コード例 #1
0
ファイル: audio_input.c プロジェクト: DmitrySigaev/gpac_hbbtv
static char *gf_audio_input_fetch_frame(void *callback, u32 *size, u32 audio_delay_ms)
{
	char *frame;
	u32 obj_time, ts;
	s32 drift;
	Fixed speed;
	GF_AudioInput *ai = (GF_AudioInput *) callback;
	/*even if the stream is signaled as finished we must check it, because it may have been restarted by a mediaControl*/
	if (!ai->stream) return NULL;
	
	frame = gf_mo_fetch_data(ai->stream, 0, &ai->stream_finished, &ts, size, NULL, NULL);
	/*invalidate scene on end of stream to refresh audio graph*/
	if (ai->stream_finished) gf_sc_invalidate(ai->compositor, NULL);

	/*no more data or not enough data, reset syncro drift*/
	if (!frame) {
		GF_LOG(GF_LOG_INFO, GF_LOG_AUDIO, ("[Audio Input] No data in audio object (eos %d)\n", ai->stream_finished));
		gf_mo_adjust_clock(ai->stream, 0);
		*size = 0;
		return NULL;
	}
	ai->need_release = 1;

	speed = gf_mo_get_current_speed(ai->stream);

	gf_mo_get_object_time(ai->stream, &obj_time);
	obj_time += audio_delay_ms;
	drift = (s32)obj_time;
	drift -= (s32)ts;

#ifdef ENABLE_EARLY_FRAME_DETECTION
	/*too early (silence insertions), skip*/
	if (drift < 0) {
		GF_LOG(GF_LOG_INFO, GF_LOG_AUDIO, ("[Audio Input] audio too early of %d (CTS %u at OTB %u with audio delay %d ms)\n", drift + audio_delay_ms, ts, obj_time, audio_delay_ms));
		ai->need_release = 0;
		gf_mo_release_data(ai->stream, 0, 0);
		*size = 0;
		return NULL;
	}
#endif
	/*adjust drift*/
	if (audio_delay_ms) {
		s32 resync_delay = FIX2INT(speed * MAX_RESYNC_TIME);
		/*CU is way too late, discard and fetch a new one - this usually happen when media speed is more than 1*/
		if (drift>resync_delay) {
			GF_LOG(GF_LOG_INFO, GF_LOG_AUDIO, ("[Audio Input] Audio data too late obj time %d - CTS %d - drift %d ms - resync forced\n", obj_time - audio_delay_ms, ts, drift));
			gf_mo_release_data(ai->stream, *size, 2);
			ai->need_release = 0;
			return gf_audio_input_fetch_frame(callback, size, audio_delay_ms);
		}
		GF_LOG(GF_LOG_DEBUG, GF_LOG_AUDIO, ("[Audio Input] Audio clock: delay %d - obj time %d - CTS %d - adjust drift %d\n", audio_delay_ms, obj_time - audio_delay_ms, ts, drift));
		gf_mo_adjust_clock(ai->stream, drift);
	}
	return frame;
}
コード例 #2
0
ファイル: audio_input.c プロジェクト: DmitrySigaev/gpac_hbbtv
static void gf_audio_input_release_frame(void *callback, u32 nb_bytes)
{
	GF_AudioInput *ai = (GF_AudioInput *) callback;
	if (!ai->stream) return;
	gf_mo_release_data(ai->stream, nb_bytes, 1);
	ai->need_release = 0;
}
コード例 #3
0
ファイル: audio_input.c プロジェクト: bigbensk/gpac
static void gf_audio_input_release_frame(void *callback, u32 nb_bytes)
{
	GF_AudioInput *ai = (GF_AudioInput *) callback;
	if (!ai->stream) return;
	gf_mo_release_data(ai->stream, nb_bytes, 1);
	ai->need_release = 0;
	/*as soon as we have released a frame for this audio stream, update resync tolerance*/
	ai->is_open = MIN_RESYNC_TIME;
}
コード例 #4
0
ファイル: audio_input.c プロジェクト: bigbensk/gpac
GF_EXPORT
void gf_sc_audio_restart(GF_AudioInput *ai)
{
	if (!ai->is_open) return;
	if (ai->need_release) gf_mo_release_data(ai->stream, 0xFFFFFFFF, 2);
	ai->need_release = 0;
	ai->stream_finished = 0;
	if (ai->filter) gf_af_reset(ai->filter);
	gf_mo_restart(ai->stream);
}
コード例 #5
0
ファイル: texturing.c プロジェクト: bbshocking/gpac
GF_EXPORT
void gf_sc_texture_release_stream(GF_TextureHandler *txh)
{
	if (txh->needs_release) {
		assert(txh->stream);
		gf_mo_release_data(txh->stream, 0xFFFFFFFF, 0);
		txh->needs_release = 0;
	}
	txh->needs_refresh = 0;
}
コード例 #6
0
ファイル: texturing.c プロジェクト: bbshocking/gpac
GF_EXPORT
void gf_sc_texture_stop(GF_TextureHandler *txh)
{
	if (!txh->is_open) return;
	/*release texture WITHOUT droping frame*/
	if (txh->needs_release) {
		gf_mo_release_data(txh->stream, 0xFFFFFFFF, -1);
		txh->needs_release = 0;
	}
	gf_sc_invalidate(txh->compositor, NULL);
	if (gf_mo_stop(txh->stream)) {
		txh->data = NULL;
	}
	txh->is_open = 0;

