ffmpeg non-threaded fixes

This commit is contained in:
Glenn Maynard
2004-04-04 00:39:23 +00:00
parent 66f580f676
commit 4213bb2b72
2 changed files with 132 additions and 64 deletions
@@ -384,6 +384,8 @@ int FFMpeg_Helper::DecodePacket()
void MovieTexture_FFMpeg::ConvertFrame()
{
RAGE_ASSERT_M( m_ImageWaiting == FRAME_DECODED, ssprintf("%i", m_ImageWaiting ) );
avcodec::AVPicture pict;
pict.data[0] = (unsigned char *)m_img->pixels;
pict.linesize[0] = m_img->pitch;
@@ -391,6 +393,8 @@ void MovieTexture_FFMpeg::ConvertFrame()
avcodec::img_convert(&pict, AVPixelFormats[m_AVTexfmt].pf,
(avcodec::AVPicture *) &decoder->frame, decoder->m_stream->codec.pix_fmt,
decoder->m_stream->codec.width, decoder->m_stream->codec.height);
m_ImageWaiting = FRAME_WAITING;
}
static avcodec::AVStream *FindVideoStream( avcodec::AVFormatContext *m_fctx )
@@ -418,7 +422,7 @@ try {
m_bLoop = true;
m_State = DECODER_QUIT; /* it's quit until we call StartThread */
m_img = NULL;
m_ImageWaiting = false;
m_ImageWaiting = FRAME_NONE;
m_Rate = 1;
m_bWantRewind = false;
m_Clock = 0;
@@ -440,6 +444,7 @@ try {
/* There's nothing there. */
RageException::ThrowNonfatal( "%s: EOF getting first frame", GetID().filename.c_str() );
}
m_ImageWaiting = FRAME_DECODED;
CreateTexture();
LOG->Trace("Resolution: %ix%i (%ix%i, %ix%i)",
@@ -715,24 +720,26 @@ void MovieTexture_FFMpeg::CreateTexture()
m_uTexHandle = DISPLAY->CreateTexture( pixfmt, m_img, false );
}
/* Handle decoding for a frame. Return true if a frame was decoded and is waiting
* to be handled. */
bool MovieTexture_FFMpeg::RunDecode()
void MovieTexture_FFMpeg::UpdateTimer()
{
if( m_State == PAUSE_DECODER )
{
/* The video isn't running; skip time. */
m_Timer.GetDeltaTime();
return false;
}
/* Always update the timer, so we don't skip ahead when coming out of pause. */
const float fDeltaTime = m_Timer.GetDeltaTime();
/* If we're playing, update the clock. */
if( m_State == PLAYING )
m_Clock += fDeltaTime * m_Rate;
}
/* Handle decoding for a frame. Return true if a frame was decoded, false if not
* (due to pause, EOF, etc). If true is returned, we'll be in FRAME_DECODED. */
bool MovieTexture_FFMpeg::DecodeFrame()
{
RAGE_ASSERT_M( m_ImageWaiting == FRAME_NONE, ssprintf("%i", m_ImageWaiting) );
if( m_State != PLAYING )
return false;
CHECKPOINT;
/* We're playing. Update the clock. */
m_Clock += m_Timer.GetDeltaTime() * m_Rate;
/* Read a frame. */
int ret = decoder->GetFrame();
if( ret == -1 )
@@ -765,64 +772,72 @@ bool MovieTexture_FFMpeg::RunDecode()
}
/* We got a frame. */
m_ImageWaiting = FRAME_DECODED;
return true;
}
/*
* Call when m_ImageWaiting == FRAME_DECODED.
