ffplay字幕解碼及渲染源碼分析
字幕解碼邏輯
static int subtitle_thread(void *arg)
{
VideoState *is = arg;
Frame *sp;
int got_subtitle;
double pts;
for (;;) {
if (!(sp = frame_queue_peek_writable(&is->subpq)))//FrameQueue中獲取一個可用的Frame節點
return 0;
if ((got_subtitle = decoder_decode_frame(&is->subdec, NULL, &sp->sub)) < 0)
break;
pts = 0;
if (got_subtitle && sp->sub.format == 0) {
if (sp->sub.pts != AV_NOPTS_VALUE)
pts = sp->sub.pts / (double)AV_TIME_BASE;//pts轉換爲秒
sp->pts = pts;
sp->serial = is->subdec.pkt_serial;
sp->width = is->subdec.avctx->width;
sp->height = is->subdec.avctx->height;
sp->uploaded = 0;
/* now we can update the picture count */
frame_queue_push(&is->subpq);
} else if (got_subtitle) {
avsubtitle_free(&sp->sub);
}
}
return 0;
}
字幕渲染邏輯
static void video_refresh(void *opaque, double *remaining_time)
{
VideoState *is = opaque;
double time;
Frame *sp, *sp2;
if (!is->paused && get_master_sync_type(is) == AV_SYNC_EXTERNAL_CLOCK && is->realtime)
check_external_clock_speed(is);
if (!display_disable && is->show_mode != SHOW_MODE_VIDEO && is->audio_st) {
time = av_gettime_relative() / 1000000.0;
if (is->force_refresh || is->last_vis_time + rdftspeed < time) {
video_display(is);
is->last_vis_time = time;
}
*remaining_time = FFMIN(*remaining_time, is->last_vis_time + rdftspeed - time);
}
if (is->video_st) {
retry:
if (frame_queue_nb_remaining(&is->pictq) == 0) {
// nothing to do, no picture to display in the queue
} else {
double last_duration, duration, delay;
Frame *vp, *lastvp;
/* dequeue the picture */
lastvp = frame_queue_peek_last(&is->pictq);
vp = frame_queue_peek(&is->pictq);
if (vp->serial != is->videoq.serial) {
frame_queue_next(&is->pictq);
goto retry;
}
if (lastvp->serial != vp->serial)
is->frame_timer = av_gettime_relative() / 1000000.0;
if (is->paused)
goto display;
/* compute nominal last_duration */
last_duration = vp_duration(is, lastvp, vp);
delay = compute_target_delay(last_duration, is);
time= av_gettime_relative()/1000000.0;
if (time < is->frame_timer + delay) {
*remaining_time = FFMIN(is->frame_timer + delay - time, *remaining_time);
goto display;
}
is->frame_timer += delay;
if (delay > 0 && time - is->frame_timer > AV_SYNC_THRESHOLD_MAX)
is->frame_timer = time;
SDL_LockMutex(is->pictq.mutex);
if (!isnan(vp->pts))
update_video_pts(is, vp->pts, vp->pos, vp->serial);
SDL_UnlockMutex(is->pictq.mutex);
if (frame_queue_nb_remaining(&is->pictq) > 1) {
Frame *nextvp = frame_queue_peek_next(&is->pictq);
duration = vp_duration(is, vp, nextvp);
if(!is->step && (framedrop>0 || (framedrop && get_master_sync_type(is) != AV_SYNC_VIDEO_MASTER)) && time > is->frame_timer + duration){
is->frame_drops_late++;
frame_queue_next(&is->pictq);
goto retry;
}
}
if (is->subtitle_st) {
while (frame_queue_nb_remaining(&is->subpq) > 0) {
sp = frame_queue_peek(&is->subpq);
if (frame_queue_nb_remaining(&is->subpq) > 1)
sp2 = frame_queue_peek_next(&is->subpq);
else
sp2 = NULL;
if (sp->serial != is->subtitleq.serial
|| (is->vidclk.pts > (sp->pts + ((float) sp->sub.end_display_time / 1000)))
|| (sp2 && is->vidclk.pts > (sp2->pts + ((float) sp2->sub.start_display_time / 1000))))
{
/*
