-#include <algorithm>
-#include <chrono>
-#include <condition_variable>
-#include <mutex>
-#include <thread>
-#include <vector>
-
-#include <stdio.h>
-
-#include <movit/util.h>
+#include "player.h"
#include "clip_list.h"
#include "context.h"
#include "httpd.h"
#include "jpeg_frame_view.h"
#include "mux.h"
-#include "player.h"
#include "timebase.h"
#include "video_stream.h"
+#include <algorithm>
+#include <chrono>
+#include <condition_variable>
+#include <movit/util.h>
+#include <mutex>
+#include <stdio.h>
+#include <thread>
+#include <vector>
+
using namespace std;
using namespace std::chrono;
void Player::thread_func(bool also_output_to_stream)
{
+ pthread_setname_np(pthread_self(), "Player");
+
QSurface *surface = create_surface();
QOpenGLContext *context = create_context(surface);
if (!make_current(context, surface)) {
video_stream.reset(new VideoStream);
video_stream->start();
}
-
+
check_error();
constexpr double output_framerate = 60000.0 / 1001.0; // FIXME: make configurable
int64_t pts = 0;
+ Clip next_clip;
+ size_t next_clip_idx = size_t(-1);
+ bool got_next_clip = false;
+ double next_clip_fade_time = -1.0;
for ( ;; ) {
+wait_for_clip:
+ bool clip_ready;
+ steady_clock::time_point before_sleep = steady_clock::now();
+
// Wait until we're supposed to play something.
{
unique_lock<mutex> lock(queue_state_mu);
- new_clip_changed.wait(lock, [this]{
+ clip_ready = new_clip_changed.wait_for(lock, milliseconds(100), [this] {
return new_clip_ready && current_clip.pts_in != -1;
});
new_clip_ready = false;
playing = true;
}
+ steady_clock::duration time_slept = steady_clock::now() - before_sleep;
+ pts += duration_cast<duration<size_t, TimebaseRatio>>(time_slept).count();
+
+ if (!clip_ready) {
+ if (video_stream != nullptr) {
+ video_stream->schedule_refresh_frame(steady_clock::now(), pts, /*display_func=*/nullptr, QueueSpotHolder());
+ }
+ continue;
+ }
+
Clip clip;
+ size_t clip_idx;
unsigned stream_idx;
{
lock_guard<mutex> lock(mu);
clip = current_clip;
+ clip_idx = current_clip_idx;
stream_idx = current_stream_idx;
}
- steady_clock::time_point origin = steady_clock::now();
+ steady_clock::time_point origin = steady_clock::now(); // TODO: Add a 100 ms buffer for ramp-up?
int64_t in_pts_origin = clip.pts_in;
+got_clip:
int64_t out_pts_origin = pts;
// Start playing exactly at a frame.
+ // TODO: Snap secondary (fade-to) clips in the same fashion
+ // so that we don't get jank here).
{
lock_guard<mutex> lock(frame_mu);
// TODO: Lock to a rational multiple of the frame rate if possible.
double speed = 0.5;
- bool aborted = false;
+ int64_t in_pts_start_next_clip = -1;
for (int frameno = 0; ; ++frameno) { // Ends when the clip ends.
double out_pts = out_pts_origin + TIMEBASE * frameno / output_framerate;
steady_clock::time_point next_frame_start =
int64_t in_pts = lrint(in_pts_origin + TIMEBASE * frameno * speed / output_framerate);
pts = lrint(out_pts);
- int64_t in_pts_lower, in_pts_upper;
+ if (in_pts >= clip.pts_out) {
+ break;
+ }
- // Find the frame immediately before and after this point.
- {
- lock_guard<mutex> lock(frame_mu);
+ steady_clock::duration time_behind = steady_clock::now() - next_frame_start;
+ if (time_behind >= milliseconds(200)) {
+ fprintf(stderr, "WARNING: %ld ms behind, dropping a frame (no matter the type).\n",
+ lrint(1e3 * duration<double>(time_behind).count()));
+ continue;
+ }
- // Find the first frame such that in_pts >= frame.pts.
- auto it = lower_bound(frames[stream_idx].begin(),
- frames[stream_idx].end(),
- in_pts);
- if (it == frames[stream_idx].end() || *it >= clip.pts_out) {
- break;
+ double time_left_this_clip = double(clip.pts_out - in_pts) / TIMEBASE / speed;
+ if (!got_next_clip && next_clip_callback != nullptr && time_left_this_clip <= clip.fade_time_seconds) {
+ // Find the next clip so that we can begin a fade.
