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use std::{sync::Arc, time::Duration};
use web_time::Instant;
use re_video::{
decode::{DecodeSettings, FrameInfo},
Time,
};
use super::{chunk_decoder::VideoChunkDecoder, VideoFrameTexture};
use crate::{
resource_managers::{GpuTexture2D, SourceImageDataFormat},
video::VideoPlayerError,
wgpu_resources::{GpuTexturePool, TextureDesc},
RenderContext,
};
/// Ignore hickups lasting shorter than this.
///
/// Delaying error reports (and showing last-good images meanwhile) allows us to skip over
/// transient errors without flickering.
///
/// Same with showing a spinner: if we show it too fast, it is annoying.
const DECODING_GRACE_DELAY: Duration = Duration::from_millis(400);
#[derive(Debug)]
pub struct TimedDecodingError {
time_of_first_error: Instant,
pub latest_error: VideoPlayerError,
}
impl TimedDecodingError {
pub fn new(latest_error: VideoPlayerError) -> Self {
Self {
time_of_first_error: Instant::now(),
latest_error,
}
}
}
/// A texture of a specific video frame.
pub struct VideoTexture {
pub texture: GpuTexture2D,
pub frame_info: Option<FrameInfo>,
pub source_pixel_format: SourceImageDataFormat,
}
/// Decode video to a texture, optimized for extracting successive frames over time.
///
/// If you want to sample multiple points in a video simultaneously, use multiple video players.
pub struct VideoPlayer {
data: Arc<re_video::VideoData>,
chunk_decoder: VideoChunkDecoder,
video_texture: VideoTexture,
current_gop_idx: usize,
current_sample_idx: usize,
/// Last error that was encountered during decoding.
///
/// Only fully reset after a successful decode.
last_error: Option<TimedDecodingError>,
}
impl VideoPlayer {
pub fn new(
debug_name: &str,
render_ctx: &RenderContext,
data: Arc<re_video::VideoData>,
decode_settings: &DecodeSettings,
) -> Result<Self, VideoPlayerError> {
let debug_name = format!(
"{debug_name}, codec: {}",
data.human_readable_codec_string()
);
if let Some(bit_depth) = data.config.stsd.contents.bit_depth() {
#[allow(clippy::comparison_chain)]
if bit_depth < 8 {
re_log::warn_once!("{debug_name} has unusual bit_depth of {bit_depth}");
} else if 8 < bit_depth {
re_log::warn_once!("{debug_name}: HDR videos not supported. See https://github.com/rerun-io/rerun/issues/7594 for more.");
}
}
let chunk_decoder = VideoChunkDecoder::new(debug_name.clone(), |on_output| {
re_video::decode::new_decoder(&debug_name, &data, decode_settings, on_output)
})?;
let texture = alloc_video_frame_texture(
&render_ctx.device,
&render_ctx.gpu_resources.textures,
data.config.coded_width as u32,
data.config.coded_height as u32,
);
Ok(Self {
data,
chunk_decoder,
video_texture: VideoTexture {
texture,
frame_info: None,
source_pixel_format: SourceImageDataFormat::WgpuCompatible(
wgpu::TextureFormat::Rgba8Unorm,
),
},
current_gop_idx: usize::MAX,
current_sample_idx: usize::MAX,
last_error: None,
})
}
/// Get the video frame at the given time stamp.
///
/// This will seek in the video if needed.
/// If you want to sample multiple points in a video simultaneously, use multiple decoders.
pub fn frame_at(
&mut self,
render_ctx: &RenderContext,
time_since_video_start_in_seconds: f64,
video_data: &[u8],
) -> Result<VideoFrameTexture, VideoPlayerError> {
if time_since_video_start_in_seconds < 0.0 {
return Err(VideoPlayerError::NegativeTimestamp);
}
let presentation_timestamp =
Time::from_secs(time_since_video_start_in_seconds, self.data.timescale);
let presentation_timestamp = presentation_timestamp.min(self.data.duration); // Don't seek past the end of the video.
let error_on_last_frame_at = self.last_error.is_some();
self.enqueue_samples(presentation_timestamp, video_data)?;
self.update_video_texture(render_ctx, presentation_timestamp)?;
let frame_info = self.video_texture.frame_info.clone();
if let Some(frame_info) = frame_info {
let time_range = frame_info.presentation_time_range();
let is_active_frame = time_range.contains(&presentation_timestamp);
let is_pending = !is_active_frame;
let show_spinner = if is_pending && error_on_last_frame_at {
// If we switched from error to pending, clear the texture.
// This is important to avoid flickering, in particular when switching from
// benign errors like DecodingError::NegativeTimestamp.
