From: Steinar H. Gunderson Date: Mon, 21 Oct 2019 19:32:34 +0000 (+0200) Subject: Fix some jerkiness when playing back with no interpolation. X-Git-Tag: 1.9.1~8 X-Git-Url: https://git.sesse.net/?p=nageru;a=commitdiff_plain;h=f014bc9a81cc4fae068172a84f0491efef38135e Fix some jerkiness when playing back with no interpolation. When hitting a frame exactly, we'd choose [pts_of_previous_frame, pts] as our candidate range, and always pick the lower. This would make us jerk around a lot, which would be a particular problem with audio. Fix by taking a two-pronged approach: First, if we hit a frame exactly, just send [pts,pts]. Second, activate snapping even when interpolation is off. We still have a problem when playing back audio in the case of dropped video frames (we'll output the same audio twice), but better audio handling is somewhat outside the scope of this commit. --- diff --git a/futatabi/player.cpp b/futatabi/player.cpp index 779e685..4421449 100644 --- a/futatabi/player.cpp +++ b/futatabi/player.cpp @@ -355,15 +355,6 @@ void Player::play_playlist_once() subtitle = ss.str(); } - // If there's nothing to interpolate between, or if interpolation is turned off, - // or we're a preview, then just display the frame. - if (frame_lower.pts == frame_upper.pts || global_flags.interpolation_quality == 0 || video_stream == nullptr) { - display_single_frame(primary_stream_idx, frame_lower, secondary_stream_idx, - secondary_frame, fade_alpha, next_frame_start, /*snapped=*/false, - subtitle, play_audio); - continue; - } - // Snap to input frame: If we can do so with less than 1% jitter // (ie., move less than 1% of an _output_ frame), do so. // TODO: Snap secondary (fade-to) clips in the same fashion. @@ -383,6 +374,15 @@ void Player::play_playlist_once() continue; } + // If there's nothing to interpolate between, or if interpolation is turned off, + // or we're a preview, then just display the frame. + if (frame_lower.pts == frame_upper.pts || global_flags.interpolation_quality == 0 || video_stream == nullptr) { + display_single_frame(primary_stream_idx, frame_lower, secondary_stream_idx, + secondary_frame, fade_alpha, next_frame_start, /*snapped=*/false, + subtitle, play_audio); + continue; + } + // The snapping above makes us lock to the input framerate, even in the presence // of pts drift, for most typical cases where it's needed, like converting 60 → 2x60 // or 60 → 2x59.94. However, there are some corner cases like 25 → 2x59.94, where we'd @@ -487,6 +487,7 @@ void Player::display_single_frame(int primary_stream_idx, const FrameOnDisk &pri } // Find the frame immediately before and after this point. +// If we have an exact match, return it immediately. bool Player::find_surrounding_frames(int64_t pts, int stream_idx, FrameOnDisk *frame_lower, FrameOnDisk *frame_upper) { lock_guard lock(frame_mu); @@ -498,6 +499,12 @@ bool Player::find_surrounding_frames(int64_t pts, int stream_idx, FrameOnDisk *f } *frame_upper = *it; + // If we have an exact match, return it immediately. + if (frame_upper->pts == pts) { + *frame_lower = *it; + return true; + } + // Find the last frame such that in_pts <= frame.pts (if any). if (it == frames[stream_idx].begin()) { *frame_lower = *it;