split out RunDecode function
This commit is contained in:
@@ -420,6 +420,8 @@ try {
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m_ImageWaiting = false;
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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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m_FrameSkipMode = false;
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m_BufferFinished = SDL_CreateSemaphore(0);
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@@ -711,14 +713,118 @@ 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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{
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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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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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return false;
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if( m_bWantRewind && decoder->GetTimestamp() == 0 )
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m_bWantRewind = false; /* ignore */
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if( ret == 0 )
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{
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/* EOF. */
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if( !m_bLoop )
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return false;
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LOG->Trace( "File \"%s\" looping", GetID().filename.c_str() );
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m_bWantRewind = true;
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}
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if( m_bWantRewind )
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{
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m_bWantRewind = false;
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/* Restart. */
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DestroyDecoder();
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CreateDecoder();
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decoder->Init();
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m_Clock = 0;
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return false;
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}
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/* We got a frame. */
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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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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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if( m_FrameSkipMode && decoder->m_stream->codec.frame_number % 2 )
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return false; /* skip */
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/* Convert it. */
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ConvertFrame();
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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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}
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void MovieTexture_FFMpeg::DecoderThread()
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{
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RageTimer Timer;
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float Clock = 0;
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bool FrameSkipMode = false;
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#if defined(_WINDOWS)
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/* Movie decoding is bursty. We burst decode a frame, then we sleep, then we burst
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* to YUV->RGB convert, then we wait for the frame to move, and we repeat. */
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@@ -736,110 +842,20 @@ 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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if( m_State == PAUSE_DECODER )
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{
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/* We aren't feeding frames, so we aren't waiting; don't chew CPU. */
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SDL_Delay( 10 );
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/* The video isn't running; skip time. */
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Timer.GetDeltaTime();
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continue;
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}
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CHECKPOINT;
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/* We're playing. Update the clock. */
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Clock += 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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return;
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if( m_bWantRewind && decoder->GetTimestamp() == 0 )
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m_bWantRewind = false; /* ignore */
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if( ret == 0 )
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{
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/* EOF. */
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if( !m_bLoop )
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return;
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LOG->Trace( "File \"%s\" looping", GetID().filename.c_str() );
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m_bWantRewind = true;
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}
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if( m_bWantRewind )
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{
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m_bWantRewind = false;
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/* Restart. */
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DestroyDecoder();
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CreateDecoder();
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decoder->Init();
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Clock = 0;
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if( !bGotFrame )
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continue;
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}
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/* We got a frame. */
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const float Offset = decoder->GetTimestamp() - 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( 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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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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if( -Offset >= FrameSkipThreshold && !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(), Clock, decoder->GetTimestamp());
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FrameSkipMode = true;
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}
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}
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if( FrameSkipMode && decoder->m_stream->codec.frame_number % 2 )
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continue; /* skip */
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/* Convert it. */
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ConvertFrame();
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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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/* 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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{
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CHECKPOINT;
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@@ -6,6 +6,7 @@
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#include "RageDisplay.h"
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#include "RageTexture.h"
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#include "RageThreads.h"
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#include "RageTimer.h"
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#include "SDL_mutex.h"
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@@ -64,6 +65,10 @@ private:
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SDL_sem *m_BufferFinished;
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RageTimer m_Timer;
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float m_Clock;
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bool m_FrameSkipMode;
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static int DecoderThread_start(void *p) { ((MovieTexture_FFMpeg *)(p))->DecoderThread(); return 0; }
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void DecoderThread();
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RageThread m_DecoderThread;
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@@ -77,6 +82,7 @@ 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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};
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/*
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