Files
itgmania212121/stepmania/src/arch/MovieTexture/MovieTexture_Generic.cpp
T
2006-09-18 22:45:42 +00:00

497 lines
14 KiB
C++

#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 <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();
}
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.
*/