Add FFMpeg_Helper. Decode the first frame in the main thread, instead
of having a clumsy synch mechanism for the first frame. Simplify.
This commit is contained in:
@@ -107,6 +107,187 @@ static int FindCompatibleAVFormat( PixelFormat &pixfmt, bool HighColor )
|
||||
|
||||
return -1;
|
||||
}
|
||||
|
||||
class FFMpeg_Helper
|
||||
{
|
||||
public:
|
||||
avcodec::AVFormatContext *m_fctx;
|
||||
avcodec::AVStream *m_stream;
|
||||
bool GetNextTimestamp;
|
||||
float CurrentTimestamp, Last_IP_Timestamp;
|
||||
|
||||
float LastFrameDelay;
|
||||
|
||||
float pts, last_IP_pts;
|
||||
|
||||
avcodec::AVPacket pkt;
|
||||
int current_packet_offset;
|
||||
|
||||
avcodec::AVFrame frame;
|
||||
|
||||
FFMpeg_Helper();
|
||||
int GetFrame();
|
||||
void Init();
|
||||
|
||||
private:
|
||||
int ReadPacket();
|
||||
int DecodePacket();
|
||||
};
|
||||
|
||||
FFMpeg_Helper::FFMpeg_Helper()
|
||||
{
|
||||
m_fctx=NULL;
|
||||
m_stream=NULL;
|
||||
current_packet_offset = -1;
|
||||
Init();
|
||||
}
|
||||
|
||||
void FFMpeg_Helper::Init()
|
||||
{
|
||||
GetNextTimestamp = true;
|
||||
CurrentTimestamp = 0, Last_IP_Timestamp = 0;
|
||||
LastFrameDelay = 0;
|
||||
pts = 0, last_IP_pts = 0;
|
||||
|
||||
if( current_packet_offset != -1 )
|
||||
{
|
||||
avcodec::av_free_packet( &pkt );
|
||||
current_packet_offset = -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()
|
||||
{
|
||||
while( 1 )
|
||||
{
|
||||
int ret = DecodePacket();
|
||||
if( ret == 1 )
|
||||
return 1;
|
||||
if( ret == -1 )
|
||||
return -1;
|
||||
|
||||
ASSERT( ret == 0 );
|
||||
ret = ReadPacket();
|
||||
if( ret <= 0 )
|
||||
return ret; /* error or EOF */
|
||||
}
|
||||
}
|
||||
|
||||
/* Read a packet. Return -1 on error, 0 on EOF, 1 on OK. */
|
||||
int FFMpeg_Helper::ReadPacket()
|
||||
{
|
||||
while( 1 )
|
||||
{
|
||||
CHECKPOINT;
|
||||
if( current_packet_offset != -1 )
|
||||
{
|
||||
current_packet_offset = -1;
|
||||
avcodec::av_free_packet( &pkt );
|
||||
}
|
||||
|
||||
int ret = avcodec::av_read_packet(m_fctx, &pkt);
|
||||
if( ret == -1 )
|
||||
return 0;
|
||||
|
||||
if( ret < 0 )
|
||||
{
|
||||
/* XXX ? */
|
||||
// LOG->Warn("AVCodec: Error decoding %s: %i",
|
||||
// GetID().filename.c_str(), ret );
|
||||
return -1;
|
||||
}
|
||||
|
||||
if( pkt.stream_index == m_stream->index )
|
||||
{
|
||||
current_packet_offset = 0;
|
||||
return 1;
|
||||
}
|
||||
|
||||
/* It's not for the video stream; ignore it. */
|
||||
avcodec::av_free_packet( &pkt );
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/* 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()
|
||||
{
|
||||
if( current_packet_offset == -1 )
|
||||
return 0; /* no packet */
|
||||
|
||||
while( current_packet_offset < pkt.size )
|
||||
{
|
||||
if ( GetNextTimestamp )
|
||||
{
|
||||
if (pkt.pts != AV_NOPTS_VALUE)
|
||||
pts = (float)pkt.pts * m_fctx->pts_num / m_fctx->pts_den;
|
||||
else
|
||||
pts = -1;
|
||||
GetNextTimestamp = false;
|
||||
}
|
||||
|
||||
int got_frame;
|
||||
CHECKPOINT;
|
||||
