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Add missing MPVRenderFrameInfo
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fsobolev committed Oct 2, 2023
1 parent 5705ed3 commit 5a3398e
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25 changes: 25 additions & 0 deletions Nickvision.MPVSharp/Internal/MPVRenderFrameInfo.cs
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namespace Nickvision.MPVSharp.Internal;

/// <summary>
/// Information about the next video frame that will be rendered. Can be
/// retrieved with <see cref="MPVRenderParamType.NextFrameInfo"/>.
/// </summary>
public struct MPVRenderFrameInfo
{
/// <summary>
/// A bitset of <see cref="MPVRenderFrameInfoFlag"/> values (i.e. multiple flags are
/// combined with bitwise or).
/// </summary>
public ulong Flags;
/// <summary>
/// Absolute time at which the frame is supposed to be displayed. This is in
/// the same unit and base as the time returned by <see cref="MPVClient.GetTimeUs"/>. For
/// frames that are redrawn, or if vsync locked video timing is used (see
/// "video-sync" option), then this can be 0. The "video-timing-offset"
/// option determines how much "headroom" the render thread gets (but a high
/// enough frame rate can reduce it anyway). <see cref="MPVRenderContext.Render"/> will
/// normally block until the time is elapsed, unless you pass it
/// <see cref="MPVRenderParamType.BlockForTargetTime"/> = 0.
/// </summary>
ulong TargetTime;
}
50 changes: 50 additions & 0 deletions Nickvision.MPVSharp/Internal/MPVRenderFrameInfoFlag.cs
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namespace Nickvision.MPVSharp.Internal;

/// <summary>
/// Flags used in <see cref="MPVRenderFrameInfo.Flags"/>. Each value represents a bit in it.
/// </summary>
public enum MPVRenderFrameInfoFlag
{
/// <summary>
/// Set if there is actually a next frame. If unset, there is no next frame
/// yet, and other flags and fields that require a frame to be queued will
/// be unset.
/// This is set for _any_ kind of frame, even for redraw requests.
/// Note that when this is unset, it simply means no new frame was
/// decoded/queued yet, not necessarily that the end of the video was
/// reached. A new frame can be queued after some time.
/// If the return value of <see cref="MPVRenderContext.Render"/> had the
/// <see cref="MPVRenderUpdateFlags.UpdateFrame"/> flag set, this flag will usually be set as well,
/// unless the frame is rendered, or discarded by other asynchronous events.
/// </summary>
Present = 1 << 0,
/// <summary>
/// If set, the frame is not an actual new video frame, but a redraw request.
/// For example if the video is paused, and an option that affects video
/// rendering was changed (or any other reason), an update request can be
/// issued and this flag will be set.
/// Typically, redraw frames will not be subject to video timing.
/// </summary>
/// <remarks>
/// Implies <see cref="Present"/>.
/// </remarks>
Redraw = 1 << 1,
/// <summary>
/// If set, this is supposed to reproduce the previous frame perfectly. This
/// is usually used for certain "video-sync" options ("display-..." modes).
/// Typically the renderer will blit the video from a FBO. Unset otherwise.
/// </summary>
/// <remarks>
/// Implies <see cref="Present"/>.
/// </remarks>
Repeat = 1 << 2,
/// <summary>
/// If set, the player timing code expects that the user thread blocks on
/// vsync (by either delaying the render call, or by making a call to
/// <see cref="MPVRenderContext.ReportSwap"/> at vsync time).
/// </summary>
/// <remarks>
/// Implies <see cref="Present"/>.
/// </remarks>
BlockVsync = 1 << 3
}

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