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jsmpg.js
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jsmpg.js
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// jsmpeg by Dominic Szablewski - phoboslab.org, github.com/phoboslab
//
// Consider this to be under MIT license. It's largely based an an Open Source
// Decoder for Java under GPL, while I looked at another Decoder from Nokia
// (under no particular license?) for certain aspects.
// I'm not sure if this work is "derivative" enough to have a different license
// but then again, who still cares about MPEG1?
//
// Based on "Java MPEG-1 Video Decoder and Player" by Korandi Zoltan:
// http://sourceforge.net/projects/javampeg1video/
//
// Inspired by "MPEG Decoder in Java ME" by Nokia:
// http://www.developer.nokia.com/Community/Wiki/MPEG_decoder_in_Java_ME
var requestAnimFrame = (function(){
return window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
function( callback ){
window.setTimeout(callback, 1000 / 60);
};
})();
var jsmpeg = window.jsmpeg = function( url, opts ) {
opts = opts || {};
this.benchmark = !!opts.benchmark;
this.canvas = opts.canvas || document.createElement('canvas');
this.autoplay = !!opts.autoplay;
this.loop = !!opts.loop;
this.seekable = !!opts.seekable;
this.externalLoadCallback = opts.onload || null;
this.externalDecodeCallback = opts.ondecodeframe || null;
this.externalFinishedCallback = opts.onfinished || null;
this.customIntraQuantMatrix = new Uint8Array(64);
this.customNonIntraQuantMatrix = new Uint8Array(64);
this.blockData = new Int32Array(64);
this.zeroBlockData = new Int32Array(64);
this.fillArray(this.zeroBlockData, 0);
// use WebGL for YCbCrToRGBA conversion if possible (much faster)
if( !opts.forceCanvas2D && this.initWebGL() ) {
this.renderFrame = this.renderFrameGL;
} else {
this.canvasContext = this.canvas.getContext('2d');
this.renderFrame = this.renderFrame2D;
}
if( url instanceof WebSocket ) {
this.client = url;
this.client.onopen = this.initSocketClient.bind(this);
}
else {
this.load(url);
}
};
// ----------------------------------------------------------------------------
// Streaming over WebSockets
jsmpeg.prototype.waitForIntraFrame = true;
jsmpeg.prototype.socketBufferSize = 512 * 1024; // 512kb each
jsmpeg.prototype.initSocketClient = function( client ) {
this.buffer = new BitReader(new ArrayBuffer(this.socketBufferSize));
this.nextPictureBuffer = new BitReader(new ArrayBuffer(this.socketBufferSize));
this.nextPictureBuffer.writePos = 0;
this.nextPictureBuffer.chunkBegin = 0;
this.nextPictureBuffer.lastWriteBeforeWrap = 0;
this.client.binaryType = 'arraybuffer';
this.client.onmessage = this.receiveSocketMessage.bind(this);
};
jsmpeg.prototype.decodeSocketHeader = function( data ) {
// Custom header sent to all newly connected clients when streaming
// over websockets:
// struct { char magic[4] = "jsmp"; unsigned short width, height; };
if(
data[0] == SOCKET_MAGIC_BYTES.charCodeAt(0) &&
data[1] == SOCKET_MAGIC_BYTES.charCodeAt(1) &&
data[2] == SOCKET_MAGIC_BYTES.charCodeAt(2) &&
data[3] == SOCKET_MAGIC_BYTES.charCodeAt(3)
) {
this.width = (data[4] * 256 + data[5]);
this.height = (data[6] * 256 + data[7]);
this.initBuffers();
}
};
jsmpeg.prototype.receiveSocketMessage = function( event ) {
var messageData = new Uint8Array(event.data);
if( !this.sequenceStarted ) {
this.decodeSocketHeader(messageData);
}
var current = this.buffer;
var next = this.nextPictureBuffer;
if( next.writePos + messageData.length > next.length ) {
next.lastWriteBeforeWrap = next.writePos;
next.writePos = 0;
next.index = 0;
}
next.bytes.set( messageData, next.writePos );
next.writePos += messageData.length;
var startCode = 0;
while( true ) {
startCode = next.findNextMPEGStartCode();
if(
startCode == BitReader.NOT_FOUND ||
((next.index >> 3) > next.writePos)
) {
// We reached the end with no picture found yet; move back a few bytes
// in case we are at the beginning of a start code and exit.
next.index = Math.max((next.writePos-3), 0) << 3;
return;
}
else if( startCode == START_PICTURE ) {
break;
}
}
// If we are still here, we found the next picture start code!