int len = avcodec::avcodec_decode_video(
|
||||
&m_stream->codec,
|
||||
&frame, &got_frame,
|
||||
pkt.data + current_packet_offset,
|
||||
pkt.size - current_packet_offset );
|
||||
CHECKPOINT;
|
||||
|
||||
if (len < 0)
|
||||
{
|
||||
LOG->Warn("avcodec_decode_video: %i", len);
|
||||
return -1; // XXX
|
||||
}
|
||||
|
||||
current_packet_offset += len;
|
||||
|
||||
if (!got_frame)
|
||||
continue;
|
||||
|
||||
GetNextTimestamp = true;
|
||||
|
||||
/* Length of this frame: */
|
||||
LastFrameDelay = (float)m_stream->codec.frame_rate_base / m_stream->codec.frame_rate;
|
||||
LastFrameDelay += frame.repeat_pict * (LastFrameDelay * 0.5f);
|
||||
|
||||
if ( m_stream->codec.has_b_frames &&
|
||||
frame.pict_type != FF_B_TYPE )
|
||||
{
|
||||
swap( pts, last_IP_pts );
|
||||
}
|
||||
|
||||
if (pts != -1)
|
||||
{
|
||||
CurrentTimestamp = pts;
|
||||
}
|
||||
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. */
|
||||
CurrentTimestamp += LastFrameDelay;
|
||||
}
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
return 0; /* packet done */
|
||||
}
|
||||
|
||||
void MovieTexture_FFMpeg::ConvertFrame()
|
||||
{
|
||||
avcodec::AVPicture pict;
|
||||
pict.data[0] = (unsigned char *)m_img->pixels;
|
||||
pict.linesize[0] = m_img->pitch;
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
static avcodec::AVStream *FindVideoStream( avcodec::AVFormatContext *m_fctx )
|
||||
{
|
||||
for( int stream = 0; stream < m_fctx->nb_streams; ++stream )
|
||||
@@ -125,6 +306,8 @@ MovieTexture_FFMpeg::MovieTexture_FFMpeg( RageTextureID ID ):
|
||||
|
||||
FixLilEndian();
|
||||
|
||||
decoder = new FFMpeg_Helper;
|
||||
|
||||
m_uTexHandle = 0;
|
||||
m_bLoop = true;
|
||||
m_State = DECODER_QUIT; /* it's quit until we call StartThread */
|
||||
@@ -132,35 +315,42 @@ MovieTexture_FFMpeg::MovieTexture_FFMpeg( RageTextureID ID ):
|
||||
m_img = NULL;
|
||||
m_ImageWaiting = false;
|
||||
m_Rate = 1;
|
||||
m_Position = 0;
|
||||
m_bWantRewind = false;
|
||||
|
||||
m_BufferFinished = SDL_CreateSemaphore(0);
|
||||
m_OneFrameDecoded = SDL_CreateSemaphore(0);
|
||||
|
||||
CreateDecoder();
|
||||
|
||||
LOG->Trace("Resolution: %ix%i (%ix%i, %ix%i)",
|
||||
m_iSourceWidth, m_iSourceHeight,
|
||||
m_iImageWidth, m_iImageHeight, m_iTextureWidth, m_iTextureHeight);
|
||||
LOG->Trace("Bitrate: %i", m_stream->codec.bit_rate );
|
||||
LOG->Trace("Codec pixel format: %i", m_stream->codec.pix_fmt );
|
||||
LOG->Trace("Bitrate: %i", decoder->m_stream->codec.bit_rate );
|
||||
LOG->Trace("Codec pixel format: %i", decoder->m_stream->codec.pix_fmt );
|
||||
|
||||
CreateTexture();
|
||||
StartThread();
|
||||
|
||||
CreateFrameRects();
|
||||
|
||||
/* Wait until we decode one frame, to guarantee that the texture is
|
||||
* drawn when this function returns. */
|
||||
ASSERT( m_State == PAUSE_DECODER );
|
||||
CHECKPOINT;
|
||||
m_State = PLAYING_ONE;
|
||||
SDL_SemWait( m_OneFrameDecoded );
|
||||
CHECKPOINT;
|
||||
m_State = PAUSE_DECODER;
|
||||
CheckFrame();
|
||||
