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[nageru] / player.cpp
1 #include "player.h"
2
3 #include "clip_list.h"
4 #include "context.h"
5 #include "defs.h"
6 #include "ffmpeg_raii.h"
7 #include "httpd.h"
8 #include "jpeg_frame_view.h"
9 #include "mux.h"
10 #include "timebase.h"
11 #include "video_stream.h"
12
13 #include <algorithm>
14 #include <chrono>
15 #include <condition_variable>
16 #include <movit/util.h>
17 #include <mutex>
18 #include <stdio.h>
19 #include <thread>
20 #include <vector>
21
22 using namespace std;
23 using namespace std::chrono;
24
25 extern mutex frame_mu;
26 extern vector<int64_t> frames[MAX_STREAMS];
27 extern HTTPD *global_httpd;
28
29 void Player::thread_func(bool also_output_to_stream)
30 {
31         pthread_setname_np(pthread_self(), "Player");
32
33         QSurface *surface = create_surface();
34         QOpenGLContext *context = create_context(surface);
35         if (!make_current(context, surface)) {
36                 printf("oops\n");
37                 exit(1);
38         }
39
40         check_error();
41
42         // Create the VideoStream object, now that we have an OpenGL context.
43         if (also_output_to_stream) {
44                 video_stream.reset(new VideoStream);
45                 video_stream->start();
46         }
47
48         check_error();
49
50         constexpr double output_framerate = 60000.0 / 1001.0;  // FIXME: make configurable
51         int64_t pts = 0;
52         Clip next_clip;
53         size_t next_clip_idx = size_t(-1);
54         bool got_next_clip = false;
55         double next_clip_fade_time = -1.0;
56
57         for ( ;; ) {
58 wait_for_clip:
59                 bool clip_ready;
60                 steady_clock::time_point before_sleep = steady_clock::now();
61
62                 // Wait until we're supposed to play something.
63                 {
64                         unique_lock<mutex> lock(queue_state_mu);
65                         clip_ready = new_clip_changed.wait_for(lock, milliseconds(100), [this] {
66                                 return new_clip_ready && current_clip.pts_in != -1;
67                         });
68                         new_clip_ready = false;
69                         playing = true;
70                 }
71
72                 steady_clock::duration time_slept = steady_clock::now() - before_sleep;
73                 pts += duration_cast<duration<size_t, TimebaseRatio>>(time_slept).count();
74
75                 if (!clip_ready) {
76                         if (video_stream != nullptr) {
77                                 video_stream->schedule_refresh_frame(steady_clock::now(), pts, /*display_func=*/nullptr, QueueSpotHolder());
78                         }
79                         continue;
80                 }
81
82                 Clip clip;
83                 size_t clip_idx;
84                 unsigned stream_idx;
85                 {
86                         lock_guard<mutex> lock(mu);
87                         clip = current_clip;
88                         clip_idx = current_clip_idx;
89                         stream_idx = current_stream_idx;
90                 }
91                 steady_clock::time_point origin = steady_clock::now();  // TODO: Add a 100 ms buffer for ramp-up?
92                 int64_t in_pts_origin = clip.pts_in;
93 got_clip:
94                 int64_t out_pts_origin = pts;
95
96                 // Start playing exactly at a frame.
97                 // TODO: Snap secondary (fade-to) clips in the same fashion
98                 // so that we don't get jank here).
99                 {
100                         lock_guard<mutex> lock(frame_mu);
101
102                         // Find the first frame such that frame.pts <= in_pts.
103                         auto it = lower_bound(frames[stream_idx].begin(),
104                                 frames[stream_idx].end(),
105                                 in_pts_origin);
106                         if (it != frames[stream_idx].end()) {
107                                 in_pts_origin = *it;
108                         }
109                 }
110
111                 // TODO: Lock to a rational multiple of the frame rate if possible.
112                 double speed = 0.5;
113
114                 int64_t in_pts_start_next_clip = -1;
115                 for (int frameno = 0; ; ++frameno) {  // Ends when the clip ends.
116                         double out_pts = out_pts_origin + TIMEBASE * frameno / output_framerate;
117                         steady_clock::time_point next_frame_start =
118                                 origin + microseconds(lrint((out_pts - out_pts_origin) * 1e6 / TIMEBASE));
119                         int64_t in_pts = lrint(in_pts_origin + TIMEBASE * frameno * speed / output_framerate);
120                         pts = lrint(out_pts);
121
122                         if (in_pts >= clip.pts_out) {
123                                 break;
124                         }
125
126                         steady_clock::duration time_behind = steady_clock::now() - next_frame_start;
127                         if (time_behind >= milliseconds(200)) {
128                                 fprintf(stderr, "WARNING: %ld ms behind, dropping a frame (no matter the type).\n",
129                                         lrint(1e3 * duration<double>(time_behind).count()));
130                                 continue;
131                         }
132
133                         double time_left_this_clip = double(clip.pts_out - in_pts) / TIMEBASE / speed;
134                         if (!got_next_clip && next_clip_callback != nullptr && time_left_this_clip <= clip.fade_time_seconds) {
135                                 // Find the next clip so that we can begin a fade.
