]> git.sesse.net Git - nageru/commitdiff
For FFmpeg inputs, add an option for playing as fast as possible.
authorSteinar H. Gunderson <sgunderson@bigfoot.com>
Sun, 10 Mar 2019 11:04:27 +0000 (12:04 +0100)
committerSteinar H. Gunderson <sgunderson@bigfoot.com>
Sun, 10 Mar 2019 11:04:27 +0000 (12:04 +0100)
This is intended for live streams, where setting rate 2.0 or similar
would cause it to spew errors and keep resetting the clock. This mode
is automatically activated if rate >= 10.0.

nageru/ffmpeg_capture.cpp
nageru/ffmpeg_capture.h
nageru/kaeru.cpp

index 9beea857dd3ed41bdb69df3fae26cfe5123bb305..b4fec063ce702a01dde9d2f7655a553fc471336c 100644 (file)
@@ -503,56 +503,67 @@ bool FFmpegCapture::play_video(const string &pathname)
                        if (last_pts == 0 && pts_origin == 0) {
                                pts_origin = frame->pts;        
                        }
-                       next_frame_start = compute_frame_start(frame->pts, pts_origin, video_timebase, start, rate);
-                       if (first_frame && last_frame_was_connected) {
-                               // If reconnect took more than one second, this is probably a live feed,
-                               // and we should reset the resampler. (Or the rate is really, really low,
-                               // in which case a reset on the first frame is fine anyway.)
-                               if (duration<double>(next_frame_start - last_frame).count() >= 1.0) {
-                                       last_frame_was_connected = false;
+                       steady_clock::time_point now = steady_clock::now();
+                       if (play_as_fast_as_possible) {
+                               video_frame->received_timestamp = now;
+                               audio_frame->received_timestamp = now;
+                               next_frame_start = now;
+                       } else {
+                               next_frame_start = compute_frame_start(frame->pts, pts_origin, video_timebase, start, rate);
+                               if (first_frame && last_frame_was_connected) {
+                                       // If reconnect took more than one second, this is probably a live feed,
+                                       // and we should reset the resampler. (Or the rate is really, really low,
+                                       // in which case a reset on the first frame is fine anyway.)
+                                       if (duration<double>(next_frame_start - last_frame).count() >= 1.0) {
+                                               last_frame_was_connected = false;
+                                       }
+                               }
+                               video_frame->received_timestamp = next_frame_start;
+
+                               // The easiest way to get all the rate conversions etc. right is to move the
+                               // audio PTS into the video PTS timebase and go from there. (We'll get some
+                               // rounding issues, but they should not be a big problem.)
+                               int64_t audio_pts_as_video_pts = av_rescale_q(audio_pts, audio_timebase, video_timebase);
+                               audio_frame->received_timestamp = compute_frame_start(audio_pts_as_video_pts, pts_origin, video_timebase, start, rate);
+
+                               if (audio_frame->len != 0) {
+                                       // The received timestamps in Nageru are measured after we've just received the frame.
+                                       // However, pts (especially audio pts) is at the _beginning_ of the frame.
+                                       // If we have locked audio, the distinction doesn't really matter, as pts is
+                                       // on a relative scale and a fixed offset is fine. But if we don't, we will have
+                                       // a different number of samples each time, which will cause huge audio jitter
+                                       // and throw off the resampler.
+                                       //
+                                       // In a sense, we should have compensated by adding the frame and audio lengths
+                                       // to video_frame->received_timestamp and audio_frame->received_timestamp respectively,
+                                       // but that would mean extra waiting in sleep_until(). All we need is that they
+                                       // are correct relative to each other, though (and to the other frames we send),
+                                       // so just align the end of the audio frame, and we're fine.
+                                       size_t num_samples = (audio_frame->len * 8) / audio_format.bits_per_sample / audio_format.num_channels;
+                                       double offset = double(num_samples) / OUTPUT_FREQUENCY -
+                                               double(video_format.frame_rate_den) / video_format.frame_rate_nom;
+                                       audio_frame->received_timestamp += duration_cast<steady_clock::duration>(duration<double>(offset));
                                }
-                       }
-                       video_frame->received_timestamp = next_frame_start;
-
-                       // The easiest way to get all the rate conversions etc. right is to move the
-                       // audio PTS into the video PTS timebase and go from there. (We'll get some
-                       // rounding issues, but they should not be a big problem.)
-                       int64_t audio_pts_as_video_pts = av_rescale_q(audio_pts, audio_timebase, video_timebase);
-                       audio_frame->received_timestamp = compute_frame_start(audio_pts_as_video_pts, pts_origin, video_timebase, start, rate);
-
-                       if (audio_frame->len != 0) {
-                               // The received timestamps in Nageru are measured after we've just received the frame.
-                               // However, pts (especially audio pts) is at the _beginning_ of the frame.
-                               // If we have locked audio, the distinction doesn't really matter, as pts is
-                               // on a relative scale and a fixed offset is fine. But if we don't, we will have
-                               // a different number of samples each time, which will cause huge audio jitter
-                               // and throw off the resampler.
-                               //
-                               // In a sense, we should have compensated by adding the frame and audio lengths
-                               // to video_frame->received_timestamp and audio_frame->received_timestamp respectively,
-                               // but that would mean extra waiting in sleep_until(). All we need is that they
-                               // are correct relative to each other, though (and to the other frames we send),
-                               // so just align the end of the audio frame, and we're fine.
-                               size_t num_samples = (audio_frame->len * 8) / audio_format.bits_per_sample / audio_format.num_channels;
-                               double offset = double(num_samples) / OUTPUT_FREQUENCY -
-                                       double(video_format.frame_rate_den) / video_format.frame_rate_nom;
-                               audio_frame->received_timestamp += duration_cast<steady_clock::duration>(duration<double>(offset));
-                       }
 