+ tie(next_clip, next_clip_idx) = next_clip_callback();
+ if (next_clip.pts_in != -1) {
+ got_next_clip = true;
+
+ double duration_next_clip = (next_clip.pts_out - next_clip.pts_in) / TIMEBASE / speed;
+ next_clip_fade_time = std::min(time_left_this_clip, duration_next_clip);
+ in_pts_start_next_clip = next_clip.pts_in + lrint(next_clip_fade_time * TIMEBASE * speed);
+ }
+ }
+
+ // pts not affected by the swapping below.
+ int64_t in_pts_for_progress = in_pts, in_pts_secondary_for_progress = -1;
+
+ int primary_stream_idx = stream_idx;
+ int secondary_stream_idx = -1;
+ int64_t secondary_pts = -1;
+ int64_t in_pts_secondary = -1;
+ float fade_alpha = 0.0f;
+ if (got_next_clip && time_left_this_clip <= next_clip_fade_time) {
+ secondary_stream_idx = next_clip.stream_idx;
+ in_pts_secondary = lrint(next_clip.pts_in + (next_clip_fade_time - time_left_this_clip) * TIMEBASE * speed);
+ in_pts_secondary_for_progress = in_pts_secondary;
+ fade_alpha = 1.0f - time_left_this_clip / next_clip_fade_time;
+
+ // If more than half-way through the fade, interpolate the next clip
+ // instead of the current one, since it's more visible.
+ if (fade_alpha >= 0.5f) {
+ swap(primary_stream_idx, secondary_stream_idx);
+ swap(in_pts, in_pts_secondary);
+ fade_alpha = 1.0f - fade_alpha;
}
- in_pts_upper = *it;
- // Find the last frame such that in_pts <= frame.pts (if any).
- if (it == frames[stream_idx].begin()) {
- in_pts_lower = *it;
+ int64_t in_pts_lower, in_pts_upper;
+ bool ok = find_surrounding_frames(in_pts_secondary, secondary_stream_idx, &in_pts_lower, &in_pts_upper);
+ if (ok) {
+ secondary_pts = in_pts_lower;
} else {
- in_pts_lower = *(it - 1);
+ secondary_stream_idx = -1;
}
}
- assert(in_pts >= in_pts_lower);
- assert(in_pts <= in_pts_upper);
- // Sleep until the next frame start, or until there's a new clip we're supposed to play.
+ if (progress_callback != nullptr) {
+ // NOTE: None of this will take into account any snapping done below.
+ double played_this_clip = double(in_pts_for_progress - clip.pts_in) / TIMEBASE / speed;
+ double total_length = double(clip.pts_out - clip.pts_in) / TIMEBASE / speed;
+ map<size_t, double> progress{{ clip_idx, played_this_clip / total_length }};
+
+ if (got_next_clip && time_left_this_clip <= next_clip_fade_time) {
+ double played_next_clip = double(in_pts_secondary_for_progress - next_clip.pts_in) / TIMEBASE / speed;
+ double total_next_length = double(next_clip.pts_out - next_clip.pts_in) / TIMEBASE / speed;
+ progress[next_clip_idx] = played_next_clip / total_next_length;
+ }
+ progress_callback(progress);
+ }
+
+ int64_t in_pts_lower, in_pts_upper;
+ bool ok = find_surrounding_frames(in_pts, primary_stream_idx, &in_pts_lower, &in_pts_upper);
+ if (!ok) {
+ break;
+ }
+
{
unique_lock<mutex> lock(queue_state_mu);
- new_clip_changed.wait_until(lock, next_frame_start, [this]{
- return new_clip_ready || override_stream_idx != -1;
- });
- if (new_clip_ready) break;
+ if (video_stream == nullptr) {
+ // No queue, just wait until the right time and then show the frame.
+ new_clip_changed.wait_until(lock, next_frame_start, [this]{
+ return new_clip_ready || override_stream_idx != -1;
+ });
+ } else {
+ // If the queue is full (which is really the state we'd like to be in),
+ // wait until there's room for one more frame (ie., one was output from
+ // VideoStream), or until or until there's a new clip we're supposed to play.
+ //
+ // In this case, we don't sleep until next_frame_start; the displaying is
+ // done by the queue.
