Split out generic parts of movie decoder, to make it easier to implement others.

We could make MovieDecoder the arch class, with MovieTexture_Generic
replacing RageMovieTexture, but it forces a pull-based API, and DShow
insists on being callback-based ...
This commit is contained in:
Glenn Maynard
2005-10-20 07:19:42 +00:00
parent 621b9c0903
commit e2151e0178
4 changed files with 715 additions and 609 deletions
@@ -1,20 +1,15 @@
#include "global.h"
#include "MovieTexture_FFMpeg.h"
#include "RageDisplay.h"
#include "RageLog.h"
#include "RageTextureManager.h"
#include "RageUtil.h"
#include "RageTimer.h"
#include "RageFile.h"
#include "RageSurface.h"
#include "PrefsManager.h"
#include <cerrno>
#if defined(WIN32) && !defined(XBOX)
#include <windows.h>
#endif
namespace avcodec
{
#if defined(WIN32)
@@ -36,7 +31,7 @@ struct AVPixelFormat_t
avcodec::PixelFormat pf;
bool bHighColor;
bool bByteSwapOnLittleEndian;
} AVPixelFormats[] = {
} static AVPixelFormats[] = {
{
/* This format is really ARGB, and is affected by endianness, unlike PIX_FMT_RGB24
* and PIX_FMT_BGR24. */
@@ -137,90 +132,79 @@ static int FindCompatibleAVFormat( bool bHighColor )
return -1;
}
class FFMpeg_Helper
class MovieDecoder_FFMpeg: public MovieDecoder
{
public:
FFMpeg_Helper();
~FFMpeg_Helper();
MovieDecoder_FFMpeg();
~MovieDecoder_FFMpeg();
CString Open( CString sFile );
void Close();
/* Decode a frame internally. */
int GetFrame();
/* Convert the current frame to an RGB surface. This may be skipped
* in frame skip mode. */
void ConvertToSurface( RageSurface *pSurface ) const;
int GetWidth() const { return m_stream->codec.width; }
int GetHeight() const { return m_stream->codec.height; }
int GetWidth() const { return m_pStream->codec.width; }
int GetHeight() const { return m_pStream->codec.height; }
/* Create a surface. This must be compatible with ConvertToSurface,
* should be a surface which is realtime-compatible with DISPLAY, and
* should attempt to obey TEXTUREMAN->GetPrefs().m_iMovieColorDepth.
* The given size will usually be the next power of two higher than
* GetWidth/GetHeight, but on systems with limited texture resolution,
* may be smaller. */
RageSurface *CreateCompatibleSurface( int iTextureWidth, int iTextureHeight );
/* Get the timestamp, in seconds, when the current frame should be
* displayed. The first frame will always be 0. */
float GetTimestamp() const;
/* Get the duration, in seconds, to display the current frame. */
float GetFrameDuration() const;
bool SkippableFrame() const { return (m_stream->codec.frame_number % 2) == 0; }
bool SkippableFrame() const { return (m_pStream->codec.frame_number % 2) == 0; }
private:
avcodec::AVStream *m_stream;
avcodec::AVFrame frame;
void Init();
int ReadPacket();
int DecodePacket();
avcodec::AVStream *m_pStream;
avcodec::AVFrame m_Frame;
int m_AVTexfmt; /* AVPixelFormat_t of m_img */
float m_fPTS;
avcodec::AVFormatContext *m_fctx;
bool m_bGetNextTimestamp;
float m_fCurrentTimestamp;
float m_fTimestamp;
float m_fTimestampOffset;
float m_fLastFrameDelay;
int m_iFrameNumber;
avcodec::AVPacket pkt;
avcodec::AVPacket m_Packet;
int m_iCurrentPacketOffset;
/* 0 = no EOF
* 1 = EOF from ReadPacket
* 2 = EOF from ReadPacket and DecodePacket */
int m_iEOF;
void Init();
int ReadPacket();
int DecodePacket();
float m_fTimestampOffset;
};
FFMpeg_Helper::FFMpeg_Helper()
MovieDecoder_FFMpeg::MovieDecoder_FFMpeg()
{
FixLilEndian();
m_fctx = NULL;
m_stream = NULL;
m_pStream = NULL;
m_iCurrentPacketOffset = -1;
Init();
}
FFMpeg_Helper::~FFMpeg_Helper()
MovieDecoder_FFMpeg::~MovieDecoder_FFMpeg()
{
if( m_iCurrentPacketOffset != -1 )
{
avcodec::av_free_packet( &pkt );
avcodec::av_free_packet( &m_Packet );
m_iCurrentPacketOffset = -1;
}
}
void FFMpeg_Helper::Init()
void MovieDecoder_FFMpeg::Init()
{
m_iEOF = 0;
m_bGetNextTimestamp = true;
m_fCurrentTimestamp = 0;
m_fTimestamp = 0;
m_fLastFrameDelay = 0;
m_fPTS = -1;
m_iFrameNumber = -1; /* decode one frame and you're on the 0th */
@@ -228,13 +212,13 @@ void FFMpeg_Helper::Init()
if( m_iCurrentPacketOffset != -1 )
{
avcodec::av_free_packet( &pkt );
avcodec::av_free_packet( &m_Packet );
m_iCurrentPacketOffset = -1;
}
}
/* Read until we get a frame, EOF or error. Return -1 on error, 0 on EOF, 1 if we have a frame. */
int FFMpeg_Helper::GetFrame()
int MovieDecoder_FFMpeg::GetFrame()
{
while( 1 )
{
@@ -264,7 +248,7 @@ int FFMpeg_Helper::GetFrame()
* I-frame with the timestamp of the next P-frame, not its own timestamp, and we
* want to ignore that and look at the next B-frame.) */