該部分去除過時的字幕數據幀,滿足以下條件之一進入該段代碼塊:
1、PacketQueue flush序列號改變
2、當前的字幕幀的結束顯示的pts小於當前視頻的pts
3、下一幀開始時間小於視頻的pts
*/
if (sp->uploaded) {
/*
前面有字幕顯示,清除之前顯示的字幕
*/
int i;
for (i = 0; i < sp->sub.num_rects; i++) {
AVSubtitleRect *sub_rect = sp->sub.rects[i];
uint8_t *pixels;
int pitch, j;
if (!SDL_LockTexture(is->sub_texture, (SDL_Rect *)sub_rect, (void **)&pixels, &pitch)) {
for (j = 0; j < sub_rect->h; j++, pixels += pitch)
{
/*
由於texture像素格式爲SDL_PIXELFORMAT_ARGB8888,每一個像素佔4字節,
因此每一行的數據大小爲sub_rect->w*4等價於sub_rect->w左移2位
*/
memset(pixels, 0, sub_rect->w << 2);
}
SDL_UnlockTexture(is->sub_texture);
}
}
}
frame_queue_next(&is->subpq);//移除一幀數據
} else {
break;
}
}
}
frame_queue_next(&is->pictq);
is->force_refresh = 1;
if (is->step && !is->paused)
stream_toggle_pause(is);
}
display:
/* display picture */
if (!display_disable && is->force_refresh && is->show_mode == SHOW_MODE_VIDEO && is->pictq.rindex_shown)
video_display(is);
}
is->force_refresh = 0;
}
static void video_image_display(VideoState *is)
{
Frame *vp;
Frame *sp = NULL;
SDL_Rect rect;
vp = frame_queue_peek_last(&is->pictq);
if (is->subtitle_st) {
if (frame_queue_nb_remaining(&is->subpq) > 0) {
sp = frame_queue_peek(&is->subpq);
if (vp->pts >= sp->pts + ((float) sp->sub.start_display_time / 1000)) {
//視頻pts大於了字幕顯示的pts,進入代碼塊
if (!sp->uploaded) {
uint8_t* pixels[4];
int pitch[4];
int i;
if (!sp->width || !sp->height) {
sp->width = vp->width;
sp->height = vp->height;
}
//有透明度,設置SDL_BLENDMODE_BLEND
if (realloc_texture(&is->sub_texture, SDL_PIXELFORMAT_ARGB8888, sp->width, sp->height, SDL_BLENDMODE_BLEND, 1) < 0)
return;
for (i = 0; i < sp->sub.num_rects; i++) {
AVSubtitleRect *sub_rect = sp->sub.rects[i];
sub_rect->x = av_clip(sub_rect->x, 0, sp->width );
sub_rect->y = av_clip(sub_rect->y, 0, sp->height);
sub_rect->w = av_clip(sub_rect->w, 0, sp->width - sub_rect->x);
sub_rect->h = av_clip(sub_rect->h, 0, sp->height - sub_rect->y);
is->sub_convert_ctx = sws_getCachedContext(is->sub_convert_ctx,
sub_rect->w, sub_rect->h, AV_PIX_FMT_PAL8,
sub_rect->w, sub_rect->h, AV_PIX_FMT_BGRA,
0, NULL, NULL, NULL);
if (!is->sub_convert_ctx) {
av_log(NULL, AV_LOG_FATAL, "Cannot initialize the conversion context\n");
return;
}
if (!SDL_LockTexture(is->sub_texture, (SDL_Rect *)sub_rect, (void **)pixels, pitch)) {
sws_scale(is->sub_convert_ctx, (const uint8_t * const *)sub_rect->data, sub_rect->linesize,
0, sub_rect->h, pixels, pitch);
SDL_UnlockTexture(is->sub_texture);
}
}
sp->uploaded = 1;
}
} else {
sp = NULL;
}
}
}
calculate_display_rect(&rect, is->xleft, is->ytop, is->width, is->height, vp->width, vp->height, vp->sar);
略視頻渲邏輯...
if (sp) {
#if USE_ONEPASS_SUBTITLE_RENDER
SDL_RenderCopy(renderer, is->sub_texture, NULL, &rect);
#else
int i;
double xratio = (double)rect.w / (double)sp->width;
double yratio = (double)rect.h / (double)sp->height;
for (i = 0; i < sp->sub.num_rects; i++) {
SDL_Rect *sub_rect = (SDL_Rect*)sp->sub.rects[i];
SDL_Rect target = {.x = rect.x + sub_rect->x * xratio,
.y = rect.y + sub_rect->y * yratio,
.w = sub_rect->w * xratio,
.h = sub_rect->h * yratio};
SDL_RenderCopy(renderer, is->sub_texture, sub_rect, &target);
}
#endif
}
}