/* Decode one frame, to guarantee that the texture is drawn when this function returns. */
|
||||
int ret = decoder->GetFrame();
|
||||
if( ret == -1 )
|
||||
{
|
||||
/* XXX */
|
||||
LOG->Trace( "%s: error getting first frame", GetID().filename.c_str() );
|
||||
return;
|
||||
}
|
||||
if( ret == 0 )
|
||||
{
|
||||
/* There's nothing there. XXX */
|
||||
LOG->Trace( "%s: EOF getting first frame", GetID().filename.c_str() );
|
||||
return;
|
||||
}
|
||||
|
||||
ConvertFrame();
|
||||
UpdateFrame();
|
||||
|
||||
CHECKPOINT;
|
||||
|
||||
StartThread();
|
||||
Play();
|
||||
}
|
||||
|
||||
@@ -196,32 +386,32 @@ void MovieTexture_FFMpeg::CreateDecoder()
|
||||
actualID.iAlphaBits = 0;
|
||||
|
||||
avcodec::av_register_all();
|
||||
int ret = avcodec::av_open_input_file( &m_fctx, actualID.filename, NULL, 0, NULL );
|
||||
int ret = avcodec::av_open_input_file( &decoder->m_fctx, actualID.filename, NULL, 0, NULL );
|
||||
if( ret < 0 )
|
||||
RageException::Throw( averr_ssprintf(ret, "AVCodec: Couldn't open \"%s\"", actualID.filename.c_str()) );
|
||||
|
||||
ret = avcodec::av_find_stream_info( m_fctx );
|
||||
ret = avcodec::av_find_stream_info( decoder->m_fctx );
|
||||
if ( ret < 0 )
|
||||
RageException::Throw( averr_ssprintf(ret, "AVCodec: Couldn't find codec parameters") );
|
||||
RageException::Throw( averr_ssprintf(ret, "AVCodec (%s): Couldn't find codec parameters", actualID.filename.c_str()) );
|
||||
|
||||
m_stream = FindVideoStream( m_fctx );
|
||||
if ( m_stream == NULL )
|
||||
RageException::Throw( averr_ssprintf(ret, "AVCodec: Couldn't find video stream") );
|
||||
decoder->m_stream = FindVideoStream( decoder->m_fctx );
|
||||
if ( decoder->m_stream == NULL )
|
||||
RageException::Throw( "AVCodec (%s): Couldn't find any video streams", actualID.filename.c_str() );
|
||||
|
||||
avcodec::AVCodec *codec = avcodec::avcodec_find_decoder( m_stream->codec.codec_id );
|
||||
avcodec::AVCodec *codec = avcodec::avcodec_find_decoder( decoder->m_stream->codec.codec_id );
|
||||
if( codec == NULL )
|
||||
RageException::Throw( averr_ssprintf(ret, "AVCodec: Couldn't find decoder") );
|
||||
RageException::Throw( "AVCodec (%s): Couldn't find decoder %i", actualID.filename.c_str(), decoder->m_stream->codec.codec_id );
|
||||
|
||||
LOG->Trace("Opening codec %s", codec->name );
|
||||
ret = avcodec::avcodec_open( &m_stream->codec, codec );
|
||||
ret = avcodec::avcodec_open( &decoder->m_stream->codec, codec );
|
||||
if ( ret < 0 )
|
||||
RageException::Throw( averr_ssprintf(ret, "AVCodec: Couldn't open decoder") );
|
||||
RageException::Throw( averr_ssprintf(ret, "AVCodec (%s): Couldn't open codec \"%s\"", actualID.filename.c_str(), codec->name) );
|
||||
|
||||
/* Cap the max texture size to the hardware max. */
|
||||
actualID.iMaxSize = min( actualID.iMaxSize, DISPLAY->GetMaxTextureSize() );
|
||||
|
||||
m_iSourceWidth = m_stream->codec.width;
|
||||
m_iSourceHeight = m_stream->codec.height;
|
||||
m_iSourceWidth = decoder->m_stream->codec.width;
|
||||
m_iSourceHeight = decoder->m_stream->codec.height;