const float expect = m_fLastFrameDelay;
const float actual = m_fCurrentTimestamp;
const float actual = m_fTimestamp;
if( actual - expect > 0 )
{
LOG->Trace("Expect %f, got %f -> %f", expect, actual, actual - expect );
@@ -275,22 +259,22 @@ int FFMpeg_Helper::GetFrame()
return 1;
}
float FFMpeg_Helper::GetTimestamp() const
float MovieDecoder_FFMpeg::GetTimestamp() const
{
/* The first frame always has a timestamp of 0. */
if( m_iFrameNumber == 0 )
return 0;
return m_fCurrentTimestamp - m_fTimestampOffset;
return m_fTimestamp - m_fTimestampOffset;
}
float FFMpeg_Helper::GetFrameDuration() const
float MovieDecoder_FFMpeg::GetFrameDuration() const
{
return m_fLastFrameDelay;
}
/* Read a packet. Return -1 on error, 0 on EOF, 1 on OK. */
int FFMpeg_Helper::ReadPacket()
int MovieDecoder_FFMpeg::ReadPacket()
{
if( m_iEOF > 0 )
return 0;
@@ -301,45 +285,45 @@ int FFMpeg_Helper::ReadPacket()
if( m_iCurrentPacketOffset != -1 )
{
m_iCurrentPacketOffset = -1;
avcodec::av_free_packet( &pkt );
avcodec::av_free_packet( &m_Packet );
}
int ret = avcodec::av_read_frame( m_fctx, &pkt );
int ret = avcodec::av_read_frame( m_fctx, &m_Packet );
/* XXX: why is avformat returning AVERROR_NOMEM on EOF? */
if( ret < 0 )
{
/* EOF. */
m_iEOF = 1;
pkt.size = 0;
m_Packet.size = 0;
return 0;
}
if( pkt.stream_index == m_stream->index )
if( m_Packet.stream_index == m_pStream->index )
{
m_iCurrentPacketOffset = 0;
return 1;
}
/* It's not for the video stream; ignore it. */
avcodec::av_free_packet( &pkt );
avcodec::av_free_packet( &m_Packet );
}
}
/* Decode data from the current packet. Return -1 on error, 0 if the packet is finished,
* and 1 if we have a frame (we may have more data in the packet). */
int FFMpeg_Helper::DecodePacket()
int MovieDecoder_FFMpeg::DecodePacket()
{
if( m_iEOF == 0 && m_iCurrentPacketOffset == -1 )
return 0; /* no packet */
while( m_iEOF == 1 || (m_iEOF == 0 && m_iCurrentPacketOffset < pkt.size) )
while( m_iEOF == 1 || (m_iEOF == 0 && m_iCurrentPacketOffset < m_Packet.size) )
{
if( m_bGetNextTimestamp )
{
if (pkt.dts != int64_t(AV_NOPTS_VALUE))
m_fPTS = (float)pkt.dts / AV_TIME_BASE;
if (m_Packet.dts != int64_t(AV_NOPTS_VALUE))
m_fPTS = (float)m_Packet.dts / AV_TIME_BASE;
else
m_fPTS = -1;
m_bGetNextTimestamp = false;
@@ -349,18 +333,18 @@ int FFMpeg_Helper::DecodePacket()
* to avcodec_decode_video in this case is crashing it. However, passing an empty
* packet is normal with B-frames, to flush. This may be unnecessary in newer
* versions of avcodec, but I'm waiting until a new stable release to upgrade. */
if( pkt.size == 0 && m_iFrameNumber == -1 )
if( m_Packet.size == 0 && m_iFrameNumber == -1 )
return 0; /* eof */
int got_frame;
int iGotFrame;
CHECKPOINT;
/* Hack: we need to send size = 0 to flush frames at the end, but we have
* to give it a buffer to read from since it tries to read anyway. */
static uint8_t dummy[FF_INPUT_BUFFER_PADDING_SIZE] = { 0 };
int len = avcodec::avcodec_decode_video(
&m_stream->codec,
&frame, &got_frame,
pkt.size? pkt.data:dummy, pkt.size );
&m_pStream->codec,
&m_Frame, &iGotFrame,
m_Packet.size? m_Packet.data:dummy, m_Packet.size );
CHECKPOINT;
if( len < 0 )
@@ -371,7 +355,7 @@ int FFMpeg_Helper::DecodePacket()
m_iCurrentPacketOffset += len;
if( !got_frame )
if( !iGotFrame )
{
if( m_iEOF == 1 )
m_iEOF = 2;
@@ -382,18 +366,18 @@ int FFMpeg_Helper::DecodePacket()
if( m_fPTS != -1 )
{
m_fCurrentTimestamp = m_fPTS;
m_fTimestamp = m_fPTS;
}
else
{
/* If the timestamp is zero, this frame is to be played at the
* time of the last frame plus the length of the last frame. */
m_fCurrentTimestamp += m_fLastFrameDelay;
m_fTimestamp += m_fLastFrameDelay;
}
/* Length of this frame: */
m_fLastFrameDelay = (float)m_stream->codec.frame_rate_base / m_stream->codec.frame_rate;
m_fLastFrameDelay += frame.repeat_pict * (m_fLastFrameDelay * 0.5f);
m_fLastFrameDelay = (float)m_pStream->codec.frame_rate_base / m_pStream->codec.frame_rate;
m_fLastFrameDelay += m_Frame.repeat_pict * (m_fLastFrameDelay * 0.5f);
return 1;
}
@@ -401,26 +385,15 @@ int FFMpeg_Helper::DecodePacket()
return 0; /* packet done */
}
/* Convert the frame from the native (typically YUV) internal format to
* our RGB RageSurface. */
void MovieTexture_FFMpeg::ConvertFrame()
{
ASSERT_M( m_ImageWaiting == FRAME_DECODED, ssprintf("%i", m_ImageWaiting ) );
m_pDecoder->ConvertToSurface( m_pSurface );
m_ImageWaiting = FRAME_WAITING;
}
void FFMpeg_Helper::ConvertToSurface( RageSurface *pSurface ) const
void MovieDecoder_FFMpeg::ConvertToSurface( RageSurface *pSurface ) const
{
avcodec::AVPicture pict;
