497 lines
14 KiB
C++
497 lines
14 KiB
C++
#include "global.h"
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#include "MovieTexture_Generic.h"
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#include "PrefsManager.h"
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#include "RageDisplay.h"
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#include "RageLog.h"
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#include "RageSurface.h"
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#include "RageTextureManager.h"
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#include "RageUtil.h"
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#if defined(WIN32) && !defined(XBOX)
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#include "archutils/Win32/ErrorStrings.h"
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#include <windows.h>
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#endif
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MovieTexture_Generic::MovieTexture_Generic( RageTextureID ID, MovieDecoder *pDecoder ):
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RageMovieTexture( ID ),
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m_BufferFinished( "BufferFinished", 0 )
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{
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LOG->Trace( "MovieTexture_Generic::MovieTexture_Generic(%s)", ID.filename.c_str() );
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m_pDecoder = pDecoder;
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m_uTexHandle = 0;
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m_bLoop = true;
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m_State = DECODER_QUIT; /* it's quit until we call StartThread */
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m_pSurface = NULL;
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m_ImageWaiting = FRAME_NONE;
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m_fRate = 1;
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m_bWantRewind = false;
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m_fClock = 0;
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m_bFrameSkipMode = false;
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m_bThreaded = PREFSMAN->m_bThreadedMovieDecode.Get();
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}
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RString MovieTexture_Generic::Init()
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{
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RString sError = m_pDecoder->Open( GetID().filename );
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if( sError != "" )
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return sError;
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CreateTexture();
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CreateFrameRects();
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/* Decode one frame, to guarantee that the texture is drawn when this function returns. */
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int ret = m_pDecoder->GetFrame( m_pSurface, -1 );
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if( ret == -1 )
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return ssprintf( "%s: error getting first frame", GetID().filename.c_str() );
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if( ret == 0 )
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{
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/* There's nothing there. */
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return ssprintf( "%s: EOF getting first frame", GetID().filename.c_str() );
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}
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m_ImageWaiting = FRAME_WAITING;
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LOG->Trace( "Resolution: %ix%i (%ix%i, %ix%i)",
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m_iSourceWidth, m_iSourceHeight,
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m_iImageWidth, m_iImageHeight, m_iTextureWidth, m_iTextureHeight );
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UpdateFrame();
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CHECKPOINT;
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StartThread();
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return RString();
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}
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MovieTexture_Generic::~MovieTexture_Generic()
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{
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StopThread();
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if( m_pDecoder )
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m_pDecoder->Close();
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DestroyTexture();
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delete m_pDecoder;
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}
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/* Delete the surface and texture. The decoding thread must be stopped, and this
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* is normally done after destroying the decoder. */
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void MovieTexture_Generic::DestroyTexture()
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{
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delete m_pSurface;
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m_pSurface = NULL;
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if( m_uTexHandle )
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{
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DISPLAY->DeleteTexture( m_uTexHandle );
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m_uTexHandle = 0;
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}
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}
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void MovieTexture_Generic::CreateTexture()
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{
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if( m_uTexHandle )
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return;
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CHECKPOINT;
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m_iSourceWidth = m_pDecoder->GetWidth();
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m_iSourceHeight = m_pDecoder->GetHeight();
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/* Adjust m_iSourceWidth to support different source aspect ratios. */
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float fSourceAspectRatio = m_pDecoder->GetSourceAspectRatio();
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if( fSourceAspectRatio < 1 )
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m_iSourceHeight = lrintf( m_iSourceHeight / fSourceAspectRatio );
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else if( fSourceAspectRatio > 1 )
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m_iSourceWidth = lrintf( m_iSourceWidth * fSourceAspectRatio );
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/* Cap the max texture size to the hardware max. */
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int iMaxSize = min( GetID().iMaxSize, DISPLAY->GetMaxTextureSize() );
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m_iImageWidth = min( m_iSourceWidth, iMaxSize );
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m_iImageHeight = min( m_iSourceHeight, iMaxSize );
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/* Texture dimensions need to be a power of two; jump to the next. */
