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https://github.com/nillerusr/source-engine.git
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789 lines
26 KiB
C++
789 lines
26 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//-----------------------------------------------------------------------------
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// File: WMVPlayer.cpp
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//
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// Desc: This helper class provides simple WMV decoding and playback
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// functionality. It will be expanded as new playback methods are
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// exposed
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//
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// Hist: 2.7.03 - Created, based on work by Jeff Sullivan
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//
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// Copyright (c) Microsoft Corporation. All rights reserved.
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//-----------------------------------------------------------------------------
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#include "xbox_loader.h"
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#include <xtl.h>
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#include "XMVHelper.h"
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#include "XBUtil.h"
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#include <stdio.h>
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// Funtion Prototypes for packet loading functions for loading from a file.
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HRESULT CALLBACK GetNextPacket( DWORD dwContext,
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void **ppPacket,
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DWORD* pOffsetToNextPacket );
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HRESULT CALLBACK ReleasePreviousPacket( DWORD dwContext,
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LONGLONG llNextReadByteOffset,
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DWORD dwNextPacketSize );
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// Funtion Prototypes for packet loading functions for loading from a block of memory.
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HRESULT CALLBACK GetNextMemoryPacket( DWORD dwContext,
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void **ppPacket,
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DWORD* pOffsetToNextPacket );
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HRESULT CALLBACK ReleasePreviousMemoryPacket( DWORD dwContext,
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LONGLONG llNextReadByteOffset,
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DWORD dwNextPacketSize );
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//-----------------------------------------------------------------------------
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// Name: CXMVPlayer()
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// Desc: Constructor for CXMVPlayer
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//-----------------------------------------------------------------------------
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CXMVPlayer::CXMVPlayer()
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{
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m_pXMVDecoder = NULL;
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ZeroMemory( &m_VideoDesc, sizeof( m_VideoDesc ) );
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ZeroMemory( &m_AudioDesc, sizeof( m_AudioDesc ) );
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for ( UINT i=0; i<XMVPLAYER_NUMTEXTURES; i++ )
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{
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m_pTextures[i] = NULL;
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}
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m_dwCurrentFrame = -1; // Will be zero after we decode the first frame.
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m_bPlaying = FALSE;
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m_bOverlaysEnabled = FALSE;
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m_loadContext.hFile = INVALID_HANDLE_VALUE;
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m_loadContext.pInputBuffer = 0;
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m_physicalBuffer = 0;
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m_bError = FALSE;
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}
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//-----------------------------------------------------------------------------
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// Name: ~CXMVPlayer()
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// Desc: Destructor for CXMVPlayer
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//-----------------------------------------------------------------------------
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CXMVPlayer::~CXMVPlayer()
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{
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Destroy();
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}
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//-----------------------------------------------------------------------------
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// Name: Destroy()
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// Desc: Free all resources and clear are resource pointers and handles.
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//-----------------------------------------------------------------------------
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HRESULT CXMVPlayer::Destroy()
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{
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// Disable overlays if we were using them.
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if ( m_bOverlaysEnabled )
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{
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m_pDevice->EnableOverlay( FALSE );
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m_bOverlaysEnabled = FALSE;
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}
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// Free the XMV decoder.
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if ( NULL != m_pXMVDecoder )
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{
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m_pXMVDecoder->CloseDecoder();
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m_pXMVDecoder = NULL;
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}
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ZeroMemory( &m_VideoDesc, sizeof( m_VideoDesc ) );
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ZeroMemory( &m_AudioDesc, sizeof( m_AudioDesc ) );
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// Release our textures.
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for ( UINT i=0; i<XMVPLAYER_NUMTEXTURES; i++ )
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{
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if ( m_pTextures[i] )
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m_pTextures[i]->Release();
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m_pTextures[i] = 0;
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}
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m_dwCurrentFrame = -1;
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m_dwStartTime = 0;
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m_bPlaying = FALSE;
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// Release any file handles we were using.
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if( INVALID_HANDLE_VALUE != m_loadContext.hFile )
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{
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CloseHandle( m_loadContext.hFile );
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m_loadContext.hFile = INVALID_HANDLE_VALUE;
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}
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// Free up memory used for playing a movie from memory.