pict.data[0] = (unsigned char *) pSurface->pixels;
pict.linesize[0] = pSurface->pitch;
avcodec::img_convert( &pict, AVPixelFormats[m_AVTexfmt].pf,
(avcodec::AVPicture *) &frame, m_stream->codec.pix_fmt,
m_stream->codec.width, m_stream->codec.height );
(avcodec::AVPicture *) &m_Frame, m_pStream->codec.pix_fmt,
m_pStream->codec.width, m_pStream->codec.height );
}
static avcodec::AVStream *FindVideoStream( avcodec::AVFormatContext *m_fctx )
@@ -434,73 +407,6 @@ static avcodec::AVStream *FindVideoStream( avcodec::AVFormatContext *m_fctx )
return NULL;
}
MovieTexture_FFMpeg::MovieTexture_FFMpeg( RageTextureID ID ):
RageMovieTexture( ID ),
m_BufferFinished( "BufferFinished", 0 )
{
LOG->Trace( "MovieTexture_FFMpeg::MovieTexture_FFMpeg(%s)", ID.filename.c_str() );
FixLilEndian();
m_pDecoder = new FFMpeg_Helper;
m_uTexHandle = 0;
m_bLoop = true;
m_State = DECODER_QUIT; /* it's quit until we call StartThread */
m_pSurface = NULL;
m_ImageWaiting = FRAME_NONE;
m_fRate = 1;
m_bWantRewind = false;
m_fClock = 0;
m_bFrameSkipMode = false;
m_bThreaded = PREFSMAN->m_bThreadedMovieDecode.Get();
}
CString MovieTexture_FFMpeg::Init()
{
CString sError = m_pDecoder->Open( GetID().filename );
if( sError != "" )
return sError;
/* Decode one frame, to guarantee that the texture is drawn when this function returns. */
int ret = m_pDecoder->GetFrame();
if( ret == -1 )
return ssprintf( "%s: error getting first frame", GetID().filename.c_str() );
if( ret == 0 )
{
/* There's nothing there. */
return ssprintf( "%s: EOF getting first frame", GetID().filename.c_str() );
}
m_ImageWaiting = FRAME_DECODED;
CreateTexture();
LOG->Trace( "Resolution: %ix%i (%ix%i, %ix%i)",
m_iSourceWidth, m_iSourceHeight,
m_iImageWidth, m_iImageHeight, m_iTextureWidth, m_iTextureHeight );
CreateFrameRects();
ConvertFrame();
UpdateFrame();
CHECKPOINT;
StartThread();
return CString();
}
MovieTexture_FFMpeg::~MovieTexture_FFMpeg()
{
StopThread();
if( m_pDecoder )
m_pDecoder->Close();
DestroyTexture();
delete m_pDecoder;
}
static CString averr_ssprintf( int err, const char *fmt, ... )
{
@@ -592,7 +498,7 @@ static avcodec::URLProtocol RageProtocol =
NULL
};
CString FFMpeg_Helper::Open( CString sFile )
CString MovieDecoder_FFMpeg::Open( CString sFile )
{
static bool bDone = false;
if( !bDone )
@@ -625,20 +531,20 @@ CString FFMpeg_Helper::Open( CString sFile )
ret = avcodec::avcodec_open( &stream->codec, codec );
if ( ret < 0 )
return ssprintf( averr_ssprintf(ret, "AVCodec (%s): Couldn't open codec \"%s\"", sFile.c_str(), codec->name) );
m_stream = stream;
m_pStream = stream;
LOG->Trace( "Bitrate: %i", m_stream->codec.bit_rate );
LOG->Trace( "Codec pixel format: %s", avcodec::avcodec_get_pix_fmt_name(m_stream->codec.pix_fmt) );
LOG->Trace( "Bitrate: %i", m_pStream->codec.bit_rate );
LOG->Trace( "Codec pixel format: %s", avcodec::avcodec_get_pix_fmt_name(m_pStream->codec.pix_fmt) );
return CString();
}
void FFMpeg_Helper::Close()
void MovieDecoder_FFMpeg::Close()
{
if( m_stream )
if( m_pStream )
{
avcodec::avcodec_close( &m_stream->codec );
m_stream = NULL;
avcodec::avcodec_close( &m_pStream->codec );
m_pStream = NULL;
}
if( m_fctx )
@@ -650,82 +556,8 @@ void FFMpeg_Helper::Close()
Init();
}
/* Delete the surface and texture. The decoding thread must be stopped, and this
* is normally done after destroying the decoder. */
void MovieTexture_FFMpeg::DestroyTexture()
{
delete m_pSurface;
m_pSurface = NULL;
if( m_uTexHandle )
{
DISPLAY->DeleteTexture( m_uTexHandle );
m_uTexHandle = 0;
}
}
void MovieTexture_FFMpeg::CreateTexture()
{
if( m_uTexHandle )
return;
CHECKPOINT;
m_iSourceWidth = m_pDecoder->GetWidth();
m_iSourceHeight = m_pDecoder->GetHeight();
/* Cap the max texture size to the hardware max. */
int iMaxSize = min( GetID().iMaxSize, DISPLAY->GetMaxTextureSize() );
m_iImageWidth = min( m_iSourceWidth, iMaxSize );
m_iImageHeight = min( m_iSourceHeight, iMaxSize );
/* Texture dimensions need to be a power of two; jump to the next. */
m_iTextureWidth = power_of_two( m_iImageWidth );
m_iTextureHeight = power_of_two( m_iImageHeight );
if( m_pSurface == NULL )
m_pSurface = m_pDecoder->CreateCompatibleSurface( m_iTextureWidth, m_iTextureHeight );
PixelFormat pixfmt = DISPLAY->FindPixelFormat( m_pSurface->format->BitsPerPixel,
m_pSurface->format->Mask[0],
m_pSurface->format->Mask[1],
m_pSurface->format->Mask[2],
m_pSurface->format->Mask[3] );
if( pixfmt == PixelFormat_INVALID )
{
/* We weren't given a natively-supported pixel format. Pick a supported
* one. This is a fallback case, and implies a second conversion. */