	/*and deassociate object*/
	gf_mo_unregister(txh->owner, txh->stream);
	txh->stream = NULL;
}
コード例 #7
0
ファイル: texturing.c プロジェクト: bbshocking/gpac
GF_EXPORT
void gf_sc_texture_update_frame(GF_TextureHandler *txh, Bool disable_resync)
{
	Bool needs_reload = 0;
	u32 size, ts;
	s32 ms_until_pres, ms_until_next;

	/*already refreshed*/
	if (txh->needs_refresh) return;

	if (!txh->stream) {
		txh->data = NULL;
		return;
	}

	/*should never happen!!*/
	if (txh->needs_release) gf_mo_release_data(txh->stream, 0xFFFFFFFF, 0);

	/*check init flag*/
	if (!(gf_mo_get_flags(txh->stream) & GF_MO_IS_INIT)) {
		needs_reload = 1;
		txh->data = NULL;
		if (txh->tx_io) {
			gf_sc_texture_release(txh);
		}
	}
	txh->data = gf_mo_fetch_data(txh->stream, !disable_resync, &txh->stream_finished, &ts, &size, &ms_until_pres, &ms_until_next);

	if (!(gf_mo_get_flags(txh->stream) & GF_MO_IS_INIT)) {
		needs_reload = 1;
	} else if (size && txh->size && (size != txh->size)) {
		needs_reload = 1;
	}

	if (needs_reload) {
		/*if we had a texture this means the object has changed - delete texture and resetup. Do not skip
		texture update as this may lead to an empty rendering pass (blank frame for this object), especially in DASH*/
		if (txh->tx_io) {
			gf_sc_texture_release(txh);
			txh->needs_refresh = 1;
		}
		if (gf_mo_is_private_media(txh->stream)) {
			setup_texture_object(txh, 1);
			gf_node_dirty_set(txh->owner, 0, 0);
		}
	}

	/*if no frame or muted don't draw*/
	if (!txh->data || !size) {
		GF_LOG(GF_LOG_INFO, GF_LOG_CODEC, ("|Visual Texture] No output frame available \n"));
		/*TODO - check if this is needed */
		if (txh->flags & GF_SR_TEXTURE_PRIVATE_MEDIA) {
			//txh->needs_refresh = 1;
			gf_sc_invalidate(txh->compositor, NULL);
		}
		return;
	}

	/*if setup and same frame return*/
	if (txh->tx_io && (txh->stream_finished || (txh->last_frame_time==ts)) ) {
		gf_mo_release_data(txh->stream, 0xFFFFFFFF, 0);
		txh->needs_release = 0;
		if (!txh->stream_finished) {
			if (ms_until_next>0 && (txh->compositor->next_frame_delay > (u32) ms_until_next))
				txh->compositor->next_frame_delay = ms_until_next;
		}
		return;
	}
	txh->needs_release = 1;
	txh->last_frame_time = ts;
	txh->size = size;
	if (txh->raw_memory) {
		gf_mo_get_raw_image_planes(txh->stream, (u8 **) &txh->data, (u8 **) &txh->pU, (u8 **) &txh->pV);
	}
	if (gf_mo_is_muted(txh->stream)) return;


	if (txh->nb_frames) {
		s32 push_delay = txh->upload_time / txh->nb_frames;
		if (push_delay > ms_until_pres) ms_until_pres = 0;
		else ms_until_pres -= push_delay;
	}

