Files
itgmania212121/stepmania/src/arch/MovieTexture/MovieTexture_AVCodec.cpp
T
2003-09-01 23:24:01 +00:00

626 lines
15 KiB
C++

#include "global.h"
#include "MovieTexture_AVCodec.h"
#include "RageLog.h"
#include "RageTextureManager.h"
#include "RageUtil.h"
#include "SDL_utils.h"
#include "SDL_endian.h"
/* TODO: implement m_bLoop */
struct AVPixelFormat_t
{
int bpp;
int masks[4];
avcodec::PixelFormat pf;
bool HighColor;
bool ByteSwapOnLittleEndian;
} AVPixelFormats[] = {
{
24,
{ 0xFF0000,
0x00FF00,
0x0000FF,
0x000000 },
avcodec::PIX_FMT_RGB24,
true,
true
},
{
24,
{ 0x0000FF,
0x00FF00,
0xFF0000,
0x000000 },
avcodec::PIX_FMT_BGR24,
true,
true
},
{
16,
{ 0x7C00,
0x03E0,
0x001F,
0x8000 },
avcodec::PIX_FMT_RGB555,
false,
false
},
{ 0, { 0,0,0,0 }, avcodec::PIX_FMT_NB, true }
};
static void FixLilEndian()
{
#if SDL_BYTEORDER == SDL_LIL_ENDIAN
static bool Initialized = false;
if( Initialized )
return;
Initialized = true;
for( int i = 0; i < AVPixelFormats[i].bpp; ++i )
{
AVPixelFormat_t &pf = AVPixelFormats[i];
if( !pf.ByteSwapOnLittleEndian )
continue;
for( int mask = 0; mask < 4; ++mask)
{
int m = pf.masks[mask];
switch( pf.bpp )
{
case 24: m = mySDL_Swap24(m); break;
case 32: m = SDL_Swap32(m); break;
default: ASSERT(0);
}
pf.masks[mask] = m;
}
}
#endif
}
static int FindCompatibleAVFormat( PixelFormat &pixfmt, bool HighColor )
{
for( int i = 0; AVPixelFormats[i].bpp; ++i )
{
AVPixelFormat_t &fmt = AVPixelFormats[i];
if( fmt.HighColor != HighColor )
continue;
pixfmt = DISPLAY->FindPixelFormat( fmt.bpp,
fmt.masks[0],
fmt.masks[1],
fmt.masks[2],
fmt.masks[3] );
if( pixfmt == NUM_PIX_FORMATS )
continue;
return i;
}
return -1;
}
static avcodec::AVStream *FindVideoStream( avcodec::AVFormatContext *m_fctx )
{
for( int stream = 0; stream < m_fctx->nb_streams; ++stream )
{
avcodec::AVStream *enc = m_fctx->streams[stream];
if( enc->codec.codec_type == avcodec::CODEC_TYPE_VIDEO )
return enc;
}
return NULL;
}
MovieTexture_AVCodec::MovieTexture_AVCodec( RageTextureID ID ):
RageMovieTexture( ID )
{
FixLilEndian();
m_uTexHandle = 0;
m_bLoop = true;
m_State = DECODER_QUIT; /* it's quit until we call StartThread */
m_bLoop = true;
m_img = NULL;
m_ImageWaiting = false;
m_Rate = 1;
m_Position = 0;
m_BufferFinished = SDL_CreateSemaphore(0);
m_OneFrameDecoded = SDL_CreateSemaphore(0);
Create();
CreateFrameRects();
}
static CString averr_ssprintf( int err, const char *fmt, ... )
{
ASSERT( err < 0 );
va_list va;
va_start(va, fmt);
CString s = vssprintf( fmt, va );
va_end(va);
CString Error;
switch( err )
{
case AVERROR_IO: Error = "I/O error"; break;
case AVERROR_NUMEXPECTED: Error = "number syntax expected in filename"; break;
case AVERROR_INVALIDDATA: Error = "invalid data found"; break;
case AVERROR_NOMEM: Error = "not enough memory"; break;
case AVERROR_NOFMT: Error = "unknown format"; break;
case AVERROR_UNKNOWN: Error = "unknown error"; break;
default: Error = ssprintf( "unknown error %i", err ); break;
}
return s + " (" + Error + ")";
}
void MovieTexture_AVCodec::Create()
{
m_Timer = 0;
ASSERT( m_State == DECODER_QUIT );
RageTextureID actualID = GetID();
actualID.iAlphaBits = 0;
avcodec::av_register_all();
int ret = av_open_input_file( &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 = av_find_stream_info( m_fctx );
if ( ret < 0 )
RageException::Throw( averr_ssprintf(ret, "AVCodec: Couldn't find codec parameters") );
m_stream = FindVideoStream( m_fctx );
if ( m_stream == NULL )
RageException::Throw( averr_ssprintf(ret, "AVCodec: Couldn't find video stream") );
m_codec = avcodec_find_decoder( m_stream->codec.codec_id );
if( m_codec == NULL )
RageException::Throw( averr_ssprintf(ret, "AVCodec: Couldn't find decoder") );
ret = avcodec_open( &m_stream->codec, m_codec );
if ( ret < 0 )
RageException::Throw( averr_ssprintf(ret, "AVCodec: Couldn't open decoder (%i)") );
