6 #include "ffmpeg_raii.h"
8 #include "jpeg_frame_view.h"
11 #include "video_stream.h"
15 #include <condition_variable>
16 #include <movit/util.h>
23 using namespace std::chrono;
25 extern mutex frame_mu;
26 extern vector<int64_t> frames[MAX_STREAMS];
27 extern HTTPD *global_httpd;
29 void Player::thread_func(bool also_output_to_stream)
31 pthread_setname_np(pthread_self(), "Player");
33 QSurface *surface = create_surface();
34 QOpenGLContext *context = create_context(surface);
35 if (!make_current(context, surface)) {
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();
50 constexpr double output_framerate = 60000.0 / 1001.0; // FIXME: make configurable
53 size_t next_clip_idx = size_t(-1);
54 bool got_next_clip = false;
55 double next_clip_fade_time = -1.0;
60 steady_clock::time_point before_sleep = steady_clock::now();
62 // Wait until we're supposed to play something.
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;
68 new_clip_ready = false;
72 steady_clock::duration time_slept = steady_clock::now() - before_sleep;
73 pts += duration_cast<duration<size_t, TimebaseRatio>>(time_slept).count();
76 if (video_stream != nullptr) {
77 video_stream->schedule_refresh_frame(steady_clock::now(), pts, /*display_func=*/nullptr, QueueSpotHolder());
86 lock_guard<mutex> lock(mu);
88 clip_idx = current_clip_idx;
89 stream_idx = current_stream_idx;
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;
94 int64_t out_pts_origin = pts;
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).
100 lock_guard<mutex> lock(frame_mu);
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(),
106 if (it != frames[stream_idx].end()) {
111 // TODO: Lock to a rational multiple of the frame rate if possible.
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);
122 if (in_pts >= clip.pts_out) {
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()));
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;
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);
146 // pts not affected by the swapping below.
147 int64_t in_pts_for_progress = in_pts, in_pts_secondary_for_progress = -1;
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;
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;
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);
171 secondary_pts = in_pts_lower;
173 secondary_stream_idx = -1;
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 }};
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;
188 progress_callback(progress);
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);
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;
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.
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) {
215 return new_clip_ready || override_stream_idx != -1;
218 if (new_clip_ready) {
219 if (video_stream != nullptr) {
220 lock.unlock(); // Urg.
221 video_stream->clear_queue();
226 if (override_stream_idx != -1) {
227 stream_idx = override_stream_idx;
228 override_stream_idx = -1;
233 if (in_pts_lower == in_pts_upper) {
234 auto display_func = [this, primary_stream_idx, in_pts_lower, secondary_stream_idx, secondary_pts, fade_alpha]{
235 destination->setFrame(primary_stream_idx, in_pts_lower, /*interpolated=*/false, secondary_stream_idx, secondary_pts, fade_alpha);
237 if (video_stream == nullptr) {
240 if (secondary_stream_idx == -1) {
241 video_stream->schedule_original_frame(
242 next_frame_start, pts, display_func, QueueSpotHolder(this),
243 primary_stream_idx, in_pts_lower);
245 video_stream->schedule_faded_frame(next_frame_start, pts, display_func,
246 QueueSpotHolder(this), primary_stream_idx, in_pts_lower,
247 secondary_stream_idx, secondary_pts, fade_alpha);
253 // Snap to input frame: If we can do so with less than 1% jitter
254 // (ie., move less than 1% of an _output_ frame), do so.
255 // TODO: Snap secondary (fade-to) clips in the same fashion.
256 bool snapped = false;
257 for (int64_t snap_pts : { in_pts_lower, in_pts_upper }) {
258 double snap_pts_as_frameno = (snap_pts - in_pts_origin) * output_framerate / TIMEBASE / speed;
259 if (fabs(snap_pts_as_frameno - frameno) < 0.01) {
260 auto display_func = [this, primary_stream_idx, snap_pts, secondary_stream_idx, secondary_pts, fade_alpha]{
261 destination->setFrame(primary_stream_idx, snap_pts, /*interpolated=*/false, secondary_stream_idx, secondary_pts, fade_alpha);
263 if (video_stream == nullptr) {
266 if (secondary_stream_idx == -1) {
267 video_stream->schedule_original_frame(
268 next_frame_start, pts, display_func,
269 QueueSpotHolder(this), primary_stream_idx, snap_pts);
271 video_stream->schedule_faded_frame(
272 next_frame_start, pts, display_func, QueueSpotHolder(this),
273 primary_stream_idx, snap_pts, secondary_stream_idx, secondary_pts, fade_alpha);
276 in_pts_origin += snap_pts - in_pts;
285 if (time_behind >= milliseconds(100)) {
286 fprintf(stderr, "WARNING: %ld ms behind, dropping an interpolated frame.\n",
287 lrint(1e3 * duration<double>(time_behind).count()));
291 double alpha = double(in_pts - in_pts_lower) / (in_pts_upper - in_pts_lower);
293 if (video_stream == nullptr) {
294 // Previews don't do any interpolation.