* Returns:
* == 0 if the currently decoded frame is ready to be displayed
* > 0 (seconds) if it's not yet time to display;
* == -1 if we're behind and the frame should be skipped
*/
float MovieTexture_FFMpeg::CheckFrameTime()
{
RAGE_ASSERT_M( m_ImageWaiting == FRAME_DECODED, ssprintf("%i", m_ImageWaiting) );
const float Offset = decoder->GetTimestamp() - m_Clock;
/* If we're ahead, we're decoding too fast; delay. */
if( Offset > 0 )
{
SDL_Delay( int(1000*Offset) );
if( m_FrameSkipMode )
{
/* We're caught up; stop skipping frames. */
LOG->Trace( "stopped skipping frames" );
m_FrameSkipMode = false;
}
} else {
/* We're behind by -Offset seconds.
*
* If we're just slightly behind, don't worry about it; we'll simply
* not sleep, so we'll move as fast as we can to catch up.
*
* If we're far behind, we're short on CPU and we need to do something
* about it. We have at least two options:
*
* 1: We can skip texture updates. This is a big bottleneck on many
* systems.
*
* 2: If that's not enough, we can play with hurry_up.
*
* If we hit a threshold, start skipping frames via #1. If we do that,
* don't stop once we hit the threshold; keep doing it until we're fully
* caught up.
*
* I'm not sure when we should do #2. Also, we should try to notice if
* we simply don't have enough CPU for the video; it's better to just
* stay in frame skip mode than to enter and exit it constantly, but we
* don't want to do that due to a single timing glitch.
*
* XXX: is there a setting for hurry_up we can use when we're going to ignore
* a frame to make it take less time?
*/
const float FrameSkipThreshold = 0.5f;
return Offset;
}
if( -Offset >= FrameSkipThreshold && !m_FrameSkipMode )
{
LOG->Trace( "(%s) Time is %f, and the movie is at %f. Entering frame skip mode.",
GetID().filename.c_str(), m_Clock, decoder->GetTimestamp());
m_FrameSkipMode = true;
}
/*
* We're behind by -Offset seconds.
*
* If we're just slightly behind, don't worry about it; we'll simply
* not sleep, so we'll move as fast as we can to catch up.
*
* If we're far behind, we're short on CPU. Skip texture updates; this
* is a big bottleneck on many systems.
*
* If we hit a threshold, start skipping frames via #1. If we do that,
* don't stop once we hit the threshold; keep doing it until we're fully
* caught up.
*
* We should try to notice if we simply don't have enough CPU for the video;
* it's better to just stay in frame skip mode than to enter and exit it
* constantly, but we don't want to do that due to a single timing glitch.
*/
const float FrameSkipThreshold = 0.5f;
if( -Offset >= FrameSkipThreshold && !m_FrameSkipMode )
{
LOG->Trace( "(%s) Time is %f, and the movie is at %f. Entering frame skip mode.",
GetID().filename.c_str(), m_Clock, decoder->GetTimestamp());
m_FrameSkipMode = true;
}
if( m_FrameSkipMode && decoder->m_stream->codec.frame_number % 2 )
return false; /* skip */
return -1; /* skip */
/* Convert it. */
ConvertFrame();
return 0;
}
/* Signal the main thread to update the image on the next Update. */
m_ImageWaiting=true;
return true;
void MovieTexture_FFMpeg::DiscardFrame()
{
RAGE_ASSERT_M( m_ImageWaiting == FRAME_DECODED, ssprintf("%i", m_ImageWaiting) );
m_ImageWaiting = FRAME_NONE;
}
void MovieTexture_FFMpeg::DecoderThread()
@@ -844,7 +859,7 @@ void MovieTexture_FFMpeg::DecoderThread()
while( m_State != DECODER_QUIT )