|
||||
|
||||
/* image size cannot exceed max size */
|
||||
m_iImageWidth = min( m_iSourceWidth, actualID.iMaxSize );
|
||||
@@ -236,10 +426,10 @@ void MovieTexture_FFMpeg::CreateDecoder()
|
||||
/* Delete the decoder. The decoding thread must be stopped. */
|
||||
void MovieTexture_FFMpeg::DestroyDecoder()
|
||||
{
|
||||
avcodec::avcodec_close( &m_stream->codec );
|
||||
avcodec::av_close_input_file( m_fctx );
|
||||
m_fctx = NULL;
|
||||
m_stream = NULL;
|
||||
avcodec::avcodec_close( &decoder->m_stream->codec );
|
||||
avcodec::av_close_input_file( decoder->m_fctx );
|
||||
decoder->m_fctx = NULL;
|
||||
decoder->m_stream = NULL;
|
||||
}
|
||||
|
||||
/* Delete the surface and texture. The decoding thread must be stopped, and this
|
||||
@@ -337,16 +527,10 @@ void MovieTexture_FFMpeg::CreateTexture()
|
||||
|
||||
void MovieTexture_FFMpeg::DecoderThread()
|
||||
{
|
||||
bool GetNextTimestamp = true;
|
||||
float CurrentTimestamp = 0, Last_IP_Timestamp = 0;
|
||||
|
||||
bool FrameSkipMode = false;
|
||||
float LastFrameDelay = 0;
|
||||
float Clock = 0;
|
||||
RageTimer Timer;
|
||||
float Clock = 0;
|
||||
bool FrameSkipMode = false;
|
||||
|
||||
bool FirstFrame = true;
|
||||
float pts = 0, last_IP_pts = 0;
|
||||
CHECKPOINT;
|
||||
|
||||
while( m_State != DECODER_QUIT )
|
||||
@@ -365,203 +549,101 @@ void MovieTexture_FFMpeg::DecoderThread()
|
||||
/* We're playing. Update the clock. */
|
||||
Clock += Timer.GetDeltaTime() * m_Rate;
|
||||
|
||||
/* Read a packet. */
|
||||
avcodec::AVPacket pkt;
|
||||
while( 1 )
|
||||
/* Read a frame. */
|
||||
int ret = decoder->GetFrame();
|
||||
if( ret == -1 )
|
||||
return;
|
||||
|
||||
if( m_bWantRewind && decoder->CurrentTimestamp == 0 )
|
||||
m_bWantRewind = false; /* ignore */
|
||||
|
||||
if( ret == 0 )
|
||||
{
|
||||
CHECKPOINT;
|
||||
int ret = avcodec::av_read_packet(m_fctx, &pkt);
|
||||
if( ret == -1 )
|
||||
{
|
||||
/* EOF. */
|
||||
if( !m_bLoop )
|
||||
return;
|
||||
|
||||
LOG->Trace( "File \"%s\" looping", GetID().filename.c_str() );
|
||||
|
||||
if( FirstFrame )
|
||||
{
|
||||
/* It's the first frame, and we're at EOF, which menas there aren't
|
||||
* any frames. Kick Create(), if needed, and abort. */
|
||||
if( m_State == PLAYING_ONE )
|
||||
SDL_SemPost( m_OneFrameDecoded );
|
||||
return;
|
||||
}
|
||||
|
||||
/* Restart. */
|
||||
DestroyDecoder();
|
||||
CreateDecoder();
|
||||
|
||||
CurrentTimestamp = Last_IP_Timestamp = 0;
|
||||
GetNextTimestamp = true;
|
||||
FrameSkipMode = false;
|
||||
LastFrameDelay = 0;
|
||||
Clock = 0;
|
||||
FirstFrame = true;
|
||||
continue;
|
||||
}
|
||||
|
||||
if( ret < 0 )
|
||||
{
|
||||
/* XXX ? */
|
||||
LOG->Warn("AVCodec: Error decoding %s: %i",
|
||||
GetID().filename.c_str(), ret );
|
||||
/* EOF. */
|
||||
if( !m_bLoop )
|
||||
return;
|
||||
}
|
||||
|
||||
if( pkt.stream_index != m_stream->index )
|
||||
{
|
||||
/* It's not for the video stream; ignore it. */
|
||||
avcodec::av_free_packet( &pkt );
|
||||
continue;
|
||||
}
|
||||
