Exemplo n.º 1
0
void CXBMCRenderManager::FrameMove()
{
  { CSharedLock lock(m_sharedSection);
    CSingleLock lock2(m_presentlock);

    if (!m_pRenderer)
      return;

    if (m_presentstep == PRESENT_FRAME2)
    {
      if(!m_queued.empty())
      {
        double timestamp = GetPresentTime();
        SPresent& m = m_Queue[m_presentsource];
        SPresent& q = m_Queue[m_queued.front()];
        if(timestamp > m.timestamp + (q.timestamp - m.timestamp) * 0.5)
        {
          m_presentstep = PRESENT_READY;
          m_presentevent.notifyAll();
        }
      }
    }

    if (m_presentstep == PRESENT_READY)
      PrepareNextRender();

    if(m_presentstep == PRESENT_FLIP)
    {
      m_pRenderer->FlipPage(m_presentsource);
      m_presentstep = PRESENT_FRAME;
      m_presentevent.notifyAll();
    }

    /* release all previous */
    for(std::deque<int>::iterator it = m_discard.begin(); it != m_discard.end(); )
    {
      // renderer may want to keep the frame for postprocessing
      if (!m_pRenderer->NeedBufferForRef(*it) || !m_bRenderGUI)
      {
        m_pRenderer->ReleaseBuffer(*it);
        m_overlays.Release(*it);
        m_free.push_back(*it);
        it = m_discard.erase(it);
      }
      else
        ++it;
    }

    m_bRenderGUI = true;
  }
}
Exemplo n.º 2
0
void CXBMCRenderManager::DiscardBuffer()
{
  CSharedLock lock(m_sharedSection);
  CSingleLock lock2(m_presentlock);

  while(!m_queued.empty())
    requeue(m_discard, m_queued);

  m_Queue[m_presentsource].timestamp = GetPresentTime();

  if(m_presentstep == PRESENT_READY)
    m_presentstep = PRESENT_IDLE;
  m_presentevent.notifyAll();
}
Exemplo n.º 3
0
bool CXBMCRenderManager::Configure(unsigned int width, unsigned int height, unsigned int d_width, unsigned int d_height, float fps, unsigned flags, unsigned int format)
{
  /* make sure any queued frame was fully presented */
  double timeout = m_presenttime + 0.1;
  while(m_presentstep != PRESENT_IDLE)
  {
    if(!m_presentevent.WaitMSec(100) && GetPresentTime() > timeout)
    {
      CLog::Log(LOGWARNING, "CRenderManager::Configure - timeout waiting for previous frame");
      break;
    }
  };

  CRetakeLock<CExclusiveLock> lock(m_sharedSection, false);
  if(!m_pRenderer)
  {
    CLog::Log(LOGERROR, "%s called without a valid Renderer object", __FUNCTION__);
    return false;
  }

  bool result = m_pRenderer->Configure(width, height, d_width, d_height, fps, flags, format);
  if(result)
  {
    if( flags & CONF_FLAGS_FULLSCREEN )
    {
      lock.Leave();
      g_application.getApplicationMessenger().SwitchToFullscreen();
      lock.Enter();
    }
    m_pRenderer->Update(false);
    m_bIsStarted = true;
    m_bReconfigured = true;
    m_presentstep = PRESENT_IDLE;
    m_presentevent.Set();
  }

  return result;
}
Exemplo n.º 4
0
void CXBMCRenderManager::FrameFinish()
{
  /* wait for this present to be valid */
  SPresent& m = m_Queue[m_presentsource];

  if(g_graphicsContext.IsFullScreenVideo())
  {
    CSingleExit lock(g_graphicsContext);
    WaitPresentTime(m.timestamp);
  }

  m_clock_framefinish = GetPresentTime();

  { CSingleLock lock(m_presentlock);

    if(m_presentstep == PRESENT_FRAME)
    {
      if( m.presentmethod == PRESENT_METHOD_BOB
      ||  m.presentmethod == PRESENT_METHOD_WEAVE)
        m_presentstep = PRESENT_FRAME2;
      else
        m_presentstep = PRESENT_IDLE;
    }
    else if(m_presentstep == PRESENT_FRAME2)
      m_presentstep = PRESENT_IDLE;


    if(m_presentstep == PRESENT_IDLE)
    {
      if(!m_queued.empty())
        m_presentstep = PRESENT_READY;
    }

    m_presentevent.notifyAll();
  }
}
Exemplo n.º 5
0
void CXBMCRenderManager::FlipPage(volatile bool& bStop, double timestamp /* = 0LL*/, int source /*= -1*/, EFIELDSYNC sync /*= FS_NONE*/)
{
  if(timestamp - GetPresentTime() > MAXPRESENTDELAY)
    timestamp =  GetPresentTime() + MAXPRESENTDELAY;