	if (txh->compositor->frame_delay < ms_until_pres)
		txh->compositor->frame_delay = ms_until_pres;

	txh->compositor->next_frame_delay = 1;

	if (!txh->tx_io) {
		setup_texture_object(txh, 0);
	}

	/*try to push texture on graphics but don't complain if failure*/
	gf_sc_texture_set_data(txh);

	txh->needs_refresh = 1;
	gf_sc_invalidate(txh->compositor, NULL);
}
コード例 #8
0
ファイル: texturing.c プロジェクト: noelove/GPAC-old
GF_EXPORT
void gf_sc_texture_update_frame(GF_TextureHandler *txh, Bool disable_resync)
{
	u32 size, ts;

	/*already refreshed*/
	if (txh->needs_refresh) return;

	if (!txh->stream) {
		txh->data = NULL;
		return;
	}

	/*should never happen!!*/
	if (txh->needs_release) gf_mo_release_data(txh->stream, 0xFFFFFFFF, 0);

	/*check init flag*/
	if (!(gf_mo_get_flags(txh->stream) & GF_MO_IS_INIT)) {
		/*if we had a texture this means the object has changed - delete texture and force next frame 
		composition (this will take care of OD reuse)*/
		if (txh->tx_io) {
			gf_sc_texture_release(txh);
			txh->data = NULL;
			txh->needs_refresh = 1;
			gf_sc_invalidate(txh->compositor, NULL);
			return;
		}
		if (gf_mo_is_private_media(txh->stream)) {
			setup_texture_object(txh, 1);
			gf_node_dirty_set(txh->owner, 0, 0);
		}
	}
	txh->data = gf_mo_fetch_data(txh->stream, !disable_resync, &txh->stream_finished, &ts, &size);

	/*if no frame or muted don't draw*/
	if (!txh->data || !size) {
		/*TODO - check if this is needed */
		if (txh->flags & GF_SR_TEXTURE_PRIVATE_MEDIA) {
			//txh->needs_refresh = 1;
			gf_sc_invalidate(txh->compositor, NULL);
		}
		return;
	}

	/*if setup and same frame return*/
	if (txh->tx_io && (txh->stream_finished || (txh->last_frame_time==ts)) ) {
		gf_mo_release_data(txh->stream, 0xFFFFFFFF, 0);
		txh->needs_release = 0;
		return;
	}
	txh->needs_release = 1; 
	txh->last_frame_time = ts;
	if (gf_mo_is_muted(txh->stream)) return;

	if (!txh->tx_io) {
		setup_texture_object(txh, 0);
	}

	/*try to push texture on graphics but don't complain if failure*/
	gf_sc_texture_set_data(txh);

	txh->needs_refresh = 1;
	gf_sc_invalidate(txh->compositor, NULL);
}
コード例 #9
0
ファイル: texturing.c プロジェクト: erelh/gpac
GF_EXPORT
void gf_sc_texture_update_frame(GF_TextureHandler *txh, Bool disable_resync)
{
	u32 size, ts;

	/*already refreshed*/
	if (txh->needs_refresh) return;

	if (!txh->stream) {
		txh->data = NULL;
		return;
	}

	/*should never happen!!*/
	if (txh->needs_release) gf_mo_release_data(txh->stream, 0xFFFFFFFF, 0);

	/*check init flag*/
	if (!(gf_mo_get_flags(txh->stream) & GF_MO_IS_INIT)) {
		/*if we had a texture this means the object has changed - delete texture and resetup. Do not skip
		texture update as this may lead to an empty rendering pass (blank frame for this object), especially in DASH*/
		if (txh->tx_io) {
			gf_sc_texture_release(txh);
			txh->data = NULL;
			txh->needs_refresh = 1;
		}
		if (gf_mo_is_private_media(txh->stream)) {
			setup_texture_object(txh, 1);
			gf_node_dirty_set(txh->owner, 0, 0);
		}
	}
	txh->data = gf_mo_fetch_data(txh->stream, !disable_resync, &txh->stream_finished, &ts, &size);

	/*if no frame or muted don't draw*/
	if (!txh->data || !size) {
		GF_LOG(GF_LOG_INFO, GF_LOG_CODEC, ("No output frame available\n"));
		/*TODO - check if this is needed */
		if (txh->flags & GF_SR_TEXTURE_PRIVATE_MEDIA) {
			//txh->needs_refresh = 1;
			gf_sc_invalidate(txh->compositor, NULL);
		}
		return;
	}