switch( TEXTUREMAN->GetPrefs().m_iMovieColorDepth )
{
default:
ASSERT(0);
case 16:
if( DISPLAY->SupportsTextureFormat(PixelFormat_RGB5) )
pixfmt = PixelFormat_RGB5;
else
pixfmt = PixelFormat_RGBA4;
break;
case 32:
if( DISPLAY->SupportsTextureFormat(PixelFormat_RGB8) )
pixfmt = PixelFormat_RGB8;
else if( DISPLAY->SupportsTextureFormat(PixelFormat_RGBA8) )
pixfmt = PixelFormat_RGBA8;
else if( DISPLAY->SupportsTextureFormat(PixelFormat_RGB5) )
pixfmt = PixelFormat_RGB5;
else
pixfmt = PixelFormat_RGBA4;
break;
}
}
m_uTexHandle = DISPLAY->CreateTexture( pixfmt, m_pSurface, false );
}
RageSurface *FFMpeg_Helper::CreateCompatibleSurface( int iTextureWidth, int iTextureHeight )
RageSurface *MovieDecoder_FFMpeg::CreateCompatibleSurface( int iTextureWidth, int iTextureHeight )
{
bool bPreferHighColor = (TEXTUREMAN->GetPrefs().m_iMovieColorDepth == 32);
m_AVTexfmt = FindCompatibleAVFormat( bPreferHighColor );
@@ -752,313 +584,13 @@ RageSurface *FFMpeg_Helper::CreateCompatibleSurface( int iTextureWidth, int iTex
pfd->masks[0], pfd->masks[1], pfd->masks[2], pfd->masks[3] );
}
/* 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()
MovieTexture_FFMpeg::MovieTexture_FFMpeg( RageTextureID ID ):
MovieTexture_Generic( ID, new MovieDecoder_FFMpeg )
{
ASSERT_M( m_ImageWaiting == FRAME_NONE, ssprintf("%i", m_ImageWaiting) );
if( m_State == DECODER_QUIT )
return false;
CHECKPOINT;
/* Read a frame. */
int ret = m_pDecoder->GetFrame();
if( ret == -1 )
return false;
if( m_bWantRewind && m_pDecoder->GetTimestamp() == 0 )
m_bWantRewind = false; /* ignore */
if( ret == 0 )
{
/* EOF. */
if( !m_bLoop )
return false;
LOG->Trace( "File \"%s\" looping", GetID().filename.c_str() );
m_bWantRewind = true;
}
if( m_bWantRewind )
{
m_bWantRewind = false;
/* When resetting the clock, set it back by the length of the last frame,
* so it has a proper delay. */
float fDelay = m_pDecoder->GetFrameDuration();
/* Restart. */
m_pDecoder->Close();
CString sError = m_pDecoder->Open( GetID().filename );
if( sError != "" )
RageException::Throw( "Error rewinding stream %s: %s", GetID().filename.c_str(), sError.c_str() );
m_fClock = -fDelay;
return false;
}
/* 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()
{
ASSERT_M( m_ImageWaiting == FRAME_DECODED, ssprintf("%i", m_ImageWaiting) );
if( m_fRate == 0 )
return 1; // "a long time until the next frame"
const float fOffset = (m_pDecoder->GetTimestamp() - m_fClock) / m_fRate;
/* If we're ahead, we're decoding too fast; delay. */
if( fOffset > 0.00001f )
{
if( m_bFrameSkipMode )
{
/* We're caught up; stop skipping frames. */
LOG->Trace( "stopped skipping frames" );
m_bFrameSkipMode = false;
}
return fOffset;
}
/*
* 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( -fOffset >= FrameSkipThreshold && !m_bFrameSkipMode )
{
LOG->Trace( "(%s) Time is %f, and the movie is at %f. Entering frame skip mode.",
GetID().filename.c_str(), m_fClock, m_pDecoder->GetTimestamp());
m_bFrameSkipMode = true;
}
if( m_bFrameSkipMode && m_pDecoder->SkippableFrame() )
return -1; /* skip */
return 0;
}
void MovieTexture_FFMpeg::DiscardFrame()
{
ASSERT_M( m_ImageWaiting == FRAME_DECODED, ssprintf("%i", m_ImageWaiting) );
m_ImageWaiting = FRAME_NONE;
}
void MovieTexture_FFMpeg::DecoderThread()
{
#if defined(_WINDOWS)
/* Windows likes to boost priority when processes come out of a wait state. We don't
* want that, since it'll result in us having a small priority boost after each movie
* frame, resulting in skips in the gameplay thread. */
if( !SetThreadPriorityBoost(GetCurrentThread(), TRUE) && GetLastError() != ERROR_CALL_NOT_IMPLEMENTED )
LOG->Warn( werr_ssprintf(GetLastError(), "SetThreadPriorityBoost failed") );
#endif
CHECKPOINT;
while( m_State != DECODER_QUIT )
{
if( m_ImageWaiting == FRAME_NONE )
DecodeFrame();
/* If we still have no frame, we're at EOF and we didn't loop. */
if( m_ImageWaiting != FRAME_DECODED )
{
usleep( 10000 );
continue;
}
const float fTime = CheckFrameTime();
if( fTime == -1 ) // skip frame
{
DiscardFrame();
}
else if( fTime > 0 ) // not time to decode a new frame yet
{
/* This needs to be relatively short so that we wake up quickly
* from being paused or for changes in m_fRate. */
usleep( 10000 );
}
else // fTime == 0
{
{
/* The only reason m_BufferFinished might be non-zero right now (before
* ConvertFrame()) is if we're quitting. */
int n = m_BufferFinished.GetValue();
ASSERT_M( n == 0 || m_State == DECODER_QUIT, ssprintf("%i, %i", n, m_State) );
}
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.