  /* can't flip, untill timestamp */
  if(!g_graphicsContext.IsFullScreenVideo())
    WaitPresentTime(timestamp);

  /* make sure any queued frame was fully presented */
  double timeout = m_presenttime + 1.0;
  while(m_presentstep != PRESENT_IDLE && !bStop)
  {
    if(!m_presentevent.WaitMSec(100) && GetPresentTime() > timeout && !bStop)
    {
      CLog::Log(LOGWARNING, "CRenderManager::FlipPage - timeout waiting for previous frame");
      return;
    }
  };

  if(bStop)
    return;

  { CRetakeLock<CExclusiveLock> lock(m_sharedSection);
    if(!m_pRenderer) return;

    m_presenttime  = timestamp;
    m_presentfield = sync;
    m_presentstep  = PRESENT_FLIP;
    m_presentsource = source;
    EDEINTERLACEMODE deinterlacemode = g_settings.m_currentVideoSettings.m_DeinterlaceMode;
    EINTERLACEMETHOD interlacemethod = AutoInterlaceMethodInternal(g_settings.m_currentVideoSettings.m_InterlaceMethod);

    bool invert = false;

    if (deinterlacemode == VS_DEINTERLACEMODE_OFF)
      m_presentmethod = PRESENT_METHOD_SINGLE;
    else
    {
      if (deinterlacemode == VS_DEINTERLACEMODE_AUTO && m_presentfield == FS_NONE)
        m_presentmethod = PRESENT_METHOD_SINGLE;
      else
      {
        if      (interlacemethod == VS_INTERLACEMETHOD_RENDER_BLEND)            m_presentmethod = PRESENT_METHOD_BLEND;
        else if (interlacemethod == VS_INTERLACEMETHOD_RENDER_WEAVE)            m_presentmethod = PRESENT_METHOD_WEAVE;
        else if (interlacemethod == VS_INTERLACEMETHOD_RENDER_WEAVE_INVERTED) { m_presentmethod = PRESENT_METHOD_WEAVE ; invert = true; }
        else if (interlacemethod == VS_INTERLACEMETHOD_RENDER_BOB)              m_presentmethod = PRESENT_METHOD_BOB;
        else if (interlacemethod == VS_INTERLACEMETHOD_RENDER_BOB_INVERTED)   { m_presentmethod = PRESENT_METHOD_BOB; invert = true; }
        else if (interlacemethod == VS_INTERLACEMETHOD_DXVA_BOB)                m_presentmethod = PRESENT_METHOD_BOB;
        else if (interlacemethod == VS_INTERLACEMETHOD_DXVA_BEST)               m_presentmethod = PRESENT_METHOD_BOB;
        else                                                                    m_presentmethod = PRESENT_METHOD_SINGLE;

        /* default to odd field if we want to deinterlace and don't know better */
        if (deinterlacemode == VS_DEINTERLACEMODE_FORCE && m_presentfield == FS_NONE)
          m_presentfield = FS_TOP;

        /* invert present field */
        if(invert)
        {
          if( m_presentfield == FS_BOT )
            m_presentfield = FS_TOP;
          else
            m_presentfield = FS_BOT;
        }
      }
    }

  }

  g_application.NewFrame();
  /* wait untill render thread have flipped buffers */
  timeout = m_presenttime + 1.0;
  while(m_presentstep == PRESENT_FLIP && !bStop)
  {
    if(!m_presentevent.WaitMSec(100) && GetPresentTime() > timeout && !bStop)
    {
      CLog::Log(LOGWARNING, "CRenderManager::FlipPage - timeout waiting for flip to complete");
      return;
    }
  }
}
Exemplo n.º 6
0
void CXBMCRenderManager::FlipPage(volatile bool& bStop, double timestamp /* = 0LL*/, int source /*= -1*/, EFIELDSYNC sync /*= FS_NONE*/)
{
  if(timestamp - GetPresentTime() > MAXPRESENTDELAY)
    timestamp =  GetPresentTime() + MAXPRESENTDELAY;

