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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 <algorithm>
#include <thread> // for std::this_thread::sleep_for
#include <chrono> // for std::chrono::microseconds
namespace openshot
{
// Constructor
VideoCacheThread::VideoCacheThread()
: Thread("video-cache"), speed(0), last_speed(1), is_playing(false),
reader(NULL), current_display_frame(1), cached_frame_count(0),
min_frames_ahead(4), max_frames_ahead(8)
{
}
// Destructor
VideoCacheThread::~VideoCacheThread()
{
}
// Seek the reader to a particular frame number
void VideoCacheThread::Seek(int64_t new_position)
{
requested_display_frame = new_position;
}
// Seek the reader to a particular frame number and optionally start the pre-roll
void VideoCacheThread::Seek(int64_t new_position, bool start_preroll)
{
if (start_preroll && reader && reader->GetCache() && !reader->GetCache()->Contains(new_position)) {
cached_frame_count = 0;
}
Seek(new_position);
}
// Play the video
void VideoCacheThread::Play() {
// Start playing
is_playing = true;
}
// Stop the audio
void VideoCacheThread::Stop() {
// Stop playing
is_playing = false;
}
// Is cache ready for playback (pre-roll)
bool VideoCacheThread::isReady() {
return (cached_frame_count > min_frames_ahead);
}
// Start the thread
void VideoCacheThread::run()
{
// Types for storing time durations in whole and fractional microseconds
using micro_sec = std::chrono::microseconds;
using double_micro_sec = std::chrono::duration<double, micro_sec::period>;
while (!threadShouldExit() && is_playing) {
// Calculate on-screen time for a single frame
const auto frame_duration = double_micro_sec(1000000.0 / reader->info.fps.ToDouble());
int current_speed = speed;
// Calculate increment (based on speed)
// Support caching in both directions
int16_t increment = speed;
if (speed == 0) {
std::this_thread::sleep_for(frame_duration / 4);
continue;
}
// 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;
// Adjust ending frame for cache loop
if (speed < 0) {
// Reverse loop (if we are going backwards)
ending_frame = starting_frame - max_frames_ahead;
}
if (ending_frame < 0) {
// Don't allow negative frame number caching
ending_frame = 0;
}
// Loop through range of frames (and cache them)
int64_t uncached_frame_count = 0;
int64_t already_cached_frame_count = 0;
for (int64_t cache_frame = starting_frame; cache_frame != ending_frame; cache_frame += increment) {
cached_frame_count++;
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);
uncached_frame_count++;
}
catch (const OutOfBoundsFrame & e) { }
} else if (reader && reader->GetCache() && reader->GetCache()->Contains(cache_frame)) {
already_cached_frame_count++;
}
// Check if the user has seeked outside the cache range
if (requested_display_frame != current_display_frame) {
// cache will restart at a new position
if (speed >= 0 && (requested_display_frame < starting_frame || requested_display_frame > ending_frame)) {
break;
} else if (speed < 0 && (requested_display_frame > starting_frame || requested_display_frame < ending_frame)) {
break;
}
}
// Check if playback speed changed (if so, break out of cache loop)
if (current_speed != speed) {
break;
}
}
// Update cache counts
if (cached_frame_count > max_frames_ahead && uncached_frame_count > (min_frames_ahead / 4)) {
// start cached count again (we have too many uncached frames)
cached_frame_count = 0;
}
// Update current display frame & last non-paused speed
current_display_frame = requested_display_frame;
if (current_speed != 0) {
last_speed = current_speed;
}
// Sleep for a fraction of frame duration
std::this_thread::sleep_for(frame_duration / 4);
}
return;
}
}