double next_clip_fade_time = -1.0;
for ( ;; ) {
+ 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(pts);
+ }
+ continue;
+ }
+
Clip clip;
unsigned stream_idx;
{
clip = current_clip;
stream_idx = current_stream_idx;
}
-got_clip:
steady_clock::time_point origin = steady_clock::now();
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;
+ 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 =
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);
}
}
int64_t secondary_pts = -1;
if (got_next_clip) {
+ int64_t in_pts_secondary = lrint(next_clip.pts_in + TIMEBASE * frameno * speed / output_framerate);
int64_t in_pts_lower, in_pts_upper;
- bool ok = find_surrounding_frames(in_pts, secondary_stream_idx, &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 {
// 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.
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 (video_stream == nullptr) {
// Previews don't do any interpolation.
assert(secondary_stream_idx == -1);
- destination->setFrame(primary_stream_idx, in_pts_lower, /*interpolated=*/false, fade_alpha);
+ destination->setFrame(primary_stream_idx, in_pts_lower, /*interpolated=*/false);
} else {
// Calculate the interpolated frame. When it's done, the destination
// will be unblocked.
next_clip = next_clip_callback();
if (next_clip.pts_in != -1) {
got_next_clip = true;
+ in_pts_start_next_clip = next_clip.pts_in;
}
}
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;
}