295 assert(secondary_stream_idx == -1);
296 destination->setFrame(primary_stream_idx, in_pts_lower, /*interpolated=*/false);
298 auto display_func = [this, primary_stream_idx, pts, secondary_stream_idx, secondary_pts, fade_alpha]{
299 destination->setFrame(primary_stream_idx, pts, /*interpolated=*/true, secondary_stream_idx, secondary_pts, fade_alpha);
301 video_stream->schedule_interpolated_frame(
302 next_frame_start, pts, display_func, QueueSpotHolder(this),
303 primary_stream_idx, in_pts_lower, in_pts_upper, alpha,
304 secondary_stream_idx, secondary_pts, fade_alpha);
310 // Last-ditch effort to get the next clip (if e.g. the fade time was zero seconds).
311 if (!got_next_clip && next_clip_callback != nullptr) {
312 tie(next_clip, next_clip_idx) = next_clip_callback();
313 if (next_clip.pts_in != -1) {
314 got_next_clip = true;
315 in_pts_start_next_clip = next_clip.pts_in;
319 // Switch to next clip if we got it.
322 clip_idx = next_clip_idx;
323 stream_idx = next_clip.stream_idx; // Override is used for previews only, and next_clip is used for live ony.
324 if (done_callback != nullptr) {
327 got_next_clip = false;
329 // Start the next clip from the point where the fade went out.
330 origin = steady_clock::now();
331 in_pts_origin = in_pts_start_next_clip;
336 unique_lock<mutex> lock(queue_state_mu);
339 if (done_callback != nullptr) {
345 // Find the frame immediately before and after this point.
346 bool Player::find_surrounding_frames(int64_t pts, int stream_idx, int64_t *pts_lower, int64_t *pts_upper)
348 lock_guard<mutex> lock(frame_mu);
350 // Find the first frame such that frame.pts >= pts.
351 auto it = lower_bound(frames[stream_idx].begin(),
352 frames[stream_idx].end(),
354 if (it == frames[stream_idx].end()) {
359 // Find the last frame such that in_pts <= frame.pts (if any).
360 if (it == frames[stream_idx].begin()) {
363 *pts_lower = *(it - 1);
365 assert(pts >= *pts_lower);
366 assert(pts <= *pts_upper);
370 Player::Player(JPEGFrameView *destination, bool also_output_to_stream)
371 : destination(destination)
373 thread(&Player::thread_func, this, also_output_to_stream).detach();
376 void Player::play_clip(const Clip &clip, size_t clip_idx, unsigned stream_idx)
379 lock_guard<mutex> lock(mu);
381 current_stream_idx = stream_idx;
382 current_clip_idx = clip_idx;
386 lock_guard<mutex> lock(queue_state_mu);
387 new_clip_ready = true;
388 override_stream_idx = -1;
389 new_clip_changed.notify_all();
393 void Player::override_angle(unsigned stream_idx)
395 // Corner case: If a new clip is waiting to be played, change its stream and then we're done.
397 unique_lock<mutex> lock(queue_state_mu);
398 if (new_clip_ready) {
399 lock_guard<mutex> lock2(mu);
400 current_stream_idx = stream_idx;
405 // If we are playing a clip, set override_stream_idx, and the player thread will
406 // pick it up and change its internal index.
408 unique_lock<mutex> lock(queue_state_mu);
410 override_stream_idx = stream_idx;
411 new_clip_changed.notify_all();
415 // OK, so we're standing still, presumably at the end of a clip.
416 // Look at the current pts_out (if it exists), and show the closest
420 lock_guard<mutex> lock(mu);
421 if (current_clip.pts_out < 0) {
424 pts_out = current_clip.pts_out;
427 lock_guard<mutex> lock(frame_mu);
428 auto it = upper_bound(frames[stream_idx].begin(), frames[stream_idx].end(), pts_out);
429 if (it == frames[stream_idx].end()) {
432 destination->setFrame(stream_idx, *it, /*interpolated=*/false);
435 void Player::take_queue_spot()
437 unique_lock<mutex> lock(queue_state_mu);
441 void Player::release_queue_spot()
443 unique_lock<mutex> lock(queue_state_mu);
444 assert(num_queued_frames > 0);
446 new_clip_changed.notify_all();