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if ( m_loadContext.pInputBuffer )
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{
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free( m_loadContext.pInputBuffer );
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m_loadContext.pInputBuffer = 0;
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}
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// Be sure to release the physical memory last!
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if( m_physicalBuffer )
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{
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XPhysicalFree( m_physicalBuffer );
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m_physicalBuffer = 0;
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}
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: FinishOpeningFile()
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// Desc: Helper function for the three Open functions. Enables the audio streams,
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// initializes the video descriptor, and allocates textures if needed.
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//-----------------------------------------------------------------------------
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HRESULT CXMVPlayer::FinishOpeningFile( D3DFORMAT format, LPDIRECT3DDEVICE8 pDevice, BOOL bAllocateTextures )
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{
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assert( format == D3DFMT_YUY2 || format == D3DFMT_LIN_A8R8G8B8 );
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assert( XMVPLAYER_NUMTEXTURES >= 2);
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HRESULT hr = S_OK;
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m_pXMVDecoder->GetVideoDescriptor( &m_VideoDesc );
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// Enable the audio streams
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for ( unsigned i=0; i < m_VideoDesc.AudioStreamCount; i++ )
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{
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m_pXMVDecoder->GetAudioDescriptor( i, &m_AudioDesc );
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hr = m_pXMVDecoder->EnableAudioStream( i, 0, NULL, NULL);
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if ( FAILED( hr ) )
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{
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XBUtil_DebugPrint( "Unable to enable audio stream 0 (error %x)\n", hr );
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Destroy();
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return hr;
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}
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}
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for ( int i = 0; i < XMVPLAYER_NUMTEXTURES; i++ )
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{
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m_pTextures[i] = 0;
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if ( bAllocateTextures )
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{
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hr = pDevice->CreateTexture( m_VideoDesc.Width, m_VideoDesc.Height, 1, 0, format, 0, &m_pTextures[i] );
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if ( FAILED( hr ) )
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{
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XBUtil_DebugPrint( "Unable to create texture %d (error %x)\n", i, hr );
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Destroy();
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return hr;
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}
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}
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}
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// Initialize what texture we are decoding to, if decoding for texture mapping.
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m_nDecodeTextureIndex = 0;
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// Initialize the various texture pointers for use when decoding for overlays.
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pShowingTexture = m_pTextures[0];
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pDecodingTexture = m_pTextures[1];
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pSubmittedTexture = 0;
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m_bPlaying = TRUE;
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m_dwStartTime = GetTickCount();
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return hr;
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}
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//-----------------------------------------------------------------------------
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// Name: OpenFile()
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// Desc: Create an XMV decoder object that reads from a file.
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//-----------------------------------------------------------------------------
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HRESULT CXMVPlayer::OpenFile( const CHAR* lpFilename, D3DFORMAT format, LPDIRECT3DDEVICE8 pDevice, BOOL bAllocateTextures )
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{
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HRESULT hr = S_OK;
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m_bError = FALSE;
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if ( NULL == lpFilename || NULL == pDevice )
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{
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XBUtil_DebugPrint( "Bad parameter to OpenFile()\n" );
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m_bError = TRUE;
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return E_FAIL;
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}
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hr = XMVDecoder_CreateDecoderForFile( XMVFLAG_SYNC_ON_NEXT_VBLANK, ( CHAR* )lpFilename, &m_pXMVDecoder );
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if ( FAILED( hr ) )
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{
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XBUtil_DebugPrint( "Unable to create XMV Decoder for %s (error: %x)\n", lpFilename, hr );
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m_bError = TRUE;
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return hr;
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}
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hr = FinishOpeningFile( format, pDevice, bAllocateTextures );
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if ( FAILED( hr ) )
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{
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m_bError = TRUE;
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}
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return hr;
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}
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//-----------------------------------------------------------------------------
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// Name: OpenFileForPackets()
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// Desc: Create an XMV decoder object that uses the packet reading interface.
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// Currently this just reads from a file, but it can be altered to read from
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// custom formats, start partway through a file, etc.