* Don't time out on this; if a new screen has started loading, this might not
* return for a while. */
m_BufferFinished.Wait( false );
/* If the frame wasn't used, then we must be shutting down. */
ASSERT_M( m_ImageWaiting == FRAME_NONE || m_State == DECODER_QUIT, ssprintf("%i, %i", m_ImageWaiting, m_State) );
}
}
CHECKPOINT;
}
void MovieTexture_FFMpeg::Update(float fDeltaTime)
{
/* We might need to decode more than one frame per update. However, there
* have been bugs in ffmpeg that cause it to not handle EOF properly, which
* could make this never return, so let's play it safe. */
int iMax = 4;
while( --iMax )
{
if( !m_bThreaded )
{
/* 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 != FRAME_WAITING )
return;
CHECKPOINT;
UpdateFrame();
if( m_bThreaded )
m_BufferFinished.Post();
}
LOG->MapLog( "ffmpeg_looping", "MovieTexture_FFMpeg::Update looping" );
}
/* 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();
CHECKPOINT;
DISPLAY->UpdateTexture(
m_uTexHandle,
m_pSurface,
0, 0,
m_iImageWidth, m_iImageHeight );
CHECKPOINT;
m_ImageWaiting = FRAME_NONE;
}
void MovieTexture_FFMpeg::Reload()
{
}
void MovieTexture_FFMpeg::StartThread()
{
ASSERT( m_State == DECODER_QUIT );
m_State = DECODER_RUNNING;
m_DecoderThread.SetName( ssprintf("MovieTexture_FFMpeg(%s)", GetID().filename.c_str()) );
if( m_bThreaded )
m_DecoderThread.Create( DecoderThread_start, this );
}
void MovieTexture_FFMpeg::StopThread()
{
if( !m_DecoderThread.IsCreated() )
return;
LOG->Trace("Shutting down decoder thread ...");
m_State = DECODER_QUIT;
/* Make sure we don't deadlock waiting for m_BufferFinished. */
m_BufferFinished.Post();
CHECKPOINT;
m_DecoderThread.Wait();
CHECKPOINT;
m_ImageWaiting = FRAME_NONE;
/* Clear the above post, if the thread didn't. */
m_BufferFinished.TryWait();
LOG->Trace("Decoder thread shut down.");
}
void MovieTexture_FFMpeg::SetPosition( float fSeconds )
{
ASSERT( m_State != DECODER_QUIT );
/* We can reset to 0, but I don't think this API supports fast seeking
* yet. I don't think we ever actually seek except to 0 right now,
* anyway. XXX */
if( fSeconds != 0 )
{
LOG->Warn( "MovieTexture_FFMpeg::SetPosition(%f): non-0 seeking unsupported; ignored", fSeconds );
return;
}
LOG->Trace( "Seek to %f", fSeconds );
m_bWantRewind = true;
}
/* This is used to decode data. */
void MovieTexture_FFMpeg::DecodeSeconds( float fSeconds )
{
m_fClock += fSeconds * m_fRate;
/* If we're not threaded, we want to be sure to decode any new frames now,
* and not on the next frame. Update() may have already been called for this
* frame; call it again to be sure. */
Update(0);
}
/*
* (c) 2003-2004 Glenn Maynard
* (c) 2003-2005 Glenn Maynard
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
@@ -1,96 +1,24 @@
#ifndef RAGEMOVIETEXTURE_FFMPEG_H
#define RAGEMOVIETEXTURE_FFMPEG_H
#include "MovieTexture.h"
#include "RageDisplay.h"
#include "RageTexture.h"
#include "RageThreads.h"
#include "MovieTexture_Generic.h"
/* Fix a compile problem in gcc 3.2: */
#if defined(HAVE_INTTYPES_H)
#include <inttypes.h>
#endif
class FFMpeg_Helper;
class MovieTexture_FFMpeg: public RageMovieTexture
class MovieTexture_FFMpeg: public MovieTexture_Generic
{
public:
MovieTexture_FFMpeg( RageTextureID ID );
virtual ~MovieTexture_FFMpeg();
CString Init();
/* only called by RageTextureManager::InvalidateTextures */
void Invalidate() { m_uTexHandle = 0; }
void Update( float fDeltaTime );
virtual void Reload();
virtual void SetPosition( float fSeconds );
virtual void DecodeSeconds( float fSeconds );
virtual void SetPlaybackRate( float fRate ) { m_fRate = fRate; }
void SetLooping( bool bLooping=true ) { m_bLoop = bLooping; }
unsigned GetTexHandle() const { return m_uTexHandle; }
private:
FFMpeg_Helper *m_pDecoder;
float m_fRate;
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;
/*
* Only the main thread can change m_State.
*
* 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.
*
* PAUSE_DECODER: The decoder thread is idle.
*
* PLAYING: The decoder thread is running.