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m_iTextureWidth = power_of_two( m_iImageWidth );
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m_iTextureHeight = power_of_two( m_iImageHeight );
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if( m_pSurface == NULL )
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m_pSurface = m_pDecoder->CreateCompatibleSurface( m_iTextureWidth, m_iTextureHeight, TEXTUREMAN->GetPrefs().m_iMovieColorDepth == 32 );
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PixelFormat pixfmt = DISPLAY->FindPixelFormat( m_pSurface->format->BitsPerPixel,
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m_pSurface->format->Mask[0],
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m_pSurface->format->Mask[1],
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m_pSurface->format->Mask[2],
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m_pSurface->format->Mask[3] );
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if( pixfmt == PixelFormat_INVALID )
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{
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/* We weren't given a natively-supported pixel format. Pick a supported
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* one. This is a fallback case, and implies a second conversion. */
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switch( TEXTUREMAN->GetPrefs().m_iMovieColorDepth )
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{
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default:
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ASSERT(0);
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case 16:
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if( DISPLAY->SupportsTextureFormat(PixelFormat_RGB5) )
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pixfmt = PixelFormat_RGB5;
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else
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pixfmt = PixelFormat_RGBA4;
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break;
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case 32:
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if( DISPLAY->SupportsTextureFormat(PixelFormat_RGB8) )
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pixfmt = PixelFormat_RGB8;
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else if( DISPLAY->SupportsTextureFormat(PixelFormat_RGBA8) )
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pixfmt = PixelFormat_RGBA8;
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else if( DISPLAY->SupportsTextureFormat(PixelFormat_RGB5) )
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pixfmt = PixelFormat_RGB5;
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else
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pixfmt = PixelFormat_RGBA4;
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break;
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}
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}
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m_uTexHandle = DISPLAY->CreateTexture( pixfmt, m_pSurface, false );
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}
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/* Handle decoding for a frame. Return true if a frame was decoded, false if not
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* (due to quit, error, EOF, etc). If true is returned, we'll be in FRAME_DECODED. */
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bool MovieTexture_Generic::DecodeFrame()
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{
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ASSERT_M( m_ImageWaiting == FRAME_NONE, ssprintf("%i", m_ImageWaiting) );
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bool bTriedRewind = false;
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do
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{
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if( m_State == DECODER_QUIT )
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return false;
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if( m_bWantRewind )
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{
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if( bTriedRewind )
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{
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LOG->Trace( "File \"%s\" looped more than once in one frame", GetID().filename.c_str() );
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return false;
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}
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m_bWantRewind = false;
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bTriedRewind = true;
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/* When resetting the clock, set it back by the length of the last frame,
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* so it has a proper delay. */
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float fDelay = m_pDecoder->GetFrameDuration();
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/* Restart. */
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m_pDecoder->Close();
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RString sError = m_pDecoder->Open( GetID().filename );
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if( sError != "" )
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RageException::Throw( "Error rewinding stream \"%s\": %s", GetID().filename.c_str(), sError.c_str() );
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m_fClock = -fDelay;
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}
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CHECKPOINT;
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/* Read a frame. */
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float fTargetTime = -1;
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if( m_bFrameSkipMode && m_fClock > m_pDecoder->GetTimestamp() )
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fTargetTime = m_fClock;
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int ret = m_pDecoder->GetFrame( m_pSurface, fTargetTime );
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if( ret == -1 )
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return false;
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if( m_bWantRewind && m_pDecoder->GetTimestamp() == 0 )
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m_bWantRewind = false; /* ignore */
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if( ret == 0 )
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{
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/* EOF. */
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if( !m_bLoop )
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return false;
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LOG->Trace( "File \"%s\" looping", GetID().filename.c_str() );
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m_bWantRewind = true;
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continue;
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}
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/* We got a frame. */
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m_ImageWaiting = FRAME_DECODED;
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} while( m_bWantRewind );
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return true;
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}
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/*
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* Call when m_ImageWaiting == FRAME_DECODED.