/* I think avcodec wants a special case for this (no decoding); I don't
* want to bother. XXX: test and see if this is really needed */
if (m_stream->codec.codec_id == avcodec::CODEC_ID_RAWVIDEO)
RageException::Throw("AVCodec: Can't handle raw video" );
/* 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;
/* image size cannot exceed max size */
m_iImageWidth = min( m_iSourceWidth, actualID.iMaxSize );
m_iImageHeight = min( m_iSourceHeight, actualID.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);
LOG->Trace("Codec: %s", m_codec->name );
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 );
/* We've set up the movie, so we know the dimensions we need. Set
* up the texture. */
CreateTexture();
StartThread();
/* 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();
CHECKPOINT;
Play();
}
void MovieTexture_AVCodec::Destroy()
{
StopThread();
avcodec_close( &m_stream->codec );
av_close_input_file( m_fctx ); m_fctx = NULL;
if( m_img )
{
SDL_FreeSurface( m_img );
m_img=NULL;
}
if(m_uTexHandle)
{
DISPLAY->DeleteTexture( m_uTexHandle );
m_uTexHandle = 0;
}
}
void MovieTexture_AVCodec::CreateTexture()
{
if( m_uTexHandle )
return;
CHECKPOINT;
/* If the movie is coming in RGB, we can potentially save a lot
* of time by simply sending frame updates to RageDisplay in the
* format we're receiving data. However, I think just about all
* formats output data in some form of YUV, so I havn't bothered
* with this yet.
*
* TODO: We could get a big speed bonus by doing the above if the
* hardware renderer can handle YUV textures. I think D3D can do
* this, as well as OpenGL on the Mac, but we don't have any infrastructure
* for this right now.
*
* A hint: http://oss.sgi.com/projects/performer/mail/info-performer/perf-01-06/0017.html */
PixelFormat pixfmt;
bool PreferHighColor = (TEXTUREMAN->GetMovieColorDepth() == 32);
m_AVTexfmt = FindCompatibleAVFormat( pixfmt, PreferHighColor );
if( m_AVTexfmt == -1 )
m_AVTexfmt = FindCompatibleAVFormat( pixfmt, !PreferHighColor );
if( m_AVTexfmt == -1 )
{
/* No dice. Use the first avcodec format of the preferred bit depth,
* and let the display system convert. */
for( m_AVTexfmt = 0; AVPixelFormats[m_AVTexfmt].bpp; ++m_AVTexfmt )
if( AVPixelFormats[m_AVTexfmt].HighColor == PreferHighColor )
break;
ASSERT( AVPixelFormats[m_AVTexfmt].bpp );
switch( TEXTUREMAN->GetMovieColorDepth() )
{
default:
ASSERT(0);
case 16:
if( DISPLAY->SupportsTextureFormat(FMT_RGB5) )
pixfmt = FMT_RGB5;
else
pixfmt = FMT_RGBA4; // everything supports RGBA4
break;
case 32:
if( DISPLAY->SupportsTextureFormat(FMT_RGB8) )
pixfmt = FMT_RGB8;
else if( DISPLAY->SupportsTextureFormat(FMT_RGBA8) )
pixfmt = FMT_RGBA8;
else if( DISPLAY->SupportsTextureFormat(FMT_RGB5) )
pixfmt = FMT_RGB5;
else
pixfmt = FMT_RGBA4; // everything supports RGBA4
break;
}
}
if( !m_img )
{
const AVPixelFormat_t *pfd = &AVPixelFormats[m_AVTexfmt];
LOG->Trace("format %i, %08x %08x %08x %08x",
pfd->bpp, pfd->masks[0], pfd->masks[1], pfd->masks[2], pfd->masks[3]);
m_img = SDL_CreateRGBSurfaceSane(SDL_SWSURFACE, m_iTextureWidth, m_iTextureHeight,
pfd->bpp, pfd->masks[0], pfd->masks[1], pfd->masks[2], pfd->masks[3]);
}
m_uTexHandle = DISPLAY->CreateTexture( pixfmt, m_img );
}
void MovieTexture_AVCodec::DecoderThread()
{
bool GetNextTimestamp = true;
float CurrentTimestamp = 0, LastGoodTimestamp = 0, Last_IP_Timestamp=0;
bool FrameSkipMode = false;
unsigned Frame = 0;
CHECKPOINT;
while( m_State != DECODER_QUIT )
{
if( m_State == PAUSE_DECODER )
{
SDL_Delay( 5 );
continue;
}
CHECKPOINT;
/* We're playing. Update the play timer. */
float TimePassed = m_RunningTimer.GetDeltaTime();
m_Timer += TimePassed * m_Rate;
/* Read a packet. */
avcodec::AVPacket pkt;
while( 1 )
{
CHECKPOINT;
int ret = avcodec::av_read_packet(m_fctx, &pkt);
if( ret < 0 )
{
/* XXX ? */
LOG->Warn("AVCodec: Error decoding %s: %i",