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//-----------------------------------------------------------------------------
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HRESULT CXMVPlayer::OpenFileForPackets( const CHAR* lpFilename, D3DFORMAT format, LPDIRECT3DDEVICE8 pDevice, BOOL bAllocateTextures )
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{
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HRESULT hr = S_OK;
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// We need to read in the first 4K of data for the XMV player to initialize
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// itself from. This is most conveniently read as an array of DWORDS.
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DWORD first4Kbytes[4096 / sizeof( DWORD )];
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// Clear entire context struct to zero
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ZeroMemory( &m_loadContext, sizeof( m_loadContext ) );
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// Open the input file.
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m_loadContext.hFile = CreateFile( lpFilename, GENERIC_READ, FILE_SHARE_READ, NULL, OPEN_EXISTING,
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FILE_ATTRIBUTE_NORMAL | FILE_FLAG_OVERLAPPED | FILE_FLAG_NO_BUFFERING,
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NULL );
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if( m_loadContext.hFile == INVALID_HANDLE_VALUE )
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{
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Destroy();
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return E_INVALIDARG;
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}
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// Read the first page from the file. We opened it for
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// overlapped IO so we do a pair of reads.
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m_loadContext.Overlapped.Offset = 0;
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m_loadContext.Overlapped.OffsetHigh = 0;
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// Start the read.
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if( 0 == ReadFile( m_loadContext.hFile, first4Kbytes, sizeof( first4Kbytes ), NULL, &m_loadContext.Overlapped ) )
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{
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if( GetLastError() != ERROR_IO_PENDING )
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{
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Destroy();
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return E_FAIL;
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}
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}
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// Wait for the read to finish.
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DWORD dwBytesRead;
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if( !GetOverlappedResult( m_loadContext.hFile, &m_loadContext.Overlapped, &dwBytesRead, TRUE ) )
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{
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Destroy();
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return E_FAIL;
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}
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// Check size to make sure input is a valid XMV file.
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if( dwBytesRead != 4096 )
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{
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Destroy();
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return E_FAIL;
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}
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// Create an XMV decoder
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hr = XMVDecoder_CreateDecoderForPackets( XMVFLAG_SYNC_ON_NEXT_VBLANK, first4Kbytes, ( DWORD )&m_loadContext,
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GetNextPacket, ReleasePreviousPacket, &m_pXMVDecoder );
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if( FAILED( hr ) )
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{
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Destroy();
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return E_FAIL;
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}
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// The size of the first packet and the minimum size of the two packet buffers are stored in the
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// second and third DWORDS of the file. From xmv.h:
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// * DWORD NextPacketSize // The size of the next packet
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// * DWORD ThisPacketSize // The size of this packet
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// * DWORD MaxPacketSize // The size of the largest packet in the file
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DWORD dwThisPacketSize = first4Kbytes[1];
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DWORD dwRequiredPacketSize = first4Kbytes[2];
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// Check for illegal parameters.
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if( dwThisPacketSize > dwRequiredPacketSize )
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{
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Destroy();
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return E_FAIL;
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}
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// XPhysicalAlloc is used so that 5.1 or compressed audio streams can be played.
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m_physicalBuffer = ( BYTE* )XPhysicalAlloc( dwRequiredPacketSize * 2, MAXULONG_PTR, 0, PAGE_READWRITE );
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// Save our information.
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m_loadContext.dwPacketSize = dwRequiredPacketSize;
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m_loadContext.pLoadingPacket = m_physicalBuffer;
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m_loadContext.pDecodingPacket = m_physicalBuffer + dwRequiredPacketSize;
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// Read the first packet. We wind up re-reading the first 4096
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// bytes but it makes the logic for figuring out how much we read
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// a little bit easier...
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m_loadContext.Overlapped.Offset = 0;
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m_loadContext.Overlapped.OffsetHigh = 0;
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if( 0 == ReadFile( m_loadContext.hFile, m_physicalBuffer, dwThisPacketSize, NULL,
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&m_loadContext.Overlapped ) )
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{
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if( GetLastError() != ERROR_IO_PENDING )
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{
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Destroy();
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return E_FAIL;
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}
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}
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// Note - at this point the preceding read has *not* necessarily completed.
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// Don't try reading anything from that buffer until GetNextPacket has been
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// successfully called.
