예제 #1
0
HRESULT D3DPresentEngine::PresentSample(IMFSample* pSample, LONGLONG llTarget)
{
    HRESULT hr = S_OK;

    IMFMediaBuffer* pBuffer = NULL;
    IDirect3DSurface9* pSurface = NULL;
    IDirect3DSwapChain9* pSwapChain = NULL;

    if (pSample)
    {
        // Get the buffer from the sample.
        CHECK_HR(hr = pSample->GetBufferByIndex(0, &pBuffer));

        // Get the surface from the buffer.
        CHECK_HR(hr = MFGetService(pBuffer, MR_BUFFER_SERVICE, __uuidof(IDirect3DSurface9), (void**)&pSurface));
    }
    else if (m_pSurfaceRepaint)
    {
        // Redraw from the last surface.
        pSurface = m_pSurfaceRepaint;
        pSurface->AddRef();
    }

    if (pSurface)
    {
        // Get the swap chain from the surface.
        CHECK_HR(hr = pSurface->GetContainer(__uuidof(IDirect3DSwapChain9), (LPVOID*)&pSwapChain));

        // Present the swap chain.
        CHECK_HR(hr = PresentSwapChain(pSwapChain, pSurface));

        // Store this pointer in case we need to repaint the surface.
        CopyComPointer(m_pSurfaceRepaint, pSurface);
    }

done:
    SAFE_RELEASE(pSwapChain);
    SAFE_RELEASE(pSurface);
    SAFE_RELEASE(pBuffer);

    if (FAILED(hr))
    {
        if (hr == D3DERR_DEVICELOST || hr == D3DERR_DEVICENOTRESET || hr == D3DERR_DEVICEHUNG)
        {
            // Ignore. We need to reset or re-create the device, but this method
            // is probably being called from the scheduler thread, which is not the
            // same thread that created the device. The Reset(Ex) method must be
            // called from the thread that created the device.

            // The presenter will detect the state when it calls CheckDeviceState() 
            // on the next sample.
            hr = S_OK;
        }
    }
    return hr;
}
예제 #2
0
HRESULT Scheduler::StartScheduler(IMFClock *pClock)
{
    if (m_hSchedulerThread != NULL)
    {
        return E_UNEXPECTED;
    }

    HRESULT hr = S_OK;
    DWORD dwID = 0;

    CopyComPointer(m_pClock, pClock);

    // Set a high the timer resolution (ie, short timer period).
    timeBeginPeriod(1);

    // Create an event to wait for the thread to start.
    m_hThreadReadyEvent = CreateEvent(NULL, FALSE, FALSE, NULL);
    if (m_hThreadReadyEvent == NULL)
    {
        CHECK_HR(hr = HRESULT_FROM_WIN32(GetLastError()));
    }

    // Create an event to wait for flush commands to complete.
    m_hFlushEvent = CreateEvent(NULL, FALSE, FALSE, NULL);
    if (m_hFlushEvent == NULL)
    {
        CHECK_HR(hr = HRESULT_FROM_WIN32(GetLastError()));
    }

    // Create the scheduler thread.
    m_hSchedulerThread = CreateThread(NULL, 0, SchedulerThreadProc, (LPVOID)this, 0, &dwID);
    if (m_hSchedulerThread == NULL)
    {
        CHECK_HR(hr = HRESULT_FROM_WIN32(GetLastError()));
    }

    HANDLE hObjects[] = { m_hThreadReadyEvent, m_hSchedulerThread };
    DWORD dwWait = 0;

    // Wait for the thread to signal the "thread ready" event.
    dwWait = WaitForMultipleObjects(2, hObjects, FALSE, INFINITE);  // Wait for EITHER of these handles.
    if (WAIT_OBJECT_0 != dwWait)
    {
        // The thread terminated early for some reason. This is an error condition.
        CloseHandle(m_hSchedulerThread);
        m_hSchedulerThread = NULL;
        CHECK_HR(hr = E_UNEXPECTED);
    }

    m_dwThreadID = dwID;

done:

    // Regardless success/failure, we are done using the "thread ready" event.
    if (m_hThreadReadyEvent)
    {
        CloseHandle(m_hThreadReadyEvent);
        m_hThreadReadyEvent = NULL;
    }

    return hr;
}
예제 #3
0
HRESULT D3DPresentEngine::PresentSample(IMFSample* pSample, LONGLONG llTarget)
{
    HRESULT hr = S_OK;

    IMFMediaBuffer* pBuffer = NULL;
    IDirect3DSurface9* pSurface = NULL;
//     IDirect3DSwapChain9* pSwapChain = NULL;
	IDirect3DSurface9 * back_buffer = NULL;

    if (pSample)
    {
        // Get the buffer from the sample.
        CHECK_HR(hr = pSample->GetBufferByIndex(0, &pBuffer));

        // Get the surface from the buffer.
        CHECK_HR(hr = MFGetService(pBuffer, MR_BUFFER_SERVICE, __uuidof(IDirect3DSurface9), (void**)&pSurface));
    }
    else if (m_pSurfaceRepaint)
    {
        // Redraw from the last surface.
        pSurface = m_pSurfaceRepaint;
        pSurface->AddRef();
    }

    if (pSurface)
    {
        // Get the swap chain from the surface.
//         CHECK_HR(hr = pSurface->GetContainer(__uuidof(IDirect3DSwapChain9), (LPVOID*)&pSwapChain));

        // Present the swap chain.
//          CHECK_HR(hr = PresentSwapChain(pSwapChain, pSurface));

		CHECK_HR(hr = m_pDevice->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &back_buffer));

		CHECK_HR(hr = m_pDevice->StretchRect(pSurface, NULL, back_buffer, NULL, D3DTEXF_LINEAR));

		CHECK_HR(hr = m_pDevice->Present(NULL, NULL, NULL, NULL));

        // Store this pointer in case we need to repaint the surface.
        CopyComPointer(m_pSurfaceRepaint, pSurface);
    }
    else
    {
        // No surface. All we can do is paint a black rectangle.
        PaintFrameWithGDI();
    }

done:
//     SAFE_RELEASE(pSwapChain);
    SAFE_RELEASE(pSurface);
    SAFE_RELEASE(pBuffer);
	SAFE_RELEASE(back_buffer);

    if (FAILED(hr))
    {
        if (hr == D3DERR_DEVICELOST || hr == D3DERR_DEVICENOTRESET || hr == D3DERR_DEVICEHUNG)
        {
            // We failed because the device was lost. Fill the destination rectangle.
            PaintFrameWithGDI();

            // Ignore. We need to reset or re-create the device, but this method
            // is probably being called from the scheduler thread, which is not the
            // same thread that created the device. The Reset(Ex) method must be
            // called from the thread that created the device.

            // The presenter will detect the state when it calls CheckDeviceState() 
            // on the next sample.
            hr = S_OK;
        }
    }
    return hr;
}