
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}
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/* We got a frame. */
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m_ImageWaiting = FRAME_DECODED;
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return true;
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}
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/*
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* Call when m_ImageWaiting == FRAME_DECODED.
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* Returns:
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* == 0 if the currently decoded frame is ready to be displayed
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* > 0 (seconds) if it's not yet time to display;
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* == -1 if we're behind and the frame should be skipped
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*/
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float MovieTexture_FFMpeg::CheckFrameTime()
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{
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RAGE_ASSERT_M( m_ImageWaiting == FRAME_DECODED, ssprintf("%i", m_ImageWaiting) );
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const float Offset = decoder->GetTimestamp() - m_Clock;
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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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{
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SDL_Delay( int(1000*Offset) );
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if( m_FrameSkipMode )
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{
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/* We're caught up; stop skipping frames. */
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LOG->Trace( "stopped skipping frames" );
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m_FrameSkipMode = false;
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}
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} else {
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/* We're behind by -Offset seconds.
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*
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* If we're just slightly behind, don't worry about it; we'll simply
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* not sleep, so we'll move as fast as we can to catch up.
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*
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* If we're far behind, we're short on CPU and we need to do something
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* about it. We have at least two options:
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*
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* 1: We can skip texture updates. This is a big bottleneck on many
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* systems.
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*
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* 2: If that's not enough, we can play with hurry_up.
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*
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* If we hit a threshold, start skipping frames via #1. If we do that,
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* don't stop once we hit the threshold; keep doing it until we're fully
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* caught up.
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*
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* I'm not sure when we should do #2. Also, we should try to notice if
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* we simply don't have enough CPU for the video; it's better to just
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* stay in frame skip mode than to enter and exit it constantly, but we
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* don't want to do that due to a single timing glitch.
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*
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* XXX: is there a setting for hurry_up we can use when we're going to ignore
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* a frame to make it take less time?
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*/
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const float FrameSkipThreshold = 0.5f;
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return Offset;
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}
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if( -Offset >= FrameSkipThreshold && !m_FrameSkipMode )
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{
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LOG->Trace( "(%s) Time is %f, and the movie is at %f. Entering frame skip mode.",
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GetID().filename.c_str(), m_Clock, decoder->GetTimestamp());
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m_FrameSkipMode = true;
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}
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/*
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* We're behind by -Offset seconds.
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*
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* If we're just slightly behind, don't worry about it; we'll simply
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* not sleep, so we'll move as fast as we can to catch up.
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*
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* If we're far behind, we're short on CPU. Skip texture updates; this
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* is a big bottleneck on many systems.
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*
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* If we hit a threshold, start skipping frames via #1. If we do that,
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* don't stop once we hit the threshold; keep doing it until we're fully
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* caught up.
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*
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* We should try to notice if we simply don't have enough CPU for the video;
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* it's better to just stay in frame skip mode than to enter and exit it
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* constantly, but we don't want to do that due to a single timing glitch.