{
bool bGotFrame = RunDecode();
UpdateTimer();
if( m_State == PAUSE_DECODER )
{
@@ -853,9 +868,31 @@ void MovieTexture_FFMpeg::DecoderThread()
continue;
}
if( !bGotFrame )
if( m_ImageWaiting == FRAME_NONE )
DecodeFrame();
if( m_ImageWaiting != FRAME_DECODED )
continue;
const float fTime = CheckFrameTime();
if( fTime == -1 )
{
DiscardFrame();
continue;
}
if( fTime > 0 )
SDL_Delay( int(1000*fTime) );
{
int n = SDL_SemValue( m_BufferFinished );
ASSERT_M( n == 0, ssprintf("%i", n) );
}
ConvertFrame();
/* We just went into FRAME_WAITING. Don't actually check; the main thread
* will change us back to FRAME_NONE without locking, and poke m_BufferFinished. */
/* SDL_SemWait does not properly retry sem_wait in Linux on EINTR. */
int ret;
do
@@ -869,7 +906,7 @@ void MovieTexture_FFMpeg::DecoderThread()
ASSERT_M( ret != -1, ssprintf("%s, %s", SDL_GetError(), strerror(errno)) );
/* If the frame wasn't used, then we must be shutting down. */
ASSERT_M( !m_ImageWaiting || m_State == DECODER_QUIT, ssprintf("%i", m_State) );
ASSERT_M( m_ImageWaiting == FRAME_NONE || m_State == DECODER_QUIT, ssprintf("%i, %i", m_ImageWaiting, m_State) );
}
CHECKPOINT;
}
@@ -877,24 +914,45 @@ void MovieTexture_FFMpeg::DecoderThread()
void MovieTexture_FFMpeg::Update(float fDeltaTime)
{
if( !m_bThreaded )
RunDecode();
{
UpdateTimer();
/* If we don't have a frame decoded, decode one. */
if( m_ImageWaiting == FRAME_NONE )
DecodeFrame();
/* If we have a frame decoded, see if it's time to display it. */
if( m_ImageWaiting == FRAME_DECODED )
{
float fTime = CheckFrameTime();
if( fTime > 0 )
return;
else if( fTime == -1 )
DiscardFrame();
else
ConvertFrame();
}
}
/* Note that if there's an image waiting, we *must* signal m_BufferFinished, or
* the decoder thread may sit around waiting for it, even though Pause and Play
* calls, causing the clock to keep running. */
if( !m_ImageWaiting )
if( m_ImageWaiting != FRAME_WAITING )
return;
CHECKPOINT;
UpdateFrame();
m_ImageWaiting = false;
if( m_bThreaded )
SDL_SemPost(m_BufferFinished);
}
/* Call from the main thread when m_ImageWaiting == FRAME_WAITING to update the
* texture. Sets FRAME_NONE. Does not signal m_BufferFinished. */
void MovieTexture_FFMpeg::UpdateFrame()
{
ASSERT_M( m_ImageWaiting == FRAME_WAITING, ssprintf("%i", m_ImageWaiting) );
/* Just in case we were invalidated: */
CreateTexture();
@@ -905,6 +963,8 @@ void MovieTexture_FFMpeg::UpdateFrame()
0, 0,
m_iImageWidth, m_iImageHeight );
CHECKPOINT;
m_ImageWaiting = FRAME_NONE;
}
void MovieTexture_FFMpeg::Reload()
@@ -936,7 +996,7 @@ void MovieTexture_FFMpeg::StopThread()
m_DecoderThread.Wait();
CHECKPOINT;
m_ImageWaiting = false;
m_ImageWaiting = FRAME_NONE;
/* Clear the above post, if the thread didn't. */
SDL_SemTryWait(m_BufferFinished);
@@ -41,7 +41,11 @@ private:
/* The time the movie is actually at: */
float m_Rate;
bool m_ImageWaiting;
enum {
FRAME_NONE, /* no frame available; call GetFrame to get one */
FRAME_DECODED, /* frame decoded; call ConvertFrame */
FRAME_WAITING /* frame converted and waiting to be uploaded */
} m_ImageWaiting;
bool m_bLoop;
bool m_bWantRewind;
bool m_bThreaded;
@@ -83,7 +87,11 @@ private:
void DestroyTexture();
void StartThread();
void StopThread();
bool RunDecode();
void UpdateTimer();
bool DecodeFrame();
float CheckFrameTime();
void DiscardFrame();
};
/*