  /* can't flip, untill timestamp */
  if(!g_graphicsContext.IsFullScreenVideo())
    WaitPresentTime(timestamp);

  /* make sure any queued frame was fully presented */
  double timeout = m_presenttime + 1.0;
  while(m_presentstep != PRESENT_IDLE && !bStop)
  {
    if(!m_presentevent.WaitMSec(100) && GetPresentTime() > timeout && !bStop)
    {
      CLog::Log(LOGWARNING, "CRenderManager::FlipPage - timeout waiting for previous frame");
      return;
    }
  };

  if(bStop)
    return;

  { CRetakeLock<CExclusiveLock> lock(m_sharedSection);
    if(!m_pRenderer) return;

    m_presenttime  = timestamp;
    m_presentfield = sync;
    m_presentstep  = PRESENT_FLIP;
    m_presentsource = source;
    m_presentmethod = g_settings.m_currentVideoSettings.m_InterlaceMethod;

    /* select render method for auto */
    if(m_presentmethod == VS_INTERLACEMETHOD_AUTO)
    {
      if(m_presentfield == FS_NONE)
        m_presentmethod = VS_INTERLACEMETHOD_NONE;
      else if(m_pRenderer->Supports(VS_INTERLACEMETHOD_RENDER_BOB))
        m_presentmethod = VS_INTERLACEMETHOD_RENDER_BOB;
      else
        m_presentmethod = VS_INTERLACEMETHOD_NONE;
    }

    /* default to odd field if we want to deinterlace and don't know better */
    if(m_presentfield == FS_NONE && m_presentmethod != VS_INTERLACEMETHOD_NONE)
      m_presentfield = FS_TOP;

    /* invert present field if we have one of those methods */
    if( m_presentmethod == VS_INTERLACEMETHOD_RENDER_BOB_INVERTED
     || m_presentmethod == VS_INTERLACEMETHOD_RENDER_WEAVE_INVERTED )
    {
      if( m_presentfield == FS_BOT )
        m_presentfield = FS_TOP;
      else
        m_presentfield = FS_BOT;
    }
  }

  g_application.NewFrame();
  /* wait untill render thread have flipped buffers */
  timeout = m_presenttime + 1.0;
  while(m_presentstep == PRESENT_FLIP && !bStop)
  {
    if(!m_presentevent.WaitMSec(100) && GetPresentTime() > timeout && !bStop)
    {
      CLog::Log(LOGWARNING, "CRenderManager::FlipPage - timeout waiting for flip to complete");
      return;
    }
  }
}
Exemplo n.º 7
0
void CXBMCRenderManager::FlipPage(volatile bool& bStop, double timestamp /* = 0LL*/, double pts /* = 0 */, int source /*= -1*/, EFIELDSYNC sync /*= FS_NONE*/)
{
  { CSharedLock lock(m_sharedSection);

    if(bStop)
      return;

    if(!m_pRenderer) return;

    m_firstFlipPage = true;              // tempfix

    EPRESENTMETHOD presentmethod;

    EDEINTERLACEMODE deinterlacemode = CMediaSettings::Get().GetCurrentVideoSettings().m_DeinterlaceMode;
    EINTERLACEMETHOD interlacemethod = AutoInterlaceMethodInternal(CMediaSettings::Get().GetCurrentVideoSettings().m_InterlaceMethod);

    if(g_advancedSettings.m_videoDisableBackgroundDeinterlace && !g_graphicsContext.IsFullScreenVideo())
      deinterlacemode = VS_DEINTERLACEMODE_OFF;