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*/
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const float FrameSkipThreshold = 0.5f;
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if( -Offset >= FrameSkipThreshold && !m_FrameSkipMode )
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{
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LOG->Trace( "(%s) Time is %f, and the movie is at %f. Entering frame skip mode.",
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GetID().filename.c_str(), m_Clock, decoder->GetTimestamp());
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m_FrameSkipMode = true;
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}
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if( m_FrameSkipMode && decoder->m_stream->codec.frame_number % 2 )
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return false; /* skip */
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return -1; /* skip */
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/* Convert it. */
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ConvertFrame();
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return 0;
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}
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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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return true;
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void MovieTexture_FFMpeg::DiscardFrame()
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{
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RAGE_ASSERT_M( m_ImageWaiting == FRAME_DECODED, ssprintf("%i", m_ImageWaiting) );
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m_ImageWaiting = FRAME_NONE;
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}
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void MovieTexture_FFMpeg::DecoderThread()
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@@ -844,7 +859,7 @@ void MovieTexture_FFMpeg::DecoderThread()
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while( m_State != DECODER_QUIT )
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{
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bool bGotFrame = RunDecode();
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UpdateTimer();
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if( m_State == PAUSE_DECODER )
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{
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@@ -853,9 +868,31 @@ void MovieTexture_FFMpeg::DecoderThread()
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continue;
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}
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if( !bGotFrame )
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if( m_ImageWaiting == FRAME_NONE )
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DecodeFrame();
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if( m_ImageWaiting != FRAME_DECODED )
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continue;
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const float fTime = CheckFrameTime();
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if( fTime == -1 )
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{
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DiscardFrame();
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continue;
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}
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if( fTime > 0 )
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SDL_Delay( int(1000*fTime) );
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{
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int n = SDL_SemValue( m_BufferFinished );
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ASSERT_M( n == 0, ssprintf("%i", n) );
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}
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ConvertFrame();
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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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/* SDL_SemWait does not properly retry sem_wait in Linux on EINTR. */
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int ret;
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do
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@@ -869,7 +906,7 @@ void MovieTexture_FFMpeg::DecoderThread()
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ASSERT_M( ret != -1, ssprintf("%s, %s", SDL_GetError(), strerror(errno)) );
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/* If the frame wasn't used, then we must be shutting down. */
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ASSERT_M( !m_ImageWaiting || m_State == DECODER_QUIT, ssprintf("%i", m_State) );
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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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CHECKPOINT;
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}
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@@ -877,24 +914,45 @@ void MovieTexture_FFMpeg::DecoderThread()
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void MovieTexture_FFMpeg::Update(float fDeltaTime)
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{
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if( !m_bThreaded )
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RunDecode();
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{
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UpdateTimer();
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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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DecodeFrame();
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/* If we have a frame decoded, see if it's time to display it. */
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if( m_ImageWaiting == FRAME_DECODED )
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{
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float fTime = CheckFrameTime();
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if( fTime > 0 )
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return;
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else if( fTime == -1 )
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DiscardFrame();
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else
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ConvertFrame();
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}
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}
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/* Note that if there's an image waiting, we *must* signal m_BufferFinished, or
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* the decoder thread may sit around waiting for it, even though Pause and Play
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* calls, causing the clock to keep running. */
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if( !m_ImageWaiting )
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if( m_ImageWaiting != FRAME_WAITING )
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return;
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CHECKPOINT;
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UpdateFrame();
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m_ImageWaiting = false;
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if( m_bThreaded )
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SDL_SemPost(m_BufferFinished);
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}
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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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void MovieTexture_FFMpeg::UpdateFrame()
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{
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ASSERT_M( m_ImageWaiting == FRAME_WAITING, ssprintf("%i", m_ImageWaiting) );
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/* Just in case we were invalidated: */
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CreateTexture();
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@@ -905,6 +963,8 @@ void MovieTexture_FFMpeg::UpdateFrame()
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0, 0,
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m_iImageWidth, m_iImageHeight );
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CHECKPOINT;
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m_ImageWaiting = FRAME_NONE;
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}
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void MovieTexture_FFMpeg::Reload()
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@@ -936,7 +996,7 @@ void MovieTexture_FFMpeg::StopThread()
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m_DecoderThread.Wait();
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CHECKPOINT;
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m_ImageWaiting = false;
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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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SDL_SemTryWait(m_BufferFinished);
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@@ -41,7 +41,11 @@ private:
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/* The time the movie is actually at: */
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float m_Rate;
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bool m_ImageWaiting;
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enum {
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FRAME_NONE, /* no frame available; call GetFrame to get one */
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FRAME_DECODED, /* frame decoded; call ConvertFrame */
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FRAME_WAITING /* frame converted and waiting to be uploaded */
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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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@@ -83,7 +87,11 @@ private:
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void DestroyTexture();
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void StartThread();
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void StopThread();
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bool RunDecode();
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void UpdateTimer();
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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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/*
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