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* Returns:
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* == 0 if the currently decoded frame is ready to be displayed
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* > 0 (seconds) if it's not yet time to display;
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*/
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float MovieTexture_Generic::CheckFrameTime()
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{
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ASSERT_M( m_ImageWaiting == FRAME_DECODED, ssprintf("%i", m_ImageWaiting) );
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if( m_fRate == 0 )
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return 1; // "a long time until the next frame"
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const float fOffset = (m_pDecoder->GetTimestamp() - m_fClock) / m_fRate;
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/* If we're ahead, we're decoding too fast; delay. */
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if( fOffset > 0.00001f )
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{
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if( m_bFrameSkipMode )
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{
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/* We're caught up; stop skipping frames. */
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LOG->Trace( "stopped skipping frames" );
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m_bFrameSkipMode = false;
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}
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return fOffset;
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}
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/*
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* We're behind by -Offset seconds.
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*
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* If we're just slightly behind, don't worry about it; we'll simply
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* not sleep, so we'll move as fast as we can to catch up.
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*
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* If we're far behind, we're short on CPU. Skip texture updates; this
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* is a big bottleneck on many systems.
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*
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* If we hit a threshold, start skipping frames via #1. If we do that,
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* don't stop once we hit the threshold; keep doing it until we're fully
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* caught up.
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*
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* We should try to notice if we simply don't have enough CPU for the video;
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* it's better to just stay in frame skip mode than to enter and exit it
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* constantly, but we don't want to do that due to a single timing glitch.
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*/
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const float FrameSkipThreshold = 0.5f;
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if( -fOffset >= FrameSkipThreshold && !m_bFrameSkipMode )
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{
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LOG->Trace( "(%s) Time is %f, and the movie is at %f. Entering frame skip mode.",
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GetID().filename.c_str(), m_fClock, m_pDecoder->GetTimestamp() );
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m_bFrameSkipMode = true;
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}
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return 0;
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}
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void MovieTexture_Generic::DiscardFrame()
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{
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ASSERT_M( m_ImageWaiting == FRAME_DECODED, ssprintf("%i", m_ImageWaiting) );
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m_ImageWaiting = FRAME_NONE;
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}
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void MovieTexture_Generic::DecoderThread()
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{
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#if defined(_WINDOWS)
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/* Windows likes to boost priority when processes come out of a wait state. We don't
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* want that, since it'll result in us having a small priority boost after each movie
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* frame, resulting in skips in the gameplay thread. */
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if( !SetThreadPriorityBoost(GetCurrentThread(), TRUE) && GetLastError() != ERROR_CALL_NOT_IMPLEMENTED )
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LOG->Warn( werr_ssprintf(GetLastError(), "SetThreadPriorityBoost failed") );
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#endif
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CHECKPOINT;
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while( m_State != DECODER_QUIT )
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{
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if( m_ImageWaiting == FRAME_NONE )
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DecodeFrame();
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/* If we still have no frame, we're at EOF and we didn't loop. */
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if( m_ImageWaiting != FRAME_DECODED )
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{
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usleep( 10000 );
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continue;
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}
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const float fTime = CheckFrameTime();
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if( fTime > 0 ) // not time to decode a new frame yet
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{
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/* This needs to be relatively short so that we wake up quickly
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* from being paused or for changes in m_fRate. */
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usleep( 10000 );
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}
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else // fTime == 0
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{
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{
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/* The only reason m_BufferFinished might be non-zero right now (before
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* ConvertFrame()) is if we're quitting. */
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int n = m_BufferFinished.GetValue();
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ASSERT_M( n == 0 || m_State == DECODER_QUIT, ssprintf("%i, %i", n, m_State) );
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}
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m_ImageWaiting = FRAME_WAITING;
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/* We just went into FRAME_WAITING. Don't actually check; the main thread
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* will change us back to FRAME_NONE without locking, and poke m_BufferFinished.