136                                 tie(next_clip, next_clip_idx) = next_clip_callback();
137                                 if (next_clip.pts_in != -1) {
138                                         got_next_clip = true;
139
140                                         double duration_next_clip = (next_clip.pts_out - next_clip.pts_in) / TIMEBASE / speed;
141                                         next_clip_fade_time = std::min(time_left_this_clip, duration_next_clip);
142                                         in_pts_start_next_clip = next_clip.pts_in + lrint(next_clip_fade_time * TIMEBASE * speed);
143                                 }
144                         }
145
146                         // pts not affected by the swapping below.
147                         int64_t in_pts_for_progress = in_pts, in_pts_secondary_for_progress = -1;
148
149                         int primary_stream_idx = stream_idx;
150                         int secondary_stream_idx = -1;
151                         int64_t secondary_pts = -1;
152                         int64_t in_pts_secondary = -1;
153                         float fade_alpha = 0.0f;
154                         if (got_next_clip && time_left_this_clip <= next_clip_fade_time) {
155                                 secondary_stream_idx = next_clip.stream_idx;
156                                 in_pts_secondary = lrint(next_clip.pts_in + (next_clip_fade_time - time_left_this_clip) * TIMEBASE * speed);
157                                 in_pts_secondary_for_progress = in_pts_secondary;
158                                 fade_alpha = 1.0f - time_left_this_clip / next_clip_fade_time;
159
160                                 // If more than half-way through the fade, interpolate the next clip
161                                 // instead of the current one, since it's more visible.
162                                 if (fade_alpha >= 0.5f) {
163                                         swap(primary_stream_idx, secondary_stream_idx);
164                                         swap(in_pts, in_pts_secondary);
165                                         fade_alpha = 1.0f - fade_alpha;
166                                 }
167
168                                 int64_t in_pts_lower, in_pts_upper;
169                                 bool ok = find_surrounding_frames(in_pts_secondary, secondary_stream_idx, &in_pts_lower, &in_pts_upper);
170                                 if (ok) {
171                                         secondary_pts = in_pts_lower;
172                                 } else {
173                                         secondary_stream_idx = -1;
174                                 }
175                         }
176
177                         if (progress_callback != nullptr) {
178                                 // NOTE: None of this will take into account any snapping done below.
179                                 double played_this_clip = double(in_pts_for_progress - clip.pts_in) / TIMEBASE / speed;
180                                 double total_length = double(clip.pts_out - clip.pts_in) / TIMEBASE / speed;
181                                 map<size_t, double> progress{{ clip_idx, played_this_clip / total_length }};
182
183                                 if (got_next_clip && time_left_this_clip <= next_clip_fade_time) {
184                                         double played_next_clip = double(in_pts_secondary_for_progress - next_clip.pts_in) / TIMEBASE / speed;
185                                         double total_next_length = double(next_clip.pts_out - next_clip.pts_in) / TIMEBASE / speed;
186                                         progress[next_clip_idx] = played_next_clip / total_next_length;
187                                 }
188                                 progress_callback(progress);
189                         }
190
191                         int64_t in_pts_lower, in_pts_upper;
192                         bool ok = find_surrounding_frames(in_pts, primary_stream_idx, &in_pts_lower, &in_pts_upper);
193                         if (!ok) {
194                                 break;
195                         }
196
197                         {
198                                 unique_lock<mutex> lock(queue_state_mu);
199                                 if (video_stream == nullptr) {
200                                         // No queue, just wait until the right time and then show the frame.
201                                         new_clip_changed.wait_until(lock, next_frame_start, [this]{
202                                                 return new_clip_ready || override_stream_idx != -1;
203                                         });
204                                 } else {
205                                         // If the queue is full (which is really the state we'd like to be in),
206                                         // wait until there's room for one more frame (ie., one was output from
207                                         // VideoStream), or until or until there's a new clip we're supposed to play.
208                                         //
209                                         // In this case, we don't sleep until next_frame_start; the displaying is
210                                         // done by the queue.