|
||||
break;
|
||||
LOG->Trace( "File \"%s\" looping", GetID().filename.c_str() );
|
||||
m_bWantRewind = true;
|
||||
}
|
||||
|
||||
/* Decode the packet. */
|
||||
int current_packet_offset = 0;
|
||||
while( m_State != DECODER_QUIT && current_packet_offset < pkt.size )
|
||||
if( m_bWantRewind )
|
||||
{
|
||||
if ( GetNextTimestamp )
|
||||
{
|
||||
if (pkt.pts != AV_NOPTS_VALUE)
|
||||
pts = (float)pkt.pts * m_fctx->pts_num / m_fctx->pts_den;
|
||||
else
|
||||
pts = -1;
|
||||
GetNextTimestamp = false;
|
||||
}
|
||||
m_bWantRewind = false;
|
||||
|
||||
avcodec::AVFrame frame;
|
||||
int got_frame;
|
||||
CHECKPOINT;
|
||||
int len = avcodec::avcodec_decode_video(
|
||||
&m_stream->codec,
|
||||
&frame, &got_frame,
|
||||
pkt.data + current_packet_offset,
|
||||
pkt.size - current_packet_offset );
|
||||
CHECKPOINT;
|
||||
/* Restart. */
|
||||
DestroyDecoder();
|
||||
CreateDecoder();
|
||||
|
||||
if (len < 0)
|
||||
{
|
||||
LOG->Warn("avcodec_decode_video: %i", len);
|
||||
return; // XXX
|
||||
}
|
||||
|
||||
current_packet_offset += len;
|
||||
|
||||
if (!got_frame)
|
||||
continue;
|
||||
|
||||
FirstFrame=false;
|
||||
|
||||
/* Length of this frame: */
|
||||
LastFrameDelay = (float)m_stream->codec.frame_rate_base / m_stream->codec.frame_rate;
|
||||
LastFrameDelay += frame.repeat_pict * (LastFrameDelay * 0.5f);
|
||||
|
||||
/* We got a frame. Convert it. */
|
||||
avcodec::AVPicture pict;
|
||||
pict.data[0] = (unsigned char *)m_img->pixels;
|
||||
pict.linesize[0] = m_img->pitch;
|
||||
|
||||
if ( m_stream->codec.has_b_frames &&
|
||||
frame.pict_type != FF_B_TYPE )
|
||||
{
|
||||
swap( pts, last_IP_pts );
|
||||
}
|
||||
|
||||
if (pts != -1)
|
||||
{
|
||||
CurrentTimestamp = pts;
|
||||
}
|
||||
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. */
|
||||
CurrentTimestamp += LastFrameDelay;
|
||||
}
|
||||
|
||||
m_Position = CurrentTimestamp;
|
||||
|
||||
const float Offset = CurrentTimestamp - Clock;
|
||||
bool SkipThisTextureUpdate = false;
|
||||
|
||||
/* If we're ahead, we're decoding too fast; delay. */
|
||||
if( Offset > 0 )
|
||||
{
|
||||
SDL_Delay( int(1000*(CurrentTimestamp - Clock)) );
|
||||
if( FrameSkipMode )
|
||||
{
|
||||
/* We're caught up; stop skipping frames. */
|
||||
LOG->Trace( "stopped skipping frames" );
|
||||
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;
|
||||
|
||||
if( -Offset >= FrameSkipThreshold && !FrameSkipMode )
|
||||
{
|
||||
LOG->Trace( "(%s) Time is %f, and the movie is at %f. Entering frame skip mode.",
|
||||
GetID().filename.c_str(), CurrentTimestamp, Clock );
|
||||
FrameSkipMode = true;
|
||||
}
|
||||
}
|
||||
|
||||
if( FrameSkipMode )
|
||||
if( m_stream->codec.frame_number % 2 )
|
||||
SkipThisTextureUpdate = true;
|
||||
|
||||
if( m_State == PLAYING_ONE )
|
||||
SkipThisTextureUpdate = false;
|
||||
|
||||
if( !SkipThisTextureUpdate )
|
||||
{
|
||||
avcodec::img_convert(&pict, AVPixelFormats[m_AVTexfmt].pf,
|
||||
(avcodec::AVPicture *) &frame, m_stream->codec.pix_fmt,
|