	/*if setup and same frame return*/
	if (txh->tx_io && (txh->stream_finished || (txh->last_frame_time==ts)) ) {
		gf_mo_release_data(txh->stream, 0xFFFFFFFF, 0);
		txh->needs_release = 0;
		return;
	}
	txh->needs_release = 1;
	txh->last_frame_time = ts;
	if (gf_mo_is_muted(txh->stream)) return;

	if (!txh->tx_io) {
		setup_texture_object(txh, 0);
	}

	/*try to push texture on graphics but don't complain if failure*/
	gf_sc_texture_set_data(txh);

	txh->needs_refresh = 1;
	gf_sc_invalidate(txh->compositor, NULL);
}
コード例 #10
0
ファイル: audio_input.c プロジェクト: HungMingWu/gpac
static char *gf_audio_input_fetch_frame(void *callback, u32 *size, u32 audio_delay_ms)
{
	char *frame;
	u32 obj_time, ts;
	s32 drift;
	Fixed speed;
	Bool done;
	GF_AudioInput *ai = (GF_AudioInput *) callback;
	/*even if the stream is signaled as finished we must check it, because it may have been restarted by a mediaControl*/
	if (!ai->stream) return NULL;

	done = ai->stream_finished;
	frame = gf_mo_fetch_data(ai->stream, ai->compositor->audio_renderer->step_mode ? GF_MO_FETCH_PAUSED : GF_MO_FETCH, &ai->stream_finished, &ts, size, NULL, NULL);
	/*invalidate scene on end of stream to refresh audio graph*/
	if (done != ai->stream_finished) {
		gf_sc_invalidate(ai->compositor, NULL);
	}

	/*no more data or not enough data, reset syncro drift*/
	if (!frame) {
		if (!ai->stream_finished) {
			GF_LOG(GF_LOG_INFO, GF_LOG_AUDIO, ("[Audio Input] No data in audio object\n"));
		}
		gf_mo_adjust_clock(ai->stream, 0);
		*size = 0;
		return NULL;
	}
	ai->need_release = GF_TRUE;

	//step mode, return the frame without sync check
	if (ai->compositor->audio_renderer->step_mode) 
		return frame;

	speed = gf_mo_get_current_speed(ai->stream);

	gf_mo_get_object_time(ai->stream, &obj_time);
	obj_time += audio_delay_ms;
	if (ai->compositor->bench_mode) {
		drift = 0;
	} else {
		drift = (s32)obj_time;
		drift -= (s32)ts;
	}

#ifdef ENABLE_EARLY_FRAME_DETECTION
	/*too early (silence insertions), skip*/
	if (drift < 0) {
		GF_LOG(GF_LOG_INFO, GF_LOG_AUDIO, ("[Audio Input] audio too early of %d (CTS %u at OTB %u with audio delay %d ms)\n", drift + audio_delay_ms, ts, obj_time, audio_delay_ms));
		ai->need_release = GF_FALSE;
		gf_mo_release_data(ai->stream, 0, -1);
		*size = 0;
		return NULL;
	}
#endif
	/*adjust drift*/
	if (audio_delay_ms) {
		s32 resync_delay = speed > 0 ? FIX2INT(speed * MAX_RESYNC_TIME) : FIX2INT(-speed * MAX_RESYNC_TIME);
		/*CU is way too late, discard and fetch a new one - this usually happen when media speed is more than 1*/
		if (drift>resync_delay) {
			GF_LOG(GF_LOG_INFO, GF_LOG_AUDIO, ("[Audio Input] Audio data too late obj time %d - CTS %d - drift %d ms - resync forced\n", obj_time - audio_delay_ms, ts, drift));
			gf_mo_release_data(ai->stream, *size, 2);
			ai->need_release = GF_FALSE;
			return gf_audio_input_fetch_frame(callback, size, audio_delay_ms);
		}
		resync_delay = gf_mo_get_clock_drift(ai->stream) - drift;
		if (resync_delay < 0) resync_delay = -resync_delay;

		if (resync_delay > MIN_DRIFT_ADJUST) {
			GF_LOG(GF_LOG_DEBUG, GF_LOG_AUDIO, ("[Audio Input] Audio clock: delay %d - obj time %d - audio delay %d - CTS %d - adjust drift %d\n", audio_delay_ms, obj_time, audio_delay_ms, ts, drift));
			gf_mo_adjust_clock(ai->stream, drift);
		}
	}
	return frame;
}