// Skip picture decoding until we find the first intra frame?
if( this.waitForIntraFrame ) {
next.advance(10); // skip temporalReference
if( next.getBits(3) == PICTURE_TYPE_I ) {
this.waitForIntraFrame = false;
next.chunkBegin = (next.index-13) >> 3;
}
return;
}
// Last picture hasn't been decoded yet? Decode now but skip output
// before scheduling the next one
if( !this.currentPictureDecoded ) {
this.decodePicture(DECODE_SKIP_OUTPUT);
}
// Copy the picture chunk over to 'this.buffer' and schedule decoding.
var chunkEnd = ((next.index) >> 3);
if( chunkEnd > next.chunkBegin ) {
// Just copy the current picture chunk
current.bytes.set( next.bytes.subarray(next.chunkBegin, chunkEnd) );
current.writePos = chunkEnd - next.chunkBegin;
}
else {
// We wrapped the nextPictureBuffer around, so we have to copy the last part
// till the end, as well as from 0 to the current writePos
current.bytes.set( next.bytes.subarray(next.chunkBegin, next.lastWriteBeforeWrap) );
var written = next.lastWriteBeforeWrap - next.chunkBegin;
current.bytes.set( next.bytes.subarray(0, chunkEnd), written );
current.writePos = chunkEnd + written;
}
current.index = 0;
next.chunkBegin = chunkEnd;
// Decode!
this.currentPictureDecoded = false;
requestAnimFrame( this.scheduleDecoding.bind(this), this.canvas );
};
jsmpeg.prototype.scheduleDecoding = function() {
this.decodePicture();
this.currentPictureDecoded = true;
};
// ----------------------------------------------------------------------------
// Recording from WebSockets
jsmpeg.prototype.isRecording = false;
jsmpeg.prototype.recorderWaitForIntraFrame = false;
jsmpeg.prototype.recordedFrames = 0;
jsmpeg.prototype.recordedSize = 0;
jsmpeg.prototype.didStartRecordingCallback = null;
jsmpeg.prototype.recordBuffers = [];
jsmpeg.prototype.canRecord = function(){
return (this.client && this.client.readyState == this.client.OPEN);
};
jsmpeg.prototype.startRecording = function(callback) {
if( !this.canRecord() ) {
return;
}
// Discard old buffers and set for recording
this.discardRecordBuffers();
this.isRecording = true;
this.recorderWaitForIntraFrame = true;
this.didStartRecordingCallback = callback || null;
this.recordedFrames = 0;
this.recordedSize = 0;
// Fudge a simple Sequence Header for the MPEG file
// 3 bytes width & height, 12 bits each
var wh1 = (this.width >> 4),
wh2 = ((this.width & 0xf) << 4) | (this.height >> 8),
wh3 = (this.height & 0xff);
this.recordBuffers.push(new Uint8Array([
0x00, 0x00, 0x01, 0xb3, // Sequence Start Code
wh1, wh2, wh3, // Width & height
0x13, // aspect ratio & framerate
0xff, 0xff, 0xe1, 0x58, // Meh. Bitrate and other boring stuff
0x00, 0x00, 0x01, 0xb8, 0x00, 0x08, 0x00, // GOP
0x00, 0x00, 0x00, 0x01, 0x00 // First Picture Start Code
]));
};
jsmpeg.prototype.recordFrameFromCurrentBuffer = function() {
if( !this.isRecording ) { return; }
if( this.recorderWaitForIntraFrame ) {
// Not an intra frame? Exit.
if( this.pictureCodingType != PICTURE_TYPE_I ) { return; }
// Start recording!