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hr = FinishOpeningFile( format, pDevice, bAllocateTextures );
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return hr;
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}
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//-----------------------------------------------------------------------------
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// Name: OpenMovieFromMemory()
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// Desc: Create an XMV decoder object that uses the packet reading interface to
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// read from a block of memory. To simplify the memory management this function
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// also allocates this block of memory and initializes it from a file.
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//-----------------------------------------------------------------------------
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HRESULT CXMVPlayer::OpenMovieFromMemory( const CHAR* lpFilename, D3DFORMAT format, LPDIRECT3DDEVICE8 pDevice, BOOL bAllocateTextures )
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{
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HRESULT hr = S_OK;
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m_bError = FALSE;
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// Read the entire file into memory.
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void* data;
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hr = XBUtil_LoadFile( lpFilename, &data, &m_loadContext.inputSize );
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if ( FAILED( hr ) )
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{
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m_bError = TRUE;
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return hr;
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}
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m_loadContext.pInputBuffer = ( BYTE* )data;
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// Check size to make sure input is a valid XMV file.
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if( m_loadContext.inputSize < 4096 )
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{
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Destroy();
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m_bError = TRUE;
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return E_FAIL;
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}
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// Get a DWORD pointer to the first 4K - needed by CreateDecoderForPackets
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DWORD* first4Kbytes = ( DWORD* )data;
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// Create an XMV decoder
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hr = XMVDecoder_CreateDecoderForPackets( XMVFLAG_SYNC_ON_NEXT_VBLANK, first4Kbytes, ( DWORD )&m_loadContext, GetNextMemoryPacket,
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ReleasePreviousMemoryPacket, &m_pXMVDecoder );
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if ( FAILED( hr ) )
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{
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Destroy();
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m_bError = TRUE;
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return E_FAIL;
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}
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// The size of the first packet and the minimum size of the two packet buffers are stored in the
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// second and third DWORDS of the file. From xmv.h:
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// * DWORD NextPacketSize // The size of the next packet
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// * DWORD ThisPacketSize // The size of this packet
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// * DWORD MaxPacketSize // The size of the largest packet in the file
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DWORD dwThisPacketSize = first4Kbytes[1];
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DWORD dwRequiredPacketSize = first4Kbytes[2];
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// Check for illegal parameters.
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if( dwThisPacketSize > dwRequiredPacketSize )
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{
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Destroy();
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m_bError = TRUE;
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return E_FAIL;
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}
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// XPhysicalAlloc is used so that 5.1 or compressed audio streams can be played.
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m_physicalBuffer = ( BYTE* )XPhysicalAlloc( dwRequiredPacketSize * 2, MAXULONG_PTR, 0, PAGE_READWRITE );
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// Save our information for the callback functions.
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// The size of our two memory blocks.
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m_loadContext.dwPacketSize = dwRequiredPacketSize;
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// The addresses of our two memory blocks.
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m_loadContext.pLoadingPacket = m_physicalBuffer;
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m_loadContext.pDecodingPacket = m_physicalBuffer + dwRequiredPacketSize;
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// Information about the block of memory the movie is stored in.
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m_loadContext.pInputBuffer = ( BYTE* )data;
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m_loadContext.inputSize = m_loadContext.inputSize;
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m_loadContext.readOffset = 0;
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m_loadContext.currentPacketSize = dwThisPacketSize;
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hr = FinishOpeningFile( format, pDevice, bAllocateTextures );
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if ( FAILED( hr ) )
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{
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m_bError = TRUE;
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}
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return hr;
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}
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//-----------------------------------------------------------------------------
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// Name: AdvanceFrameForTexturing()
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// Desc: Unpack the appropriate frames of data for use as textures.
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//-----------------------------------------------------------------------------
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LPDIRECT3DTEXTURE8 CXMVPlayer::AdvanceFrameForTexturing( LPDIRECT3DDEVICE8 pDevice )
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{
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// You must pass bAllocateTextures==TRUE to Open if you're going to use GetTexture/AdvanceFrame.
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assert( m_pTextures[0] );
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LPDIRECT3DSURFACE8 pSurface;
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pDecodingTexture->GetSurfaceLevel( 0, &pSurface );
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// Decode some information to the current draw texture.