211                                         new_clip_changed.wait(lock, [this]{
212                                                 if (num_queued_frames < max_queued_frames) {
213                                                         return true;
214                                                 }
215                                                 return new_clip_ready || override_stream_idx != -1;
216                                         });
217                                 }
218                                 if (new_clip_ready) {
219                                         if (video_stream != nullptr) {
220                                                 lock.unlock();  // Urg.
221                                                 video_stream->clear_queue();
222                                                 lock.lock();
223                                         }
224                                         got_next_clip = false;
225                                         goto wait_for_clip;
226                                 }
227                                 if (override_stream_idx != -1) {
228                                         stream_idx = override_stream_idx;
229                                         override_stream_idx = -1;
230                                         continue;
231                                 }
232                         }
233
234                         if (in_pts_lower == in_pts_upper) {
235                                 auto display_func = [this, primary_stream_idx, in_pts_lower, secondary_stream_idx, secondary_pts, fade_alpha]{
236                                         destination->setFrame(primary_stream_idx, in_pts_lower, secondary_stream_idx, secondary_pts, fade_alpha);
237                                 };
238                                 if (video_stream == nullptr) {
239                                         display_func();
240                                 } else {
241                                         if (secondary_stream_idx == -1) {
242                                                 video_stream->schedule_original_frame(
243                                                         next_frame_start, pts, display_func, QueueSpotHolder(this),
244                                                         primary_stream_idx, in_pts_lower);
245                                         } else {
246                                                 assert(secondary_pts != -1);
247                                                 video_stream->schedule_faded_frame(next_frame_start, pts, display_func,
248                                                         QueueSpotHolder(this), primary_stream_idx, in_pts_lower,
249                                                         secondary_stream_idx, secondary_pts, fade_alpha);
250                                         }
251                                 }
252                                 continue;
253                         }
254
255                         // Snap to input frame: If we can do so with less than 1% jitter
256                         // (ie., move less than 1% of an _output_ frame), do so.
257                         // TODO: Snap secondary (fade-to) clips in the same fashion.
258                         bool snapped = false;
259                         for (int64_t snap_pts : { in_pts_lower, in_pts_upper }) {
260                                 double snap_pts_as_frameno = (snap_pts - in_pts_origin) * output_framerate / TIMEBASE / speed;
261                                 if (fabs(snap_pts_as_frameno - frameno) < 0.01) {
262                                         auto display_func = [this, primary_stream_idx, snap_pts, secondary_stream_idx, secondary_pts, fade_alpha]{
263                                                 destination->setFrame(primary_stream_idx, snap_pts, secondary_stream_idx, secondary_pts, fade_alpha);
264                                         };
265                                         if (video_stream == nullptr) {
266                                                 display_func();
267                                         } else {
268                                                 if (secondary_stream_idx == -1) {
269                                                         video_stream->schedule_original_frame(
270                                                                 next_frame_start, pts, display_func,
271                                                                 QueueSpotHolder(this), primary_stream_idx, snap_pts);
272                                                 } else {
273                                                         assert(secondary_pts != -1);
274                                                         video_stream->schedule_faded_frame(
275                                                                 next_frame_start, pts, display_func, QueueSpotHolder(this),
276                                                                 primary_stream_idx, snap_pts, secondary_stream_idx, secondary_pts, fade_alpha);
277                                                 }
278                                         }
279                                         in_pts_origin += snap_pts - in_pts;
280                                         snapped = true;
281                                         break;
282                                 }
283                         }
284                         if (snapped) {
285                                 continue;
286                         }
287
288                         if (time_behind >= milliseconds(100)) {
289                                 fprintf(stderr, "WARNING: %ld ms behind, dropping an interpolated frame.\n",
290                                         lrint(1e3 * duration<double>(time_behind).count()));
291                                 continue;
292                         }
293
294                         double alpha = double(in_pts - in_pts_lower) / (in_pts_upper - in_pts_lower);
295
296                         if (video_stream == nullptr) {
297                                 // Previews don't do any interpolation.
298                                 assert(secondary_stream_idx == -1);
299                                 destination->setFrame(primary_stream_idx, in_pts_lower);
300                         } else {
301                                 auto display_func = [this](shared_ptr<Frame> frame) {
302                                         destination->setFrame(frame);
303                                 };
304                                 video_stream->schedule_interpolated_frame(
305                                         next_frame_start, pts, display_func, QueueSpotHolder(this),
306                                         primary_stream_idx, in_pts_lower, in_pts_upper, alpha,
307                                         secondary_stream_idx, secondary_pts, fade_alpha);
308                         }
309                 }
310
311                 // The clip ended.
