Refactoring the VideoCacheThread to check every frame before requesting it. Adding a new method: Contains() to our cache objects, to facilitate this. Removing cache clearning experimental code from Timeline (causing playback issues). Refactoring PrivatePlayer playback timing code, to calculate an average # of frame difference between audio and video threads, and slowly adjust back towards zero when needed.

This commit is contained in:
Jonathan Thomas
2022-01-14 15:16:04 -06:00
parent 951215e569
commit a5f35fb42a
9 changed files with 139 additions and 84 deletions

View File

@@ -26,8 +26,8 @@ namespace openshot
{
// Constructor
VideoCacheThread::VideoCacheThread()
: Thread("video-cache"), speed(1), is_playing(false), position(1)
, reader(NULL), max_concurrent_frames(OPEN_MP_NUM_PROCESSORS * 4), current_display_frame(1)
: Thread("video-cache"), speed(1), is_playing(false),
reader(NULL), max_frames_ahead(OPEN_MP_NUM_PROCESSORS * 2), current_display_frame(1)
{
}
@@ -36,25 +36,10 @@ namespace openshot
{
}
// Get the currently playing frame number (if any)
int64_t VideoCacheThread::getCurrentFramePosition()
{
if (frame)
return frame->number;
else
return 0;
}
// Set the currently playing frame number (if any)
void VideoCacheThread::setCurrentFramePosition(int64_t current_frame_number)
{
current_display_frame = current_frame_number;
}
// Seek the reader to a particular frame number
void VideoCacheThread::Seek(int64_t new_position)
{
position = new_position;
current_display_frame = new_position;
}
// Play the video
@@ -73,7 +58,6 @@ namespace openshot
void VideoCacheThread::run()
{
// Types for storing time durations in whole and fractional milliseconds
std::shared_ptr<openshot::Frame> smallest_frame = NULL;
using ms = std::chrono::milliseconds;
using double_ms = std::chrono::duration<double, ms::period>;
@@ -81,37 +65,52 @@ namespace openshot
// Calculate on-screen time for a single frame in milliseconds
const auto frame_duration = double_ms(1000.0 / reader->info.fps.ToDouble());
// Cache frames before the other threads need them
// Cache frames up to the max frames. Reset to current position
// if cache gets too far away from display frame. Cache frames
// even when player is paused (i.e. speed 0).
while (((position - current_display_frame) < max_concurrent_frames) && is_playing)
{
// Only cache up till the max_concurrent_frames amount... then sleep
try
{
if (reader) {
ZmqLogger::Instance()->AppendDebugMethod("VideoCacheThread::run (cache frame)", "position", position, "current_display_frame", current_display_frame, "max_concurrent_frames", max_concurrent_frames, "needed_frames", (position - current_display_frame));
// 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();
}
// Force the frame to be generated
smallest_frame = reader->GetCache()->GetSmallestFrame();
if (smallest_frame && smallest_frame->number > current_display_frame) {
// Cache position has gotten too far away from current display frame.
// Reset the position to the current display frame.
position = current_display_frame;
}
reader->GetFrame(position);
}
// 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;
}
}
}
catch (const OutOfBoundsFrame & e)
{
// Ignore out of bounds frame exceptions
}
// Calculate increment (based on speed)
// Support caching in both directions
int16_t increment = 1;
if (speed < 0) {
increment = -1;
}
// Increment frame number
position++;
}
// 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);