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XMVRESULT xr = XMV_NOFRAME;
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m_pXMVDecoder->GetNextFrame( pSurface, &xr, NULL );
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switch ( xr )
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{
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case XMV_NOFRAME:
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// Do nothing - we didn't get a frame.
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break;
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case XMV_NEWFRAME:
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++m_dwCurrentFrame;
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// GetNextFrame produced a new frame. So, the texture we were decoding
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// to becomes available for drawing as a texture.
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pShowingTexture = pDecodingTexture;
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// Setup for decoding to the next texture.
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m_nDecodeTextureIndex = ( m_nDecodeTextureIndex + 1 ) % XMVPLAYER_NUMTEXTURES;
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pDecodingTexture = m_pTextures[ m_nDecodeTextureIndex ];
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break;
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case XMV_ENDOFFILE:
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m_bPlaying = FALSE;
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break;
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case XMV_FAIL:
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// Data corruption or file read error. We'll treat that the same as
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// end of file.
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m_bPlaying = FALSE;
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m_bError = TRUE;
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break;
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}
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SAFE_RELEASE( pSurface );
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// If we haven't decoded the first frame then return zero.
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if ( m_dwCurrentFrame < 0 )
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return 0;
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return pShowingTexture;
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}
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//-----------------------------------------------------------------------------
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// Name: AdvanceFrameForOverlays()
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// Desc: Unpack the appropriate frames of data for use as an overlay.
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//-----------------------------------------------------------------------------
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LPDIRECT3DTEXTURE8 CXMVPlayer::AdvanceFrameForOverlays( LPDIRECT3DDEVICE8 pDevice )
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{
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// You must pass bAllocateTextures==TRUE to Open if you're going to use GetTexture/AdvanceFrame.
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assert( m_pTextures[0] );
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// You have to call CXMVPlayer::EnableOverlays() if you are going to use overlays.
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assert( m_bOverlaysEnabled );
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// If a texture has been submitted to be used as an overlay then we have to
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// wait for GetUpdateOverlayState() to return TRUE before we can assume that
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// the previous texture has *stopped* being displayed. Once GetUpdateOverlayState()
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// returns TRUE then we know that pSubmittedTexture is being displayed, which
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// means that, pShowingTexture is available as a decoding target.
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if ( pSubmittedTexture )
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{
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// If GetOverlayUpdateStatus() returns FALSE then we can still proceed and
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// call GetNextFrame(), but we will pass NULL for the surface parameter.
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// Some work will still be done, but none of the surfaces will be altered.
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if ( pDevice->GetOverlayUpdateStatus() )
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{
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// The call to UpdateOverlay() with pSubmittedTexture must have taken
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// effect now, so pShowingTexture is available as a decoding target.
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assert( !pDecodingTexture );
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pDecodingTexture = pShowingTexture;
|
|
pShowingTexture = pSubmittedTexture;
|
|
pSubmittedTexture = NULL;
|
|
}
|
|
}
|
|
|
|
LPDIRECT3DSURFACE8 pSurface = NULL;
|
|
if ( pDecodingTexture )
|
|
pDecodingTexture->GetSurfaceLevel( 0, &pSurface );
|
|
|
|
// Decode some information to the current draw texture, which may be NULL.
|
|
// pDecodingTexture will be NULL if one texture has been submitted as a new
|
|
// overlay but the other one is still being displayed as an overlay.
|
|
// If pSurface is NULL GetNextFrame() will still do some work.
|
|
XMVRESULT xr = XMV_NOFRAME;
|
|
m_pXMVDecoder->GetNextFrame( pSurface, &xr, NULL );
|
|
|
|
switch ( xr )
|
|
{
|
|
case XMV_NOFRAME:
|
|
// Do nothing - we didn't get a frame.
|
|
break;
|
|
|
|
case XMV_NEWFRAME:
|
|
++m_dwCurrentFrame;
|
|
// GetNextFrame produced a new frame. So, the texture we were decoding
|
|
// to becomes available for displaying as an overlay.
|
|
|
|
// The other texture is not ready to be a decoding target. It is still
|
|
// being displayed as an overlay. So, we assign the newly decoded
|
|
// texture to pSubmittedTexture for the program to submit as an overlay,
|
|
// but we don't yet move the previously submitted texture from pShowing
|
|
// to pDecoding. That happens on a subsequent call to this function, after
|
|
// GetOverlayUpdateStatus() returns TRUE to tell us that there are no
|
|
// overlay swaps pending.
