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libopenshot/src/Qt/VideoCacheThread.cpp

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/**
* @file
* @brief Source file for VideoCacheThread class
* @author Jonathan Thomas <jonathan@openshot.org>
*
* @ref License
*/
// Copyright (c) 2008-2019 OpenShot Studios, LLC
//
// SPDX-License-Identifier: LGPL-3.0-or-later
#include "VideoCacheThread.h"
#include "CacheBase.h"
#include "Exceptions.h"
#include "Frame.h"
#include "OpenMPUtilities.h"
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#include "ZmqLogger.h"
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#include <algorithm>
#include <thread> // for std::this_thread::sleep_for
#include <chrono> // for std::chrono::milliseconds
namespace openshot
{
// Constructor
VideoCacheThread::VideoCacheThread()
: Thread("video-cache"), speed(1), is_playing(false),
reader(NULL), max_frames_ahead(OPEN_MP_NUM_PROCESSORS * 2), current_display_frame(1)
{
}
// Destructor
VideoCacheThread::~VideoCacheThread()
{
}
// Seek the reader to a particular frame number
void VideoCacheThread::Seek(int64_t new_position)
{
current_display_frame = new_position;
}
// Play the video
void VideoCacheThread::Play() {
// Start playing
is_playing = true;
}
// Stop the audio
void VideoCacheThread::Stop() {
// Stop playing
is_playing = false;
}
// Start the thread
void VideoCacheThread::run()
{
// Types for storing time durations in whole and fractional milliseconds
using ms = std::chrono::milliseconds;
using double_ms = std::chrono::duration<double, ms::period>;
while (!threadShouldExit() && is_playing) {
// Calculate on-screen time for a single frame in milliseconds
const auto frame_duration = double_ms(1000.0 / reader->info.fps.ToDouble());
// Calculate bytes per frame. If we have a reference openshot::Frame, use that instead (the preview
// window can be smaller, can thus reduce the bytes per frame)
int64_t bytes_per_frame = (reader->info.height * reader->info.width * 4) +
(reader->info.sample_rate * reader->info.channels * 4);
if (last_cached_frame && last_cached_frame->has_image_data && last_cached_frame->has_audio_data) {
bytes_per_frame = last_cached_frame->GetBytes();
}
// Calculate # of frames on Timeline cache
if (reader->GetCache() && reader->GetCache()->GetMaxBytes() > 0) {
// Use 1/2 the cache size (so our cache will be 50% before the play-head, and 50% after it)
max_frames_ahead = (reader->GetCache()->GetMaxBytes() / bytes_per_frame) / 2;
if (max_frames_ahead > 1000) {
// Ignore values that are too large, and default to a safer value
max_frames_ahead = OPEN_MP_NUM_PROCESSORS * 2;
}
}
// Calculate increment (based on speed)
// Support caching in both directions
int16_t increment = 1;
if (speed < 0) {
increment = -1;
}
// Always cache frames from the current display position to our maximum (based on the cache size).
// Frames which are already cached are basically free. Only uncached frames have a big CPU cost.
// By always looping through the expected frame range, we can fill-in missing frames caused by a
// fragmented cache object (i.e. the user clicking all over the timeline).
int64_t starting_frame = current_display_frame;
int64_t ending_frame = starting_frame + max_frames_ahead;
if (speed < 0) {
ending_frame = starting_frame - max_frames_ahead;
}
for (int64_t cache_frame = starting_frame; cache_frame != ending_frame; cache_frame += increment) {
if (reader && reader->GetCache() && !reader->GetCache()->Contains(cache_frame)) {
try
{
// This frame is not already cached... so request it again (to force the creation & caching)
// This will also re-order the missing frame to the front of the cache
last_cached_frame = reader->GetFrame(cache_frame);
}
catch (const OutOfBoundsFrame & e) { }
}
}
// Sleep for 1 frame length
std::this_thread::sleep_for(frame_duration);
}
return;
}
}