this.recorderWaitForIntraFrame = false;
if( this.didStartRecordingCallback ) {
this.didStartRecordingCallback( this );
}
}
this.recordedFrames++;
this.recordedSize += this.buffer.writePos;
// Copy the actual subrange for the current picture into a new Buffer
this.recordBuffers.push(new Uint8Array(this.buffer.bytes.subarray(0, this.buffer.writePos)));
};
jsmpeg.prototype.discardRecordBuffers = function() {
this.recordBuffers = [];
this.recordedFrames = 0;
};
jsmpeg.prototype.stopRecording = function() {
var blob = new Blob(this.recordBuffers, {type: 'video/mpeg'});
this.discardRecordBuffers();
this.isRecording = false;
return blob;
};
// ----------------------------------------------------------------------------
// Loading via Ajax
jsmpeg.prototype.intraFrames = [];
jsmpeg.prototype.currentFrame = -1;
jsmpeg.prototype.currentTime = 0;
jsmpeg.prototype.frameCount = 0;
jsmpeg.prototype.duration = 0;
jsmpeg.prototype.load = function( url ) {
this.url = url;
var request = new XMLHttpRequest();
var that = this;
request.onreadystatechange = function() {
if( request.readyState == request.DONE && request.status == 200 ) {
that.loadCallback(request.response);
}
};
request.onprogress = this.gl
? this.updateLoaderGL.bind(this)
: this.updateLoader2D.bind(this);
request.open('GET', url);
request.responseType = "arraybuffer";
request.send();
};
jsmpeg.prototype.updateLoader2D = function( ev ) {
var
p = ev.loaded / ev.total,
w = this.canvas.width,
h = this.canvas.height,
ctx = this.canvasContext;
ctx.fillStyle = '#222';
ctx.fillRect(0, 0, w, h);
ctx.fillStyle = '#fff';
ctx.fillRect(0, h - h*p, w, h*p);
};
jsmpeg.prototype.updateLoaderGL = function( ev ) {
var gl = this.gl;
gl.uniform1f(gl.getUniformLocation(this.loadingProgram, 'loaded'), (ev.loaded / ev.total));
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
};
jsmpeg.prototype.loadCallback = function(file) {
this.buffer = new BitReader(file);
if( this.seekable ) {
this.collectIntraFrames();
this.buffer.index = 0;
}
this.findStartCode(START_SEQUENCE);
this.firstSequenceHeader = this.buffer.index;
this.decodeSequenceHeader();
// Calculate the duration. This only works if the video is seekable and we have a frame count
this.duration = this.frameCount / this.pictureRate;
// Load the first frame
this.nextFrame();
if( this.autoplay ) {
this.play();
}
if( this.externalLoadCallback ) {
this.externalLoadCallback(this);
}
};
jsmpeg.prototype.collectIntraFrames = function() {
// Loop through the whole buffer and collect all intraFrames to build our seek index.
// We also keep track of total frame count here
var frame;
for( frame = 0; this.findStartCode(START_PICTURE) !== BitReader.NOT_FOUND; frame++ ) {
// Check if the found picture is an intra frame and remember the position
this.buffer.advance(10); // skip temporalReference
if( this.buffer.getBits(3) == PICTURE_TYPE_I ) {
// Remember index 13 bits back, before temporalReference and picture type
this.intraFrames.push({frame: frame, index: this.buffer.index - 13});
}
}
this.frameCount = frame;
};
jsmpeg.prototype.seekToFrame = function(seekFrame, seekExact) {
if( seekFrame < 0 || seekFrame >= this.frameCount || !this.intraFrames.length ) {
return false;
}
// Find the last intra frame before or equal to seek frame
var target = null;
for( var i = 0; i < this.intraFrames.length && this.intraFrames[i].frame <= seekFrame; i++ ) {
target = this.intraFrames[i];
}
this.buffer.index = target.index;
this.currentFrame = target.frame-1;
// If we're seeking to the exact frame, we may have to decode some more frames before
// the one we want
if( seekExact ) {
for( var frame = target.frame; frame < seekFrame; frame++ ) {