312
313                 // Last-ditch effort to get the next clip (if e.g. the fade time was zero seconds).
314                 if (!got_next_clip && next_clip_callback != nullptr) {
315                         tie(next_clip, next_clip_idx) = next_clip_callback();
316                         if (next_clip.pts_in != -1) {
317                                 got_next_clip = true;
318                                 in_pts_start_next_clip = next_clip.pts_in;
319                         }
320                 }
321
322                 // Switch to next clip if we got it.
323                 if (got_next_clip) {
324                         clip = next_clip;
325                         clip_idx = next_clip_idx;
326                         stream_idx = next_clip.stream_idx;  // Override is used for previews only, and next_clip is used for live ony.
327                         if (done_callback != nullptr) {
328                                 done_callback();
329                         }
330                         got_next_clip = false;
331
332                         // Start the next clip from the point where the fade went out.
333                         origin = steady_clock::now();
334                         in_pts_origin = in_pts_start_next_clip;
335                         goto got_clip;
336                 }
337
338                 {
339                         unique_lock<mutex> lock(queue_state_mu);
340                         playing = false;
341                 }
342                 if (done_callback != nullptr) {
343                         done_callback();
344                 }
345         }
346 }
347
348 // Find the frame immediately before and after this point.
349 bool Player::find_surrounding_frames(int64_t pts, int stream_idx, int64_t *pts_lower, int64_t *pts_upper)
350 {
351         lock_guard<mutex> lock(frame_mu);
352
353         // Find the first frame such that frame.pts >= pts.
354         auto it = lower_bound(frames[stream_idx].begin(),
355                 frames[stream_idx].end(),
356                 pts);
357         if (it == frames[stream_idx].end()) {
358                 return false;
359         }
360         *pts_upper = *it;
361
362         // Find the last frame such that in_pts <= frame.pts (if any).
363         if (it == frames[stream_idx].begin()) {
364                 *pts_lower = *it;
365         } else {
366                 *pts_lower = *(it - 1);
367         }
368         assert(pts >= *pts_lower);
369         assert(pts <= *pts_upper);
370         return true;
371 }
372
373 Player::Player(JPEGFrameView *destination, bool also_output_to_stream)
374         : destination(destination)
375 {
376         thread(&Player::thread_func, this, also_output_to_stream).detach();
377 }
378
379 void Player::play_clip(const Clip &clip, size_t clip_idx, unsigned stream_idx)
380 {
381         {
382                 lock_guard<mutex> lock(mu);
383                 current_clip = clip;
384                 current_stream_idx = stream_idx;
385                 current_clip_idx = clip_idx;
386         }
387
388         {
389                 lock_guard<mutex> lock(queue_state_mu);
390                 new_clip_ready = true;
391                 override_stream_idx = -1;
392                 new_clip_changed.notify_all();
393         }
394 }
395
396 void Player::override_angle(unsigned stream_idx)
397 {
398         // Corner case: If a new clip is waiting to be played, change its stream and then we're done.
399         {
400                 unique_lock<mutex> lock(queue_state_mu);
401                 if (new_clip_ready) {
402                         lock_guard<mutex> lock2(mu);
403                         current_stream_idx = stream_idx;
404                         return;
405                 }
406         }
407
408         // If we are playing a clip, set override_stream_idx, and the player thread will
409         // pick it up and change its internal index.
410         {
411                 unique_lock<mutex> lock(queue_state_mu);
412                 if (playing) {
413                         override_stream_idx = stream_idx;
414                         new_clip_changed.notify_all();
415                 }
416         }
417
418         // OK, so we're standing still, presumably at the end of a clip.
419         // Look at the current pts_out (if it exists), and show the closest
420         // thing we've got.
421         int64_t pts_out;
422         {
423                 lock_guard<mutex> lock(mu);
424                 if (current_clip.pts_out < 0) {
425                         return;
426                 }
427                 pts_out = current_clip.pts_out;
428         }
429
430         lock_guard<mutex> lock(frame_mu);
431         auto it = upper_bound(frames[stream_idx].begin(), frames[stream_idx].end(), pts_out);
432         if (it == frames[stream_idx].end()) {
433                 return;
434         }
435         destination->setFrame(stream_idx, *it);
436 }
437
438 void Player::take_queue_spot()
439 {
440         unique_lock<mutex> lock(queue_state_mu);
441         ++num_queued_frames;
442 }
443
444 void Player::release_queue_spot()
445 {
446         unique_lock<mutex> lock(queue_state_mu);
447         assert(num_queued_frames > 0);
448         --num_queued_frames;
449         new_clip_changed.notify_all();
450 }