||||
m_stream->codec.width, m_stream->codec.height);
|
||||
|
||||
/* Signal the main thread to update the image on the next Update. */
|
||||
m_ImageWaiting=true;
|
||||
|
||||
if( m_State == PLAYING_ONE )
|
||||
SDL_SemPost( m_OneFrameDecoded );
|
||||
|
||||
CHECKPOINT;
|
||||
SDL_SemWait( m_BufferFinished );
|
||||
CHECKPOINT;
|
||||
|
||||
/* If the frame wasn't used, then we must be shutting down. */
|
||||
ASSERT( !m_ImageWaiting || m_State == DECODER_QUIT );
|
||||
}
|
||||
|
||||
GetNextTimestamp = true;
|
||||
decoder->Init();
|
||||
Clock = 0;
|
||||
continue;
|
||||
}
|
||||
avcodec::av_free_packet( &pkt );
|
||||
|
||||
/* We got a frame. */
|
||||
const float Offset = decoder->CurrentTimestamp - Clock;
|
||||
|
||||
/* If we're ahead, we're decoding too fast; delay. */
|
||||
if( Offset > 0 )
|
||||
{
|
||||
SDL_Delay( int(1000*(decoder->CurrentTimestamp - Clock)) );
|
||||
if( FrameSkipMode )
|
||||
{
|
||||
/* We're caught up; stop skipping frames. */
|
||||
LOG->Trace( "stopped skipping frames" );
|
||||
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;
|
||||
|
||||
if( -Offset >= FrameSkipThreshold && !FrameSkipMode )
|
||||
{
|
||||
LOG->Trace( "(%s) Time is %f, and the movie is at %f. Entering frame skip mode.",
|
||||
GetID().filename.c_str(), decoder->CurrentTimestamp, Clock );
|
||||
FrameSkipMode = true;
|
||||
}
|
||||
}
|
||||
|
||||
if( FrameSkipMode && decoder->m_stream->codec.frame_number % 2 )
|
||||
continue; /* skip */
|
||||
|
||||
/* Convert it. */
|
||||
ConvertFrame();
|
||||
|
||||
/* Signal the main thread to update the image on the next Update. */
|
||||
m_ImageWaiting=true;
|
||||
|
||||
CHECKPOINT;
|
||||
SDL_SemWait( m_BufferFinished );
|
||||
CHECKPOINT;
|
||||
|
||||
/* If the frame wasn't used, then we must be shutting down. */
|
||||
ASSERT( !m_ImageWaiting || m_State == DECODER_QUIT );
|
||||
}
|
||||
CHECKPOINT;
|
||||
}
|
||||
@@ -572,23 +654,28 @@ MovieTexture_FFMpeg::~MovieTexture_FFMpeg()
|
||||
DestroyDecoder();
|
||||
DestroyTexture();
|
||||
|
||||
delete decoder;
|
||||
|
||||
SDL_DestroySemaphore( m_BufferFinished );
|
||||
SDL_DestroySemaphore( m_OneFrameDecoded );
|
||||
}
|
||||
|
||||
void MovieTexture_FFMpeg::Update(float fDeltaTime)
|
||||
{
|
||||
CHECKPOINT;
|
||||
if( m_State != PLAYING )
|
||||
return;
|
||||
|
||||
if( m_State == PLAYING )
|
||||
CheckFrame();
|
||||
}
|
||||
|
||||
void MovieTexture_FFMpeg::CheckFrame()
|
||||
{
|
||||
if( !m_ImageWaiting )
|
||||
return;
|
||||
|
||||
CHECKPOINT;
|
||||
|
||||
UpdateFrame();
|
||||
m_ImageWaiting = false;
|
||||
SDL_SemPost(m_BufferFinished);
|
||||
}
|
||||
|
||||
void MovieTexture_FFMpeg::UpdateFrame()
|
||||
{
|
||||
/* Just in case we were invalidated: */
|
||||
CreateTexture();
|
||||
|
||||
@@ -599,9 +686,6 @@ void MovieTexture_FFMpeg::CheckFrame()
|
||||
0, 0,
|
||||
m_iImageWidth, m_iImageHeight );
|
||||
CHECKPOINT;
|
||||
|
||||
m_ImageWaiting = false;
|
||||
SDL_SemPost(m_BufferFinished);
|
||||
}
|
||||
|
||||
void MovieTexture_FFMpeg::Reload()