*/
enum State { DECODER_QUIT, DECODER_RUNNING } m_State;
unsigned m_uTexHandle;
RageSurface *m_pSurface;
RageSemaphore m_BufferFinished;
/* The time the movie is actually at: */
float m_fClock;
bool m_bFrameSkipMode;
static int DecoderThread_start(void *p) { ((MovieTexture_FFMpeg *)(p))->DecoderThread(); return 0; }
void DecoderThread();
RageThread m_DecoderThread;
void ConvertFrame();
void UpdateFrame();
void CreateTexture();
void DestroyTexture();
void StartThread();
void StopThread();
bool DecodeFrame();
float CheckFrameTime();
void DiscardFrame();
};
#define USE_MOVIE_TEXTURE_FFMPEG
#endif
/*
* (c) 2003-2004 Glenn Maynard
* (c) 2003-2005 Glenn Maynard
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
@@ -0,0 +1,501 @@
#include "global.h"
#include "MovieTexture_Generic.h"
#include "PrefsManager.h"
#include "RageDisplay.h"
#include "RageLog.h"
#include "RageSurface.h"
#include "RageTextureManager.h"
#include "RageUtil.h"
#if defined(WIN32) && !defined(XBOX)
#include <windows.h>
#endif
MovieTexture_Generic::MovieTexture_Generic( RageTextureID ID, MovieDecoder *pDecoder ):
RageMovieTexture( ID ),
m_BufferFinished( "BufferFinished", 0 )
{
LOG->Trace( "MovieTexture_Generic::MovieTexture_Generic(%s)", ID.filename.c_str() );
m_pDecoder = pDecoder;
m_uTexHandle = 0;
m_bLoop = true;
m_State = DECODER_QUIT; /* it's quit until we call StartThread */
m_pSurface = NULL;
m_ImageWaiting = FRAME_NONE;
m_fRate = 1;
m_bWantRewind = false;
m_fClock = 0;
m_bFrameSkipMode = false;
m_bThreaded = PREFSMAN->m_bThreadedMovieDecode.Get();
}
CString MovieTexture_Generic::Init()
{
CString sError = m_pDecoder->Open( GetID().filename );
if( sError != "" )
return sError;
/* Decode one frame, to guarantee that the texture is drawn when this function returns. */
int ret = m_pDecoder->GetFrame();
if( ret == -1 )
return ssprintf( "%s: error getting first frame", GetID().filename.c_str() );
if( ret == 0 )
{
/* There's nothing there. */
return ssprintf( "%s: EOF getting first frame", GetID().filename.c_str() );
}
m_ImageWaiting = FRAME_DECODED;
CreateTexture();
LOG->Trace( "Resolution: %ix%i (%ix%i, %ix%i)",
m_iSourceWidth, m_iSourceHeight,
m_iImageWidth, m_iImageHeight, m_iTextureWidth, m_iTextureHeight );
CreateFrameRects();
ConvertFrame();
UpdateFrame();
CHECKPOINT;
StartThread();
return CString();
}
MovieTexture_Generic::~MovieTexture_Generic()
{
StopThread();
if( m_pDecoder )
m_pDecoder->Close();
DestroyTexture();
delete m_pDecoder;
}
/* Delete the surface and texture. The decoding thread must be stopped, and this
* is normally done after destroying the decoder. */
void MovieTexture_Generic::DestroyTexture()
{
delete m_pSurface;
m_pSurface = NULL;
if( m_uTexHandle )
{
DISPLAY->DeleteTexture( m_uTexHandle );
m_uTexHandle = 0;
}
}
void MovieTexture_Generic::CreateTexture()
{
if( m_uTexHandle )
return;
CHECKPOINT;
m_iSourceWidth = m_pDecoder->GetWidth();
m_iSourceHeight = m_pDecoder->GetHeight();
/* Adjust m_iSourceWidth to support different source aspect ratios. */
float fSourceAspectRatio = m_pDecoder->GetSourceAspectRatio();
if( fSourceAspectRatio < 1 )
m_iSourceHeight = lrintf( m_iSourceHeight / fSourceAspectRatio );
else if( fSourceAspectRatio > 1 )
m_iSourceWidth = lrintf( m_iSourceWidth * fSourceAspectRatio );
/* Cap the max texture size to the hardware max. */
int iMaxSize = min( GetID().iMaxSize, DISPLAY->GetMaxTextureSize() );
m_iImageWidth = min( m_iSourceWidth, iMaxSize );
m_iImageHeight = min( m_iSourceHeight, iMaxSize );
/* Texture dimensions need to be a power of two; jump to the next. */
m_iTextureWidth = power_of_two( m_iImageWidth );
m_iTextureHeight = power_of_two( m_iImageHeight );
if( m_pSurface == NULL )
m_pSurface = m_pDecoder->CreateCompatibleSurface( m_iTextureWidth, m_iTextureHeight );
PixelFormat pixfmt = DISPLAY->FindPixelFormat( m_pSurface->format->BitsPerPixel,
m_pSurface->format->Mask[0],
m_pSurface->format->Mask[1],
m_pSurface->format->Mask[2],
m_pSurface->format->Mask[3] );
if( pixfmt == PixelFormat_INVALID )
{
/* We weren't given a natively-supported pixel format. Pick a supported