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* Don't time out on this; if a new screen has started loading, this might not
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* return for a while. */
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m_BufferFinished.Wait( false );
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/* If the frame wasn't used, then we must be shutting down. */
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ASSERT_M( m_ImageWaiting == FRAME_NONE || m_State == DECODER_QUIT, ssprintf("%i, %i", m_ImageWaiting, m_State) );
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}
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}
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CHECKPOINT;
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}
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void MovieTexture_Generic::Update(float fDeltaTime)
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{
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/* We might need to decode more than one frame per update. However, there
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* have been bugs in ffmpeg that cause it to not handle EOF properly, which
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* could make this never return, so let's play it safe. */
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int iMax = 4;
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while( --iMax )
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{
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if( !m_bThreaded )
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{
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/* If we don't have a frame decoded, decode one. */
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if( m_ImageWaiting == FRAME_NONE )
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DecodeFrame();
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/* If we have a frame decoded, see if it's time to display it. */
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if( m_ImageWaiting == FRAME_DECODED )
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{
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float fTime = CheckFrameTime();
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if( fTime > 0 )
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return;
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else
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m_ImageWaiting = FRAME_WAITING;
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}
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}
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/* Note that if there's an image waiting, we *must* signal m_BufferFinished, or
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* the decoder thread may sit around waiting for it, even though Pause and Play
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* calls, causing the clock to keep running. */
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if( m_ImageWaiting != FRAME_WAITING )
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return;
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CHECKPOINT;
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UpdateFrame();
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if( m_bThreaded )
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m_BufferFinished.Post();
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}
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LOG->MapLog( "movie_looping", "MovieTexture_Generic::Update looping" );
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}
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/* Call from the main thread when m_ImageWaiting == FRAME_WAITING to update the
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* texture. Sets FRAME_NONE. Does not signal m_BufferFinished. */
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void MovieTexture_Generic::UpdateFrame()
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{
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ASSERT_M( m_ImageWaiting == FRAME_WAITING, ssprintf("%i", m_ImageWaiting) );
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/* Just in case we were invalidated: */
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CreateTexture();
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CHECKPOINT;
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DISPLAY->UpdateTexture(
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m_uTexHandle,
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m_pSurface,
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0, 0,
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m_iImageWidth, m_iImageHeight );
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CHECKPOINT;
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m_ImageWaiting = FRAME_NONE;
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}
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void MovieTexture_Generic::Reload()
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{
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}
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void MovieTexture_Generic::StartThread()
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{
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ASSERT( m_State == DECODER_QUIT );
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m_State = DECODER_RUNNING;
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m_DecoderThread.SetName( ssprintf("MovieTexture_Generic(%s)", GetID().filename.c_str()) );
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if( m_bThreaded )
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m_DecoderThread.Create( DecoderThread_start, this );
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}
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void MovieTexture_Generic::StopThread()
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{
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if( !m_DecoderThread.IsCreated() )
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return;
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LOG->Trace("Shutting down decoder thread ...");
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m_State = DECODER_QUIT;
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/* Make sure we don't deadlock waiting for m_BufferFinished. */
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m_BufferFinished.Post();
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CHECKPOINT;
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m_DecoderThread.Wait();
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CHECKPOINT;
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m_ImageWaiting = FRAME_NONE;
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/* Clear the above post, if the thread didn't. */
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m_BufferFinished.TryWait();
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LOG->Trace("Decoder thread shut down.");
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}
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void MovieTexture_Generic::SetPosition( float fSeconds )
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{
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ASSERT( m_State != DECODER_QUIT );
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/* We can reset to 0, but I don't think this API supports fast seeking
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* yet. I don't think we ever actually seek except to 0 right now,
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* anyway. XXX */
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if( fSeconds != 0 )
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{
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LOG->Warn( "MovieTexture_Generic::SetPosition(%f): non-0 seeking unsupported; ignored", fSeconds );
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return;
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}
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LOG->Trace( "Seek to %f", fSeconds );
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m_bWantRewind = true;
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}
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/* This is used to decode data. */
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void MovieTexture_Generic::DecodeSeconds( float fSeconds )
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{
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m_fClock += fSeconds * m_fRate;
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/* If we're not threaded, we want to be sure to decode any new frames now,
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* and not on the next frame. Update() may have already been called for this
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* frame; call it again to be sure. */
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Update(0);
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}
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/*
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* (c) 2003-2005 Glenn Maynard
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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