More tweaks to keep the cache window centered on the playhead, so different speeds (- and +) still result in moving cache window.

This commit is contained in:
Jonathan Thomas
2025-06-03 17:49:56 -05:00
parent ec81c1d1cd
commit fd91892fea

View File

@@ -18,6 +18,7 @@
#include "Timeline.h"
#include <thread>
#include <chrono>
#include <algorithm>
namespace openshot
{
@@ -96,11 +97,8 @@ namespace openshot
using micro_sec = std::chrono::microseconds;
using double_micro_sec = std::chrono::duration<double, micro_sec::period>;
// last_cached_index: Index of the most recently cached frame.
// cache_start_index: Base index from which we build the window.
// Index of the most recently cached frame; starts “behind” the playhead.
int64_t last_cached_index = 0;
int64_t cache_start_index = 0;
bool last_paused = true;
while (!threadShouldExit()) {
Settings* settings = Settings::Instance();
@@ -117,19 +115,21 @@ namespace openshot
int64_t playhead = requested_display_frame;
bool paused = (speed == 0);
// Determine the effective direction:
// If speed != 0, dir = sign(speed).
// Otherwise (speed == 0), use last_dir to continue caching in the same direction.
// Determine effective direction: use speed if non-zero, otherwise keep last_dir.
int dir = (speed != 0 ? (speed > 0 ? 1 : -1) : last_dir);
// On transition from paused (speed == 0) to playing (speed != 0), reset window base.
if (!paused && last_paused) {
cache_start_index = playhead;
last_cached_index = playhead - dir;
// On any non-seek iteration, update last_dir if speed changed from zero
if (speed != 0) {
last_dir = dir;
}
last_paused = paused;
// Calculate bytes needed for one frame in cache
// Handle user-initiated seek: reset last_cached_index to just behind playhead.
if (userSeeked) {
last_cached_index = playhead - dir;
userSeeked = false;
}
// Determine how many frames ahead/behind to cache based on settings & memory
int64_t bytes_per_frame = getBytes(
(timeline->preview_width ? timeline->preview_width : reader->info.width),
(timeline->preview_height ? timeline->preview_height : reader->info.height),
@@ -153,59 +153,45 @@ namespace openshot
// Number of frames to keep ahead (or behind) based on settings
int64_t ahead_count = static_cast<int64_t>(capacity * settings->VIDEO_CACHE_PERCENT_AHEAD);
// Handle user-initiated seek: always reset window base
bool user_seek = userSeeked;
if (user_seek) {
cache_start_index = playhead;
last_cached_index = playhead - dir;
userSeeked = false;
}
else if (!paused) {
// In playing mode, if playhead moves beyond last_cached, reset window
if ((dir > 0 && playhead > last_cached_index) || (dir < 0 && playhead < last_cached_index)) {
cache_start_index = playhead;
last_cached_index = playhead - dir;
}
}
// ----------------------------------------
// PAUSED MODE: Continue caching in 'dir' without advancing playhead
// ----------------------------------------
if (paused) {
// If the playhead is not in cache, clear and restart from playhead
if (!cache->Contains(playhead)) {
timeline->ClearAllCache();
cache_start_index = playhead;
last_cached_index = playhead - dir;
}
}
// Compute window bounds based on dir
int64_t window_begin, window_end;
if (dir > 0) {
// Forward: [cache_start_index ... cache_start_index + ahead_count]
window_begin = cache_start_index;
window_end = cache_start_index + ahead_count;
} else {
// Backward: [cache_start_index - ahead_count ... cache_start_index]
window_begin = cache_start_index - ahead_count;
window_end = cache_start_index;
}
// Compute window bounds around playhead each iteration:
// - If moving forward (dir > 0): [playhead ... playhead + ahead_count]
// - If moving backward (dir < 0): [playhead - ahead_count ... playhead]
int64_t window_begin = (dir > 0)
? playhead
: (playhead - ahead_count);
int64_t window_end = (dir > 0)
? (playhead + ahead_count)
: playhead;
// Clamp to valid timeline range
window_begin = std::max<int64_t>(window_begin, 1);
window_end = std::min<int64_t>(window_end, timeline_end);
// Prefetch loop: start from just beyond last_cached_index toward window_end
int64_t next_frame = last_cached_index + dir;
bool window_full = true;
// If we're paused and the playhead moves outside cache, clear & rebuild
if (paused && !cache->Contains(playhead)) {
timeline->ClearAllCache();
last_cached_index = playhead - dir;
}
while ((dir > 0 && next_frame <= window_end) || (dir < 0 && next_frame >= window_begin)) {
// If playing, ensure last_cached_index is within one step of window
// If it's already beyond the window, reset so caching continues from playhead
bool outside_window = (dir > 0 && last_cached_index > window_end) ||
(dir < 0 && last_cached_index < window_begin);
if (!paused && outside_window) {
last_cached_index = playhead - dir;
}
// Prefetch frames from last_cached_index + dir up to window_end (or down to window_begin)
int64_t next_frame = last_cached_index + dir;
bool window_full = true;
while ((dir > 0 && next_frame <= window_end) ||
(dir < 0 && next_frame >= window_begin))
{
if (threadShouldExit()) {
break;
}
// Interrupt if a new seek happened
// If a new seek arrives mid-cache, break and start over next loop
if (userSeeked) {
break;
}
@@ -220,23 +206,25 @@ namespace openshot
catch (const OutOfBoundsFrame&) {
break;
}
window_full = false; // We had to fetch at least one frame
window_full = false;
}
else {
cache->Touch(next_frame);
}
last_cached_index = next_frame;
next_frame += dir;
next_frame += dir;
}
// In paused mode, if the entire window was already filled, touch playhead
// If paused and the window was already filled, just touch playhead to keep it fresh
if (paused && window_full) {
cache->Touch(playhead);
}
// Sleep a short fraction of a frame interval to throttle CPU usage
int64_t sleep_us = static_cast<int64_t>(1000000.0 / reader->info.fps.ToFloat() / 4.0);
// Short sleep to throttle CPU (quarter-frame interval)
int64_t sleep_us = static_cast<int64_t>(
1000000.0 / reader->info.fps.ToFloat() / 4.0
);
std::this_thread::sleep_for(double_micro_sec(sleep_us));
}
}