* one. This is a fallback case, and implies a second conversion. */
switch( TEXTUREMAN->GetPrefs().m_iMovieColorDepth )
{
default:
ASSERT(0);
case 16:
if( DISPLAY->SupportsTextureFormat(PixelFormat_RGB5) )
pixfmt = PixelFormat_RGB5;
else
pixfmt = PixelFormat_RGBA4;
break;
case 32:
if( DISPLAY->SupportsTextureFormat(PixelFormat_RGB8) )
pixfmt = PixelFormat_RGB8;
else if( DISPLAY->SupportsTextureFormat(PixelFormat_RGBA8) )
pixfmt = PixelFormat_RGBA8;
else if( DISPLAY->SupportsTextureFormat(PixelFormat_RGB5) )
pixfmt = PixelFormat_RGB5;
else
pixfmt = PixelFormat_RGBA4;
break;
}
}
m_uTexHandle = DISPLAY->CreateTexture( pixfmt, m_pSurface, false );
}
/* 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_Generic::DecodeFrame()
{
ASSERT_M( m_ImageWaiting == FRAME_NONE, ssprintf("%i", m_ImageWaiting) );
if( m_State == DECODER_QUIT )
return false;
CHECKPOINT;
/* Read a frame. */
int ret = m_pDecoder->GetFrame();
if( ret == -1 )
return false;
if( m_bWantRewind && m_pDecoder->GetTimestamp() == 0 )
m_bWantRewind = false; /* ignore */
if( ret == 0 )
{
/* EOF. */
if( !m_bLoop )
return false;
LOG->Trace( "File \"%s\" looping", GetID().filename.c_str() );
m_bWantRewind = true;
}
if( m_bWantRewind )
{
m_bWantRewind = false;
/* When resetting the clock, set it back by the length of the last frame,
* so it has a proper delay. */
float fDelay = m_pDecoder->GetFrameDuration();
/* Restart. */
m_pDecoder->Close();
CString sError = m_pDecoder->Open( GetID().filename );
if( sError != "" )
RageException::Throw( "Error rewinding stream %s: %s", GetID().filename.c_str(), sError.c_str() );
m_fClock = -fDelay;
return false;
}
/* 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_Generic::CheckFrameTime()
{
ASSERT_M( m_ImageWaiting == FRAME_DECODED, ssprintf("%i", m_ImageWaiting) );
if( m_fRate == 0 )
return 1; // "a long time until the next frame"
const float fOffset = (m_pDecoder->GetTimestamp() - m_fClock) / m_fRate;
/* If we're ahead, we're decoding too fast; delay. */
if( fOffset > 0.00001f )
{
if( m_bFrameSkipMode )
{
/* We're caught up; stop skipping frames. */
LOG->Trace( "stopped skipping frames" );
m_bFrameSkipMode = false;
}
return fOffset;
}
/*
* 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( -fOffset >= FrameSkipThreshold && !m_bFrameSkipMode )
{
LOG->Trace( "(%s) Time is %f, and the movie is at %f. Entering frame skip mode.",
GetID().filename.c_str(), m_fClock, m_pDecoder->GetTimestamp());
m_bFrameSkipMode = true;
}
if( m_bFrameSkipMode && m_pDecoder->SkippableFrame() )
return -1; /* skip */
return 0;
}
void MovieTexture_Generic::DiscardFrame()
{
ASSERT_M( m_ImageWaiting == FRAME_DECODED, ssprintf("%i", m_ImageWaiting) );
m_ImageWaiting = FRAME_NONE;
}
void MovieTexture_Generic::DecoderThread()
{
#if defined(_WINDOWS)
/* Windows likes to boost priority when processes come out of a wait state. We don't
* want that, since it'll result in us having a small priority boost after each movie
* frame, resulting in skips in the gameplay thread. */
if( !SetThreadPriorityBoost(GetCurrentThread(), TRUE) && GetLastError() != ERROR_CALL_NOT_IMPLEMENTED )
LOG->Warn( werr_ssprintf(GetLastError(), "SetThreadPriorityBoost failed") );
#endif
CHECKPOINT;
while( m_State != DECODER_QUIT )
{
if( m_ImageWaiting == FRAME_NONE )
DecodeFrame();
/* If we still have no frame, we're at EOF and we didn't loop. */
if( m_ImageWaiting != FRAME_DECODED )
{
usleep( 10000 );
continue;
}
const float fTime = CheckFrameTime();
if( fTime == -1 ) // skip frame
{
DiscardFrame();
}
else if( fTime > 0 ) // not time to decode a new frame yet
{
/* This needs to be relatively short so that we wake up quickly
* from being paused or for changes in m_fRate. */
usleep( 10000 );
}
else // fTime == 0
{
{
/* The only reason m_BufferFinished might be non-zero right now (before
* ConvertFrame()) is if we're quitting. */
int n = m_BufferFinished.GetValue();
ASSERT_M( n == 0 || m_State == DECODER_QUIT, ssprintf("%i, %i", n, m_State) );
}
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.