|
||||
@@ -623,14 +707,13 @@ void MovieTexture_FFMpeg::StopThread()
|
||||
{
|
||||
LOG->Trace("Shutting down decoder thread ...");
|
||||
|
||||
if( m_State == DECODER_QUIT )
|
||||
if( !m_DecoderThread.IsCreated() )
|
||||
return;
|
||||
|
||||
m_State = DECODER_QUIT;
|
||||
|
||||
/* Make sure we don't deadlock waiting for m_BufferFinished. */
|
||||
SDL_SemPost(m_BufferFinished);
|
||||
|
||||
CHECKPOINT;
|
||||
m_DecoderThread.Wait();
|
||||
CHECKPOINT;
|
||||
@@ -658,25 +741,13 @@ void MovieTexture_FFMpeg::SetPosition( float fSeconds )
|
||||
/* 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 == m_Position )
|
||||
return;
|
||||
|
||||
if( fSeconds != 0 )
|
||||
{
|
||||
LOG->Warn( "MovieTexture_FFMpeg::SetPosition(%f): non-0 seeking unsupported; ignored", fSeconds );
|
||||
return;
|
||||
}
|
||||
|
||||
LOG->Trace( "Seek to %f (from %f)", fSeconds, m_Position );
|
||||
State OldState = m_State;
|
||||
|
||||
/* Recreate the decoder. Do this without touching the actual texture, and without waiting
|
||||
* for the first frame to be decoded, so we don't take too long. */
|
||||
StopThread();
|
||||
DestroyDecoder();
|
||||
CreateDecoder();
|
||||
StartThread();
|
||||
|
||||
m_State = OldState;
|
||||
LOG->Trace( "Seek to %f (from %f)", fSeconds );
|
||||
m_bWantRewind = true;
|
||||
}
|
||||
|
||||
|
||||
@@ -25,6 +25,7 @@ namespace avcodec
|
||||
#endif
|
||||
};
|
||||
|
||||
class FFMpeg_Helper;
|
||||
|
||||
class MovieTexture_FFMpeg: public RageMovieTexture
|
||||
{
|
||||
@@ -46,14 +47,13 @@ public:
|
||||
unsigned GetTexHandle() const { return m_uTexHandle; }
|
||||
|
||||
private:
|
||||
avcodec::AVFormatContext *m_fctx;
|
||||
avcodec::AVStream *m_stream;
|
||||
FFMpeg_Helper *decoder;
|
||||
|
||||
/* The time the movie is actually at: */
|
||||
float m_Position;
|
||||
float m_Rate;
|
||||
bool m_ImageWaiting;
|
||||
bool m_bLoop;
|
||||
bool m_bWantRewind;
|
||||
|
||||
/*
|
||||
* Only the main thread can change m_State.
|
||||
@@ -70,24 +70,26 @@ private:
|
||||
* m_FrameDecoded semaphore and change to the PAUSE_DECODER state.
|
||||
* This is only used by Create().
|
||||
*/
|
||||
enum State { DECODER_QUIT, PAUSE_DECODER, PLAYING, PLAYING_ONE } m_State;
|
||||
enum State { DECODER_QUIT, PAUSE_DECODER, PLAYING } m_State;
|
||||
|
||||
unsigned m_uTexHandle;
|
||||
|
||||
SDL_Surface *m_img;
|
||||
int m_AVTexfmt; /* AVPixelFormat_t of m_img */
|
||||
|
||||
SDL_sem *m_BufferFinished, *m_OneFrameDecoded;
|
||||
SDL_sem *m_BufferFinished;
|
||||
|
||||
static int DecoderThread_start(void *p) { ((MovieTexture_FFMpeg *)(p))->DecoderThread(); return 0; }
|
||||
void DecoderThread();
|
||||
RageThread m_DecoderThread;
|
||||
|
||||
void ConvertFrame();
|
||||
void UpdateFrame();
|
||||
|
||||
void CreateDecoder();
|
||||
void CreateTexture();
|
||||
void DestroyDecoder();
|
||||
void DestroyTexture();
|
||||
void CheckFrame();
|
||||
void StartThread();
|
||||
void StopThread();
|
||||
};
|
||||
|
||||
Reference in New Issue
Block a user