|
|
assert( pDecodingTexture );
|
|
assert( !pSubmittedTexture );
|
|
pSubmittedTexture = pDecodingTexture;
|
|
pDecodingTexture = NULL;
|
|
break;
|
|
|
|
case XMV_ENDOFFILE:
|
|
m_bPlaying = FALSE;
|
|
break;
|
|
|
|
case XMV_FAIL:
|
|
// Data corruption or file read error. We'll treat that the same as
|
|
// end of file.
|
|
m_bPlaying = FALSE;
|
|
m_bError = TRUE;
|
|
break;
|
|
}
|
|
|
|
SAFE_RELEASE( pSurface );
|
|
|
|
// If we just unpacked a new frame then we return that texture
|
|
// and the program must call UpdateOverlay() with the surface
|
|
// from that texture.
|
|
// If we didn't unpack a frame then the program should do nothing -
|
|
// the previous overlay will continue to be displayed.
|
|
if ( XMV_NEWFRAME == xr )
|
|
return pSubmittedTexture;
|
|
|
|
// No new frame to display.
|
|
return 0;
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: TerminatePlayback()
|
|
// Desc: Calls XMVDecoder::TerminatePlayback()
|
|
//-----------------------------------------------------------------------------
|
|
void CXMVPlayer::TerminatePlayback()
|
|
{
|
|
m_pXMVDecoder->TerminatePlayback();
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: Play()
|
|
// Desc: Calls XMVDecoder::Play() to play the entire movie.
|
|
//-----------------------------------------------------------------------------
|
|
HRESULT CXMVPlayer::Play( DWORD Flags, RECT* pRect )
|
|
{
|
|
// You have to call Open before calling Play.
|
|
assert( m_pXMVDecoder );
|
|
|
|
// Don't pass bAllocateTextures==TRUE to Open if you're going to use Play.
|
|
assert( !m_pTextures[0] );
|
|
|
|
return m_pXMVDecoder->Play( Flags, pRect );
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: EnableOverlays()
|
|
// Desc: Enable the overlay planes for playing the movie in them, and record
|
|
// that the overlays should be disabled when Destroy() is called.
|
|
//-----------------------------------------------------------------------------
|
|
void CXMVPlayer::EnableOverlays( LPDIRECT3DDEVICE8 pDevice )
|
|
{
|
|
m_pDevice = pDevice;
|
|
pDevice->EnableOverlay( TRUE );
|
|
m_bOverlaysEnabled = TRUE;
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: GetNextPacket()
|
|
// Desc: Callback function to get next packet from a file
|
|
//-----------------------------------------------------------------------------
|
|
static HRESULT CALLBACK GetNextPacket( DWORD dwContext, VOID** ppPacket,
|
|
DWORD* pOffsetToNextPacket )
|
|
{
|
|
LOAD_CONTEXT* pContext = ( LOAD_CONTEXT* )dwContext;
|
|
if( NULL == pContext )
|
|
return E_FAIL;
|
|
|
|
// If the next packet is fully loaded then return it,
|
|
// otherwise return NULL.
|
|
DWORD dwBytesRead;
|
|
if( GetOverlappedResult( pContext->hFile, &pContext->Overlapped,
|
|
&dwBytesRead, FALSE ) )
|
|
{
|
|
// Make the old decoding packet pending.
|
|
pContext->pPendingReleasePacket = pContext->pDecodingPacket;
|
|
pContext->pDecodingPacket = pContext->pLoadingPacket;
|
|
pContext->pLoadingPacket = NULL;
|
|
|
|
// Offset to the next packet.
|
|
*pOffsetToNextPacket = dwBytesRead;
|
|
|
|
// Set *ppPacket to the data we just loaded.
|
|
*ppPacket = pContext->pDecodingPacket;
|
|
}
|
|
else
|
|
{
|
|
DWORD dwError = GetLastError();
|
|
|
|
// If we're waiting on the IO to finish, just do nothing.