* Don't time out on this; if a new screen has started loading, this might not
* return for a while. */
m_BufferFinished.Wait( false );
/* If the frame wasn't used, then we must be shutting down. */
ASSERT_M( m_ImageWaiting == FRAME_NONE || m_State == DECODER_QUIT, ssprintf("%i, %i", m_ImageWaiting, m_State) );
}
}
CHECKPOINT;
}
void MovieTexture_Generic::Update(float fDeltaTime)
{
/* We might need to decode more than one frame per update. However, there
* have been bugs in ffmpeg that cause it to not handle EOF properly, which
* could make this never return, so let's play it safe. */
int iMax = 4;
while( --iMax )
{
if( !m_bThreaded )
{
/* 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 != FRAME_WAITING )
return;
CHECKPOINT;
UpdateFrame();
if( m_bThreaded )
m_BufferFinished.Post();
}
LOG->MapLog( "movie_looping", "MovieTexture_Generic::Update looping" );
}
/* Convert the frame from the native (typically YUV) internal format to
* our RGB RageSurface. */
void MovieTexture_Generic::ConvertFrame()
{
ASSERT_M( m_ImageWaiting == FRAME_DECODED, ssprintf("%i", m_ImageWaiting ) );
m_pDecoder->ConvertToSurface( m_pSurface );
m_ImageWaiting = FRAME_WAITING;
}
/* Call from the main thread when m_ImageWaiting == FRAME_WAITING to update the
* texture. Sets FRAME_NONE. Does not signal m_BufferFinished. */
void MovieTexture_Generic::UpdateFrame()
{
ASSERT_M( m_ImageWaiting == FRAME_WAITING, ssprintf("%i", m_ImageWaiting) );
/* Just in case we were invalidated: */
CreateTexture();
CHECKPOINT;
DISPLAY->UpdateTexture(
m_uTexHandle,
m_pSurface,
0, 0,
m_iImageWidth, m_iImageHeight );
CHECKPOINT;
m_ImageWaiting = FRAME_NONE;
}
void MovieTexture_Generic::Reload()
{
}
void MovieTexture_Generic::StartThread()
{
ASSERT( m_State == DECODER_QUIT );
m_State = DECODER_RUNNING;
m_DecoderThread.SetName( ssprintf("MovieTexture_Generic(%s)", GetID().filename.c_str()) );
if( m_bThreaded )
m_DecoderThread.Create( DecoderThread_start, this );
}
void MovieTexture_Generic::StopThread()
{
if( !m_DecoderThread.IsCreated() )
return;
LOG->Trace("Shutting down decoder thread ...");
m_State = DECODER_QUIT;
/* Make sure we don't deadlock waiting for m_BufferFinished. */
m_BufferFinished.Post();
CHECKPOINT;
m_DecoderThread.Wait();
CHECKPOINT;
m_ImageWaiting = FRAME_NONE;
/* Clear the above post, if the thread didn't. */
m_BufferFinished.TryWait();
LOG->Trace("Decoder thread shut down.");
}
void MovieTexture_Generic::SetPosition( float fSeconds )
{
ASSERT( m_State != DECODER_QUIT );
/* We can reset to 0, but I don't think this API supports fast seeking
* yet. I don't think we ever actually seek except to 0 right now,
* anyway. XXX */
if( fSeconds != 0 )
{
LOG->Warn( "MovieTexture_Generic::SetPosition(%f): non-0 seeking unsupported; ignored", fSeconds );
return;
}
LOG->Trace( "Seek to %f", fSeconds );
m_bWantRewind = true;
}
/* This is used to decode data. */
void MovieTexture_Generic::DecodeSeconds( float fSeconds )
{
m_fClock += fSeconds * m_fRate;
/* If we're not threaded, we want to be sure to decode any new frames now,
* and not on the next frame. Update() may have already been called for this
* frame; call it again to be sure. */
Update(0);
}
/*
* (c) 2003-2005 Glenn Maynard
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/
@@ -0,0 +1,145 @@
#ifndef RAGE_MOVIETEXTURE_GENERIC_H
#define RAGE_MOVIETEXTURE_GENERIC_H
#include "MovieTexture.h"
#include "RageThreads.h"
class FFMpeg_Helper;
struct RageSurface;
class MovieDecoder
{
public:
virtual ~MovieDecoder() { }
virtual CString Open( CString sFile ) = 0;
virtual void Close() = 0;
/* Decode a frame internally. */
virtual int GetFrame() = 0;
/* Convert the current frame to an RGB surface. This may be skipped
* in frame skip mode. */
virtual void ConvertToSurface( RageSurface *pSurface ) const = 0;
virtual int GetWidth() const = 0;
virtual int GetHeight() const = 0;
virtual float GetSourceAspectRatio() const { return 1.0f; }
/* Create a surface. This must be compatible with ConvertToSurface,
* should be a surface which is realtime-compatible with DISPLAY, and
* should attempt to obey TEXTUREMAN->GetPrefs().m_iMovieColorDepth.
* The given size will usually be the next power of two higher than
* GetWidth/GetHeight, but on systems with limited texture resolution,
* may be smaller. */
virtual RageSurface *CreateCompatibleSurface( int iTextureWidth, int iTextureHeight ) = 0;
/* Get the timestamp, in seconds, when the current frame should be
* displayed. The first frame will always be 0. */
virtual float GetTimestamp() const = 0;
/* Get the duration, in seconds, to display the current frame. */
virtual float GetFrameDuration() const = 0;
virtual bool SkippableFrame() const = 0;
};
class MovieTexture_Generic: public RageMovieTexture
{
public:
MovieTexture_Generic( RageTextureID ID, MovieDecoder *pDecoder );
virtual ~MovieTexture_Generic();
CString Init();
/* only called by RageTextureManager::InvalidateTextures */
void Invalidate() { m_uTexHandle = 0; }
void Update( float fDeltaTime );
virtual void Reload();
virtual void SetPosition( float fSeconds );
virtual void DecodeSeconds( float fSeconds );
virtual void SetPlaybackRate( float fRate ) { m_fRate = fRate; }
void SetLooping( bool bLooping=true ) { m_bLoop = bLooping; }
unsigned GetTexHandle() const { return m_uTexHandle; }
private:
MovieDecoder *m_pDecoder;
float m_fRate;
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;
/*
* Only the main thread can change m_State.
*
* 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.
*
* PAUSE_DECODER: The decoder thread is idle.
*
* PLAYING: The decoder thread is running.
*/
enum State { DECODER_QUIT, DECODER_RUNNING } m_State;
unsigned m_uTexHandle;
RageSurface *m_pSurface;
RageSemaphore m_BufferFinished;
/* The time the movie is actually at: */
float m_fClock;
bool m_bFrameSkipMode;
static int DecoderThread_start(void *p) { ((MovieTexture_Generic *)(p))->DecoderThread(); return 0; }
void DecoderThread();
RageThread m_DecoderThread;
void ConvertFrame();
void UpdateFrame();
void CreateTexture();
void DestroyTexture();
void StartThread();
void StopThread();
bool DecodeFrame();
float CheckFrameTime();
void DiscardFrame();
};
#endif
/*
* (c) 2003-2005 Glenn Maynard
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/