// If we don't do this, we see the last valid texture which can look really weird.
clear_texture(render_ctx, &self.video_texture.texture);
self.video_texture.frame_info = None;
true
} else if presentation_timestamp < time_range.start {
// We're seeking backwards and somehow forgot to reset.
true
} else if presentation_timestamp < time_range.end {
false // it is an active frame
} else {
let how_outdated = presentation_timestamp - time_range.end;
if how_outdated.duration(self.data.timescale) < DECODING_GRACE_DELAY {
false // Just outdated by a little bit - show no spinner
} else {
true // Very old frame - show spinner
}
};
Ok(VideoFrameTexture {
texture: self.video_texture.texture.clone(),
is_pending,
show_spinner,
frame_info: Some(frame_info),
source_pixel_format: self.video_texture.source_pixel_format,
})
} else {
Ok(VideoFrameTexture {
texture: self.video_texture.texture.clone(),
is_pending: true,
show_spinner: true,
frame_info: None,
source_pixel_format: self.video_texture.source_pixel_format,
})
}
}
fn enqueue_samples(
&mut self,
presentation_timestamp: Time,
video_data: &[u8],
) -> Result<(), VideoPlayerError> {
re_tracing::profile_function!();
// Some terminology:
// - presentation timestamp (PTS) == composition timestamp
// = the time at which the frame should be shown
// - decode timestamp (DTS)
// = determines the decoding order of samples
//
// Note: `decode <= composition` for any given sample.
// For some codecs & videos, the two timestamps are the same.
// We must enqueue samples in decode order, but show them in composition order.
// In the presence of b-frames this order may be different!
// Find sample which when decoded will be presented at the timestamp the user requested.
let requested_sample_idx = self
.data
.latest_sample_index_at_presentation_timestamp(presentation_timestamp)
.ok_or(VideoPlayerError::EmptyVideo)?;
// Find the GOP that contains the sample.
let requested_gop_idx = self
.data
.gop_index_containing_decode_timestamp(
self.data.samples[requested_sample_idx].decode_timestamp,
)
.ok_or(VideoPlayerError::EmptyVideo)?;
// Enqueue GOPs as needed.
// First, check for decoding errors that may have been set asynchronously and reset.
if let Some(error) = self.chunk_decoder.take_error() {
// For each new (!) error after entering the error state, we reset the decoder.
// This way, it might later recover from the error as we progress in the video.
//
// By resetting the current GOP/sample indices, the frame enqueued code below
// is forced to reset the decoder.
self.current_gop_idx = usize::MAX;
self.current_sample_idx = usize::MAX;
// If we already have an error set, preserve its occurrence time.
// Otherwise, set the error using the time at which it was registered.
if let Some(last_error) = &mut self.last_error {
last_error.latest_error = error.latest_error;
} else {
self.last_error = Some(error);
}
}
// We maintain a buffer of 2 GOPs, so we can always smoothly transition to the next GOP.
// We can always start decoding from any GOP, because GOPs always begin with a keyframe.
//
// Backward seeks or seeks across many GOPs trigger a reset of the decoder,
// because decoding all the samples between the previous sample and the requested
// one would mean decoding and immediately discarding more frames than we need.
if requested_gop_idx != self.current_gop_idx {
if self.current_gop_idx.saturating_add(1) == requested_gop_idx {
// forward seek to next GOP - queue up the one _after_ requested
self.enqueue_gop(requested_gop_idx + 1, video_data)?;
} else {
// forward seek by N>1 OR backward seek across GOPs - reset
self.reset()?;
self.enqueue_gop(requested_gop_idx, video_data)?;
self.enqueue_gop(requested_gop_idx + 1, video_data)?;
}
} else if requested_sample_idx != self.current_sample_idx {
// special case: handle seeking backwards within a single GOP
// this is super inefficient, but it's the only way to handle it
// while maintaining a buffer of only 2 GOPs
//
// Note that due to sample reordering (in the presence of b-frames), if can happen
// that `self.current_sample_idx` is *behind* the `requested_sample_idx` even if we're
// seeking backwards!
// Therefore, it's important to compare presentation timestamps instead of sample indices.