GetID().filename.c_str(), ret );
return;
}
if( pkt.stream_index != m_stream->index )
{
/* It's not for the video stream; ignore it. */
av_free_packet( &pkt );
continue;
}
break;
}
CHECKPOINT;
/* Decode the packet. */
int current_packet_offset = 0;
while( m_State != DECODER_QUIT && current_packet_offset < pkt.size )
{
if ( GetNextTimestamp )
{
int64_t ts = pkt.pts;
if (ts == AV_NOPTS_VALUE)
ts = 0;
CurrentTimestamp = (float)ts * m_fctx->pts_num / m_fctx->pts_den;
if( CurrentTimestamp != 0 )
LastGoodTimestamp = CurrentTimestamp;
GetNextTimestamp = false;
}
avcodec::AVFrame frame;
int got_frame;
int len = avcodec::avcodec_decode_video(
&m_stream->codec,
&frame, &got_frame,
pkt.data + current_packet_offset,
pkt.size - current_packet_offset );
if (len < 0)
{
LOG->Warn("avcodec_decode_video: %i", len);
return; // XXX
}
current_packet_offset += len;
if (!got_frame)
continue;
++Frame;
/* 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( CurrentTimestamp, Last_IP_Timestamp );
if( CurrentTimestamp != 0 )
LastGoodTimestamp = CurrentTimestamp;
else {
/* If the timestamp is zero, guess what the timestamp
* would be. */
CurrentTimestamp = LastGoodTimestamp;
const float frame_delay = (float)m_stream->codec.frame_rate_base /
(float)m_stream->codec.frame_rate;
CurrentTimestamp += frame_delay;
CurrentTimestamp += frame.repeat_pict * (frame_delay * 0.5f);
}
m_Position = CurrentTimestamp;
const float Offset = CurrentTimestamp - m_Timer;
bool SkipThisTextureUpdate = false;
/* If we're ahead, we're decoding too fast; delay. */
if( Offset > 0 )
{
SDL_Delay( int(1000*(CurrentTimestamp - m_Timer)) );
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.
*/
const float FrameSkipThreshold = 0.5f;
if( -Offset >= FrameSkipThreshold && !FrameSkipMode )
{
LOG->Trace( "Entering frame skip mode" );
FrameSkipMode = true;
}
}
if( FrameSkipMode )
if( Frame % 2 )
SkipThisTextureUpdate = true;
if( m_State == PLAYING_ONE )
SkipThisTextureUpdate = false;
if( !SkipThisTextureUpdate )
{
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;
}
av_free_packet( &pkt );
}
CHECKPOINT;
}
MovieTexture_AVCodec::~MovieTexture_AVCodec()
{
Destroy();
SDL_DestroySemaphore( m_BufferFinished );
SDL_DestroySemaphore( m_OneFrameDecoded );
}
void MovieTexture_AVCodec::Update(float fDeltaTime)
{
CHECKPOINT;
if( m_State == PLAYING )
CheckFrame();
}
void MovieTexture_AVCodec::CheckFrame()
{
if( !m_ImageWaiting )
return;
/* Just in case we were invalidated: */
CreateTexture();
CHECKPOINT;
DISPLAY->UpdateTexture(
m_uTexHandle,
m_img,
0, 0,
m_iImageWidth, m_iImageHeight );
CHECKPOINT;
m_ImageWaiting = false;
SDL_SemPost(m_BufferFinished);
}
void MovieTexture_AVCodec::Reload()
{
}
void MovieTexture_AVCodec::StartThread()
{
ASSERT( m_State == DECODER_QUIT );
m_State = PAUSE_DECODER;
m_DecoderThread.SetName( ssprintf("MovieTexture_AVCodec(%s)", GetID().filename.c_str()) );
m_DecoderThread.Create( DecoderThread_start, this );
}
void MovieTexture_AVCodec::StopThread()
{
LOG->Trace("Shutting down decoder thread ...");
if( m_State == DECODER_QUIT )
return;
m_State = DECODER_QUIT;
/* Make sure we don't deadlock waiting for m_BufferFinished. */
SDL_SemPost(m_BufferFinished);
CHECKPOINT;
m_DecoderThread.Wait();
CHECKPOINT;
/* Clear the above post, if the thread didn't. */
SDL_SemTryWait(m_BufferFinished);
LOG->Trace("Decoder thread shut down.");
}
void MovieTexture_AVCodec::Play()
{
m_State = PLAYING;
}
void MovieTexture_AVCodec::Pause()
{
m_State = PAUSE_DECODER;
}
void MovieTexture_AVCodec::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 == m_Position )
return;
if( fSeconds != 0 )
{
LOG->Warn( "MovieTexture_AVCodec::SetPosition(%f): non-0 seeking unsupported; ignored", fSeconds );
return;
}
LOG->Trace( "Seek to %f (from %f)", fSeconds, m_Position );
State OldState = m_State;
Destroy();
Create();
m_State = OldState;
}