|
|
if( dwError != ERROR_IO_INCOMPLETE )
|
|
return HRESULT_FROM_WIN32( dwError );
|
|
|
|
*ppPacket = NULL;
|
|
*pOffsetToNextPacket = 0;
|
|
}
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: ReleasePreviousPacket()
|
|
// Desc: Callback function to release previous packet from a file
|
|
//-----------------------------------------------------------------------------
|
|
static HRESULT CALLBACK ReleasePreviousPacket( DWORD dwContext, LONGLONG llNextReadByteOffset,
|
|
DWORD dwNextPacketSize )
|
|
{
|
|
LOAD_CONTEXT* pContext = ( LOAD_CONTEXT* )dwContext;
|
|
if( NULL == pContext )
|
|
return E_FAIL;
|
|
|
|
if( dwNextPacketSize != 0 )
|
|
{
|
|
// Start the next load.
|
|
pContext->Overlapped.Offset = ( DWORD )( llNextReadByteOffset & 0xFFFFFFFF );
|
|
pContext->Overlapped.OffsetHigh = ( DWORD )( llNextReadByteOffset >> 32 );
|
|
|
|
// Check for bad input file - buffer overrun
|
|
if( dwNextPacketSize > pContext->dwPacketSize )
|
|
return E_FAIL;
|
|
|
|
pContext->pLoadingPacket = pContext->pPendingReleasePacket;
|
|
pContext->pPendingReleasePacket = NULL;
|
|
|
|
if( 0 == ReadFile( pContext->hFile, pContext->pLoadingPacket,
|
|
dwNextPacketSize, NULL, &pContext->Overlapped ) )
|
|
{
|
|
if( GetLastError() != ERROR_IO_PENDING )
|
|
return HRESULT_FROM_WIN32( GetLastError() );
|
|
}
|
|
}
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: GetNextMemoryPacket()
|
|
// Desc: Callback function to get next packet from a file,
|
|
// and setup for the next packet.
|
|
//-----------------------------------------------------------------------------
|
|
static HRESULT CALLBACK GetNextMemoryPacket( DWORD dwContext, VOID** ppPacket,
|
|
DWORD* pOffsetToNextPacket )
|
|
{
|
|
LOAD_CONTEXT* pContext = ( LOAD_CONTEXT* )dwContext;
|
|
if( NULL == pContext )
|
|
return E_FAIL;
|
|
|
|
DWORD dwBytesRead = pContext->inputSize - pContext->readOffset;
|
|
if ( pContext->currentPacketSize < dwBytesRead )
|
|
dwBytesRead = pContext->currentPacketSize;
|
|
|
|
memcpy( pContext->pLoadingPacket, pContext->pInputBuffer + pContext->readOffset , dwBytesRead );
|
|
pContext->readOffset +=dwBytesRead;
|
|
|
|
// Swap pointers so that next time we load it goes into the other packet block.
|
|
BYTE* temp = pContext->pLoadingPacket;
|
|
pContext->pLoadingPacket = pContext->pDecodingPacket;
|
|
pContext->pDecodingPacket = temp;
|
|
|
|
// Offset to the next packet.
|
|
*pOffsetToNextPacket = dwBytesRead;
|
|
|
|
// Set *ppPacket to the data we just loaded.
|
|
*ppPacket = pContext->pDecodingPacket;
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: ReleasePreviousMemoryPacket()
|
|
// Desc: Callback function to release previous packet from a block of memory,
|
|
// and setup for the next packet.
|
|
//-----------------------------------------------------------------------------
|
|
static HRESULT CALLBACK ReleasePreviousMemoryPacket( DWORD dwContext, LONGLONG llNextReadByteOffset,
|
|
DWORD dwNextPacketSize )
|
|
{
|
|
LOAD_CONTEXT* pContext = ( LOAD_CONTEXT* )dwContext;
|
|
if( NULL == pContext )
|
|
return E_FAIL;
|
|
|
|
// Check for bad input file - buffer overrun
|
|
if( dwNextPacketSize > pContext->dwPacketSize )
|
|
return E_FAIL;
|
|
|
|
// Record the size of the next packet we are supposed to read, for GetNextMemoryPacket.
|
|
pContext->currentPacketSize = dwNextPacketSize;
|
|
|
|
return S_OK;
|
|
}
|