    if (deinterlacemode == VS_DEINTERLACEMODE_OFF)
      presentmethod = PRESENT_METHOD_SINGLE;
    else
    {
      if (deinterlacemode == VS_DEINTERLACEMODE_AUTO && sync == FS_NONE)
        presentmethod = PRESENT_METHOD_SINGLE;
      else
      {
        bool invert = false;
        if      (interlacemethod == VS_INTERLACEMETHOD_RENDER_BLEND)            presentmethod = PRESENT_METHOD_BLEND;
        else if (interlacemethod == VS_INTERLACEMETHOD_RENDER_WEAVE)            presentmethod = PRESENT_METHOD_WEAVE;
        else if (interlacemethod == VS_INTERLACEMETHOD_RENDER_WEAVE_INVERTED) { presentmethod = PRESENT_METHOD_WEAVE ; invert = true; }
        else if (interlacemethod == VS_INTERLACEMETHOD_RENDER_BOB)              presentmethod = PRESENT_METHOD_BOB;
        else if (interlacemethod == VS_INTERLACEMETHOD_RENDER_BOB_INVERTED)   { presentmethod = PRESENT_METHOD_BOB; invert = true; }
        else if (interlacemethod == VS_INTERLACEMETHOD_DXVA_BOB)                presentmethod = PRESENT_METHOD_BOB;
        else if (interlacemethod == VS_INTERLACEMETHOD_DXVA_BEST)               presentmethod = PRESENT_METHOD_BOB;
        else                                                                    presentmethod = PRESENT_METHOD_SINGLE;

        /* default to odd field if we want to deinterlace and don't know better */
        if (deinterlacemode == VS_DEINTERLACEMODE_FORCE && sync == FS_NONE)
          sync = FS_TOP;

        /* invert present field */
        if(invert)
        {
          if( sync == FS_BOT )
            sync = FS_TOP;
          else
            sync = FS_BOT;
        }
      }
    }

    /* failsafe for invalid timestamps, to make sure queue always empties */
    if(timestamp > GetPresentTime() + 5.0)
      timestamp = GetPresentTime() + 5.0;

    CSingleLock lock2(m_presentlock);

    if(m_free.empty())
      return;

    if(source < 0)
      source = m_free.front();

    SPresent& m = m_Queue[source];
    m.timestamp     = timestamp;
    m.presentfield  = sync;
    m.presentmethod = presentmethod;
    m.pts           = pts;
    requeue(m_queued, m_free);

    /* signal to any waiters to check state */
    if(m_presentstep == PRESENT_IDLE)
    {
      m_presentstep = PRESENT_READY;
      m_presentevent.notifyAll();
    }
  }
}
Exemplo n.º 8
0
void CXBMCRenderManager::PrepareNextRender()
{
  CSingleLock lock(m_presentlock);

  if (m_queued.empty())
  {
    CLog::Log(LOGERROR, "CRenderManager::PrepareNextRender - asked to prepare with nothing available");
    m_presentstep = PRESENT_IDLE;
    m_presentevent.notifyAll();
    return;
  }

  double clocktime = GetPresentTime();
  double frametime = 1.0 / GetMaximumFPS();
  double correction = 0.0;
  int fps = g_VideoReferenceClock.GetRefreshRate();
  if((fps > 0) && g_graphicsContext.IsFullScreenVideo() && (clocktime != m_clock_framefinish))
  {
    correction = frametime;
  }

  /* see if any future queued frames are already due */
  std::deque<int>::reverse_iterator curr, prev;
  int idx;
  curr = prev = m_queued.rbegin();
  ++prev;
  while (prev != m_queued.rend())
  {
    if(clocktime > m_Queue[*prev].timestamp + correction                 /* previous frame is late */
    && clocktime > m_Queue[*curr].timestamp - frametime + correction)    /* selected frame is close to it's display time */
      break;
    ++curr;
    ++prev;
  }
  idx = *curr;

  /* in fullscreen we will block after render, but only for MAXPRESENTDELAY */
  bool next;
  if(g_graphicsContext.IsFullScreenVideo())
    next = (m_Queue[idx].timestamp <= clocktime + MAXPRESENTDELAY);
  else
    next = (m_Queue[idx].timestamp <= clocktime + frametime);

  if (next)
  {
    /* skip late frames */
    while(m_queued.front() != idx)
    {
      requeue(m_discard, m_queued);
      m_QueueSkip++;
    }

    m_presentstep   = PRESENT_FLIP;
    m_discard.push_back(m_presentsource);
    m_presentsource = idx;
    m_queued.pop_front();
    m_sleeptime = m_Queue[idx].timestamp - clocktime;
    m_presentpts = m_Queue[idx].pts;
    m_presentevent.notifyAll();
  }
}