Skip to content

Commit

Permalink
Fix some issues caused by moving to C++ bindings
Browse files Browse the repository at this point in the history
  • Loading branch information
JustAMan committed Mar 23, 2020
1 parent ecd47dd commit 67947f3
Show file tree
Hide file tree
Showing 2 changed files with 5 additions and 7 deletions.
2 changes: 1 addition & 1 deletion src/post-worker.js
Original file line number Diff line number Diff line change
Expand Up @@ -208,7 +208,7 @@ self.blendRenderTiming = function (timing, force) {
var renderResult = self.octObj.renderBlend(self.getCurrentTime() + self.delay, force);
var blendTime = renderResult.blend_time;
var canvases = [], buffers = [];
if (renderResult && (renderResult.changed != 0 || force)) {
if (renderResult.ptr != 0 && (renderResult.changed != 0 || force)) {
// make a copy, as we should free the memory so subsequent calls can utilize it
var result = new Uint8Array(HEAPU8.subarray(renderResult.image, renderResult.image + renderResult.dest_width * renderResult.dest_height * 4));

Expand Down
10 changes: 4 additions & 6 deletions src/subtitles-octopus.js
Original file line number Diff line number Diff line change
Expand Up @@ -16,7 +16,7 @@ var SubtitlesOctopus = function (options) {
self.renderMode = options.renderMode || (options.lossyRender ? 'fast' : (options.blendRender ? 'blend' : 'normal'));
self.libassMemoryLimit = options.libassMemoryLimit || 0; // set libass bitmap cache memory limit in MiB (approximate)
self.libassGlyphLimit = options.libassGlyphLimit || 0; // set libass glyph cache memory limit in MiB (approximate)
self.targetFps = options.targetFps || undefined;
self.targetFps = options.targetFps || 30;
self.renderAhead = options.renderAhead || 0; // how many MiB to render ahead and store; 0 to disable (approximate)
self.isOurCanvas = false; // (internal) we created canvas and manage it
self.video = options.video; // HTML video element (optional if canvas specified)
Expand Down Expand Up @@ -570,11 +570,9 @@ var SubtitlesOctopus = function (options) {
size += item.buffer.byteLength;
}
if ((data.emptyFinish > 0 && data.emptyFinish - data.eventStart < 1.0 / self.targetFps) || data.animated) {
newFinish = data.eventStart + 1.0 / self.targetFps;
if (newFinish < data.emptyFinish) {
data.emptyFinish = newFinish;
data.eventFinish = (data.eventFinish > newFinish) ? newFinish : data.eventFinish;
}
var newFinish = data.eventStart + 1.0 / self.targetFps;
data.emptyFinish = newFinish;
data.eventFinish = (data.eventFinish > newFinish) ? newFinish : data.eventFinish;
}
self.renderedItems.push({
eventStart: data.eventStart,
Expand Down

0 comments on commit 67947f3

Please sign in to comment.