-                       steady_clock::time_point now = steady_clock::now();
-                       if (duration<double>(now - next_frame_start).count() >= 0.1) {
-                               // If we don't have enough CPU to keep up, or if we have a live stream
-                               // where the initial origin was somehow wrong, we could be behind indefinitely.
-                               // In particular, this will give the audio resampler problems as it tries
-                               // to speed up to reduce the delay, hitting the low end of the buffer every time.
-                               fprintf(stderr, "%s: Playback %.0f ms behind, resetting time scale\n",
-                                       pathname.c_str(),
-                                       1e3 * duration<double>(now - next_frame_start).count());
-                               pts_origin = frame->pts;
-                               start = next_frame_start = now;
-                               timecode += MAX_FPS * 2 + 1;
+                               if (duration<double>(now - next_frame_start).count() >= 0.1) {
+                                       // If we don't have enough CPU to keep up, or if we have a live stream
+                                       // where the initial origin was somehow wrong, we could be behind indefinitely.
+                                       // In particular, this will give the audio resampler problems as it tries
+                                       // to speed up to reduce the delay, hitting the low end of the buffer every time.
+                                       fprintf(stderr, "%s: Playback %.0f ms behind, resetting time scale\n",
+                                               pathname.c_str(),
+                                               1e3 * duration<double>(now - next_frame_start).count());
+                                       pts_origin = frame->pts;
+                                       start = next_frame_start = now;
+                                       timecode += MAX_FPS * 2 + 1;
+                               }
+                       }
+                       bool finished_wakeup;
+                       if (play_as_fast_as_possible) {
+                               finished_wakeup = !producer_thread_should_quit.should_quit();
+                       } else {
+                               finished_wakeup = producer_thread_should_quit.sleep_until(next_frame_start);
                        }
-                       bool finished_wakeup = producer_thread_should_quit.sleep_until(next_frame_start);
                        if (finished_wakeup) {
                                if (audio_frame->len > 0) {
                                        assert(audio_pts != -1);
@@ -636,6 +647,7 @@ bool FFmpegCapture::process_queued_commands(AVFormatContext *format_ctx, const s
                        start = compute_frame_start(last_pts, pts_origin, video_timebase, start, rate);
                        pts_origin = last_pts;
                        rate = cmd.new_rate;
+                       play_as_fast_as_possible = (rate >= 10.0);
                        break;
                }
        }
index a9a837115977348265115bb77ca0b59a935eecc9..c7b8a6159797b69cd9c16fa6ac619afe94b09b42 100644 (file)
@@ -254,6 +254,7 @@ private:
        bool running = false;
        int card_index = -1;
        double rate = 1.0;
+       bool play_as_fast_as_possible = false;  // Activated iff rate >= 10.0.
        std::atomic<bool> should_interrupt{false};
        bool last_frame_was_connected = true;
 
index 9d9738391082a484cf3338361c2746aff1aa5ec7..843bd81b4293cbdc28f15c6387e9457aa550c049 100644 (file)
@@ -209,7 +209,7 @@ int main(int argc, char *argv[])
        }
        video.configure_card();
        video.start_bm_capture();
-       video.change_rate(2.0);  // Be sure never to really fall behind, but also don't dump huge amounts of stuff onto x264.
+       video.change_rate(10.0);  // Play as fast as possible.
 
        BasicStats basic_stats(/*verbose=*/false, /*use_opengl=*/false);
        global_basic_stats = &basic_stats;