// (comparing decode timestamps should be equivalent to comparing sample indices)
let current_pts = self.data.samples[self.current_sample_idx].presentation_timestamp;
let requested_sample = &self.data.samples[requested_sample_idx];
re_log::trace!(
"Seeking to sample {requested_sample_idx} (frame_nr {})",
requested_sample.frame_nr
);
if requested_sample.presentation_timestamp < current_pts {
self.reset()?;
self.enqueue_gop(requested_gop_idx, video_data)?;
self.enqueue_gop(requested_gop_idx + 1, video_data)?;
}
}
self.current_gop_idx = requested_gop_idx;
self.current_sample_idx = requested_sample_idx;
Ok(())
}
fn update_video_texture(
&mut self,
render_ctx: &RenderContext,
presentation_timestamp: Time,
) -> Result<(), VideoPlayerError> {
let result = self.chunk_decoder.update_video_texture(
render_ctx,
&mut self.video_texture,
presentation_timestamp,
);
if let Err(err) = result {
if matches!(err, VideoPlayerError::EmptyBuffer) {
// No buffered frames
// Might this be due to an error?
//
// We only care about decoding errors when we don't find the requested frame,
// since we want to keep playing the video fine even if parts of it are broken.
// That said, practically we reset the decoder and thus all frames upon error,
// so it doesn't make a lot of difference.
if let Some(timed_error) = &self.last_error {
if DECODING_GRACE_DELAY <= timed_error.time_of_first_error.elapsed() {
// Report the error only if we have been in an error state for a certain amount of time.
// Don't immediately report the error, since we might immediately recover from it.
// Otherwise, this would cause aggressive flickering!
return Err(timed_error.latest_error.clone());
}
}
// Don't return a zeroed texture, because we may just be behind on decoding
// and showing an old frame is better than showing a blank frame,
// because it causes "black flashes" to appear
Ok(())
} else {
Err(err)
}
} else {
self.last_error = None;
Ok(())
}
}
/// Enqueue all samples in the given GOP.
///
/// Does nothing if the index is out of bounds.
fn enqueue_gop(&mut self, gop_idx: usize, video_data: &[u8]) -> Result<(), VideoPlayerError> {
let Some(gop) = self.data.gops.get(gop_idx) else {
return Ok(());
};
let samples = &self.data.samples[gop.sample_range_usize()];
re_log::trace!("Enqueueing GOP {gop_idx} ({} samples)", samples.len());
for sample in samples {
let chunk = sample.get(video_data).ok_or(VideoPlayerError::BadData)?;
self.chunk_decoder.decode(chunk)?;
}
if gop_idx + 1 == self.data.gops.len() {
// Last GOP - there is nothing more to decode,
// so flush out any pending frames:
// See https://github.com/rerun-io/rerun/issues/8073
self.chunk_decoder.end_of_video()?;
}
Ok(())
}
/// Reset the video decoder and discard all frames.
fn reset(&mut self) -> Result<(), VideoPlayerError> {
self.chunk_decoder.reset()?;
self.current_gop_idx = usize::MAX;
self.current_sample_idx = usize::MAX;
// Do *not* reset the error state. We want to keep track of the last error.
Ok(())
}
}
#[allow(unused)] // For some feature flags
fn alloc_video_frame_texture(
device: &wgpu::Device,
pool: &GpuTexturePool,
width: u32,
height: u32,
) -> GpuTexture2D {
let Some(texture) = GpuTexture2D::new(pool.alloc(
device,
&TextureDesc {
label: "video".into(),
size: wgpu::Extent3d {
width,
height,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Rgba8Unorm,
// Needs [`wgpu::TextureUsages::RENDER_ATTACHMENT`], otherwise copy of external textures will fail.
// Adding [`wgpu::TextureUsages::COPY_SRC`] so we can read back pixels on demand.
usage: wgpu::TextureUsages::COPY_DST
| wgpu::TextureUsages::COPY_SRC
| wgpu::TextureUsages::TEXTURE_BINDING
| wgpu::TextureUsages::RENDER_ATTACHMENT,
},
)) else {
// We set the dimension to `2D` above, so this should never happen.
unreachable!();
};
texture
}
/// Clears the texture that is shown on pending to black.
fn clear_texture(render_ctx: &RenderContext, texture: &GpuTexture2D) {
// Clear texture is a native only feature, so let's not do that.
// before_view_builder_encoder.clear_texture(texture, subresource_range);
// But our target is also a render target, so just create a dummy renderpass with clear.
let mut before_view_builder_encoder =
render_ctx.active_frame.before_view_builder_encoder.lock();
let _ = before_view_builder_encoder
.get()
.begin_render_pass(&wgpu::RenderPassDescriptor {
label: crate::DebugLabel::from("clear_video_texture").get(),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &texture.default_view,
resolve_target: None,
ops: wgpu::Operations::<wgpu::Color> {
load: wgpu::LoadOp::Clear(wgpu::Color::BLACK),
store: wgpu::StoreOp::Store,
},
})],
..Default::default()
});
}