+ new_clip_changed.wait(lock, [this]{
+ if (num_queued_frames < max_queued_frames) {
+ return true;
+ }
+ return new_clip_ready || override_stream_idx != -1;
+ });
+ }
+ if (new_clip_ready) {
+ if (video_stream != nullptr) {
+ lock.unlock(); // Urg.
+ video_stream->clear_queue();
+ lock.lock();
+ }
+ got_next_clip = false;
+ goto wait_for_clip;
+ }
if (override_stream_idx != -1) {
stream_idx = override_stream_idx;
override_stream_idx = -1;
}
if (in_pts_lower == in_pts_upper) {
- destination->setFrame(stream_idx, in_pts_lower);
- if (video_stream != nullptr) {
- video_stream->schedule_original_frame(lrint(out_pts), stream_idx, in_pts_lower);
+ auto display_func = [this, primary_stream_idx, in_pts_lower, secondary_stream_idx, secondary_pts, fade_alpha]{
+ destination->setFrame(primary_stream_idx, in_pts_lower, secondary_stream_idx, secondary_pts, fade_alpha);
+ };
+ if (video_stream == nullptr) {
+ display_func();
+ } else {
+ if (secondary_stream_idx == -1) {
+ video_stream->schedule_original_frame(
+ next_frame_start, pts, display_func, QueueSpotHolder(this),
+ primary_stream_idx, in_pts_lower);
+ } else {
+ assert(secondary_pts != -1);
+ video_stream->schedule_faded_frame(next_frame_start, pts, display_func,
+ QueueSpotHolder(this), primary_stream_idx, in_pts_lower,
+ secondary_stream_idx, secondary_pts, fade_alpha);
+ }
}
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.
- double in_pts_lower_as_frameno = (in_pts_lower - in_pts_origin) * output_framerate / TIMEBASE / speed;
- double in_pts_upper_as_frameno = (in_pts_upper - in_pts_origin) * output_framerate / TIMEBASE / speed;
- if (fabs(in_pts_lower_as_frameno - frameno) < 0.01) {
- destination->setFrame(stream_idx, in_pts_lower);
- if (video_stream != nullptr) {
- video_stream->schedule_original_frame(lrint(out_pts), stream_idx, in_pts_lower);
+ // TODO: Snap secondary (fade-to) clips in the same fashion.
+ bool snapped = false;
+ for (int64_t snap_pts : { in_pts_lower, in_pts_upper }) {
+ double snap_pts_as_frameno = (snap_pts - in_pts_origin) * output_framerate / TIMEBASE / speed;
+ if (fabs(snap_pts_as_frameno - frameno) < 0.01) {
+ auto display_func = [this, primary_stream_idx, snap_pts, secondary_stream_idx, secondary_pts, fade_alpha]{
+ destination->setFrame(primary_stream_idx, snap_pts, secondary_stream_idx, secondary_pts, fade_alpha);
+ };
+ if (video_stream == nullptr) {
+ display_func();
+ } else {
+ if (secondary_stream_idx == -1) {
+ video_stream->schedule_original_frame(
+ next_frame_start, pts, display_func,
+ QueueSpotHolder(this), primary_stream_idx, snap_pts);
+ } else {
+ assert(secondary_pts != -1);
+ video_stream->schedule_faded_frame(
+ next_frame_start, pts, display_func, QueueSpotHolder(this),
+ primary_stream_idx, snap_pts, secondary_stream_idx, secondary_pts, fade_alpha);
+ }
+ }
+ in_pts_origin += snap_pts - in_pts;
+ snapped = true;
+ break;
}
- in_pts_origin += in_pts_lower - in_pts;
+ }
+ if (snapped) {
continue;
- } else if (fabs(in_pts_upper_as_frameno - frameno) < 0.01) {
- destination->setFrame(stream_idx, in_pts_upper);
- if (video_stream != nullptr) {
- video_stream->schedule_original_frame(lrint(out_pts), stream_idx, in_pts_upper);
- }
- in_pts_origin += in_pts_upper - in_pts;
+ }
+
+ if (time_behind >= milliseconds(100)) {
+ fprintf(stderr, "WARNING: %ld ms behind, dropping an interpolated frame.\n",
+ lrint(1e3 * duration<double>(time_behind).count()));
continue;
}
double alpha = double(in_pts - in_pts_lower) / (in_pts_upper - in_pts_lower);
- destination->setFrame(stream_idx, in_pts_lower); // FIXME
- if (video_stream != nullptr) {
- // Send the frame to the stream.
