#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 "archutils/Win32/ErrorStrings.h" #include #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(); } RString MovieTexture_Generic::Init() { RString sError = m_pDecoder->Open( GetID().filename ); if( sError != "" ) return sError; CreateTexture(); CreateFrameRects(); /* Decode one frame, to guarantee that the texture is drawn when this function returns. */ int ret = m_pDecoder->GetFrame( m_pSurface, -1 ); 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_WAITING; LOG->Trace( "Resolution: %ix%i (%ix%i, %ix%i)", m_iSourceWidth, m_iSourceHeight, m_iImageWidth, m_iImageHeight, m_iTextureWidth, m_iTextureHeight ); UpdateFrame(); CHECKPOINT; StartThread(); return RString(); } 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, TEXTUREMAN->GetPrefs().m_iMovieColorDepth == 32 ); 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 quit, error, 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) ); bool bTriedRewind = false; do { if( m_State == DECODER_QUIT ) return false; if( m_bWantRewind ) { if( bTriedRewind ) { LOG->Trace( "File \"%s\" looped more than once in one frame", GetID().filename.c_str() ); return false; } m_bWantRewind = false; bTriedRewind = true; /* 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(); RString 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; } CHECKPOINT; /* Read a frame. */ float fTargetTime = -1; if( m_bFrameSkipMode && m_fClock > m_pDecoder->GetTimestamp() ) fTargetTime = m_fClock; int ret = m_pDecoder->GetFrame( m_pSurface, fTargetTime ); 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; continue; } /* We got a frame. */ m_ImageWaiting = FRAME_DECODED; } while( m_bWantRewind ); 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; */ 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; } 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 > 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) ); } m_ImageWaiting = FRAME_WAITING; /* 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 m_ImageWaiting = FRAME_WAITING; } } /* 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" ); } /* 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. */