- video_stream->schedule_interpolated_frame(lrint(out_pts), stream_idx, in_pts_lower, in_pts_upper, alpha);
+ if (video_stream == nullptr) {
+ // Previews don't do any interpolation.
+ assert(secondary_stream_idx == -1);
+ destination->setFrame(primary_stream_idx, in_pts_lower);
+ } else {
+ auto display_func = [this](shared_ptr<Frame> frame) {
+ destination->setFrame(frame);
+ };
+ video_stream->schedule_interpolated_frame(
+ next_frame_start, pts, display_func, QueueSpotHolder(this),
+ primary_stream_idx, in_pts_lower, in_pts_upper, alpha,
+ secondary_stream_idx, secondary_pts, fade_alpha);
+ }
+ }
+
+ // The clip ended.
+
+ // Last-ditch effort to get the next clip (if e.g. the fade time was zero seconds).
+ if (!got_next_clip && next_clip_callback != nullptr) {
+ tie(next_clip, next_clip_idx) = next_clip_callback();
+ if (next_clip.pts_in != -1) {
+ got_next_clip = true;
+ in_pts_start_next_clip = next_clip.pts_in;
}
}
+ // Switch to next clip if we got it.
+ if (got_next_clip) {
+ clip = next_clip;
+ clip_idx = next_clip_idx;
+ stream_idx = next_clip.stream_idx; // Override is used for previews only, and next_clip is used for live ony.
+ if (done_callback != nullptr) {
+ done_callback();
+ }
+ got_next_clip = false;
+
+ // Start the next clip from the point where the fade went out.
+ origin = steady_clock::now();
+ in_pts_origin = in_pts_start_next_clip;
+ goto got_clip;
+ }
+
{
unique_lock<mutex> lock(queue_state_mu);
playing = false;
}
- if (done_callback != nullptr && !aborted) {
+ if (done_callback != nullptr) {
done_callback();
}
}
}
+// Find the frame immediately before and after this point.
+bool Player::find_surrounding_frames(int64_t pts, int stream_idx, int64_t *pts_lower, int64_t *pts_upper)
+{
+ lock_guard<mutex> lock(frame_mu);
+
+ // Find the first frame such that frame.pts >= pts.
+ auto it = lower_bound(frames[stream_idx].begin(),
+ frames[stream_idx].end(),
+ pts);
+ if (it == frames[stream_idx].end()) {
+ return false;
+ }
+ *pts_upper = *it;
+
+ // Find the last frame such that in_pts <= frame.pts (if any).
+ if (it == frames[stream_idx].begin()) {
+ *pts_lower = *it;
+ } else {
+ *pts_lower = *(it - 1);
+ }
+ assert(pts >= *pts_lower);
+ assert(pts <= *pts_upper);
+ return true;
+}
+
Player::Player(JPEGFrameView *destination, bool also_output_to_stream)
: destination(destination)
{
thread(&Player::thread_func, this, also_output_to_stream).detach();
}
-void Player::play_clip(const Clip &clip, unsigned stream_idx)
+void Player::play_clip(const Clip &clip, size_t clip_idx, unsigned stream_idx)
{
{
lock_guard<mutex> lock(mu);
current_clip = clip;
current_stream_idx = stream_idx;
+ current_clip_idx = clip_idx;
}
{
void Player::override_angle(unsigned stream_idx)
{
- // Corner case: If a new clip is waiting to be played, change its stream and then we're done.
+ // Corner case: If a new clip is waiting to be played, change its stream and then we're done.
{
unique_lock<mutex> lock(queue_state_mu);
if (new_clip_ready) {
}
pts_out = current_clip.pts_out;
}
-
+
lock_guard<mutex> lock(frame_mu);
auto it = upper_bound(frames[stream_idx].begin(), frames[stream_idx].end(), pts_out);
if (it == frames[stream_idx].end()) {
}
destination->setFrame(stream_idx, *it);
}
+
+void Player::take_queue_spot()
+{
+ unique_lock<mutex> lock(queue_state_mu);
+ ++num_queued_frames;
+}
+
+void Player::release_queue_spot()
+{
+ unique_lock<mutex> lock(queue_state_mu);
+ assert(num_queued_frames > 0);
+ --num_queued_frames;
+ new_clip_changed.notify_all();
+}