this.decodePicture(DECODE_SKIP_OUTPUT);
this.findStartCode(START_PICTURE);
}
this.currentFrame = seekFrame-1;
}
// Decode and display the picture we have seeked to
this.decodePicture();
return true;
};
jsmpeg.prototype.seekToTime = function(time, seekExact) {
this.seekToFrame( (time * this.pictureRate)|0, seekExact );
};
jsmpeg.prototype.play = function(file) {
if( this.playing ) { return; }
this.targetTime = this.now();
this.playing = true;
this.scheduleNextFrame();
};
jsmpeg.prototype.pause = function(file) {
this.playing = false;
};
jsmpeg.prototype.stop = function(file) {
this.currentFrame = -1;
if( this.buffer ) {
this.buffer.index = this.firstSequenceHeader;
}
this.playing = false;
if( this.client ) {
this.client.close();
this.client = null;
}
};
// ----------------------------------------------------------------------------
// Utilities
jsmpeg.prototype.readCode = function(codeTable) {
var state = 0;
do {
state = codeTable[state + this.buffer.getBits(1)];
} while( state >= 0 && codeTable[state] != 0 );
return codeTable[state+2];
};
jsmpeg.prototype.findStartCode = function( code ) {
var current = 0;
while( true ) {
current = this.buffer.findNextMPEGStartCode();
if( current == code || current == BitReader.NOT_FOUND ) {
return current;
}
}
return BitReader.NOT_FOUND;
};
jsmpeg.prototype.fillArray = function(a, value) {
for( var i = 0, length = a.length; i < length; i++ ) {
a[i] = value;
}
};
// ----------------------------------------------------------------------------
// Sequence Layer
jsmpeg.prototype.pictureRate = 30;
jsmpeg.prototype.lateTime = 0;
jsmpeg.prototype.firstSequenceHeader = 0;
jsmpeg.prototype.targetTime = 0;
jsmpeg.prototype.benchmark = false;
jsmpeg.prototype.benchFrame = 0;
jsmpeg.prototype.benchDecodeTimes = 0;
jsmpeg.prototype.benchAvgFrameTime = 0;
jsmpeg.prototype.now = function() {
return window.performance
? window.performance.now()
: Date.now();
}
jsmpeg.prototype.nextFrame = function() {
if( !this.buffer ) { return; }
var frameStart = this.now();
while(true) {
var code = this.buffer.findNextMPEGStartCode();
if( code == START_SEQUENCE ) {
this.decodeSequenceHeader();
}
else if( code == START_PICTURE ) {
if( this.playing ) {
this.scheduleNextFrame();
}
this.decodePicture();
this.benchDecodeTimes += this.now() - frameStart;
return this.canvas;
}
else if( code == BitReader.NOT_FOUND ) {
this.stop(); // Jump back to the beginning
if( this.externalFinishedCallback ) {
this.externalFinishedCallback(this);
}
// Only loop if we found a sequence header
if( this.loop && this.sequenceStarted ) {
this.play();
}
return null;
}
else {
// ignore (GROUP, USER_DATA, EXTENSION, SLICES...)
}
}
};
jsmpeg.prototype.scheduleNextFrame = function() {
this.lateTime = this.now() - this.targetTime;
var wait = Math.max(0, (1000/this.pictureRate) - this.lateTime);
this.targetTime = this.now() + wait;
if( this.benchmark ) {
this.benchFrame++;
if( this.benchFrame >= 120 ) {
this.benchAvgFrameTime = this.benchDecodeTimes / this.benchFrame;
this.benchFrame = 0;
this.benchDecodeTimes = 0;
if( window.console ) { console.log("Average time per frame:", this.benchAvgFrameTime, 'ms'); }
}
setTimeout( this.nextFrame.bind(this), 0);
}
else if( wait < 18) {
this.scheduleAnimation();
}
else {
setTimeout( this.scheduleAnimation.bind(this), wait );
}
};
jsmpeg.prototype.scheduleAnimation = function() {
requestAnimFrame( this.nextFrame.bind(this), this.canvas );
};
jsmpeg.prototype.decodeSequenceHeader = function() {
this.width = this.buffer.getBits(12);
this.height = this.buffer.getBits(12);
this.buffer.advance(4); // skip pixel aspect ratio
this.pictureRate = PICTURE_RATE[this.buffer.getBits(4)];
this.buffer.advance(18 + 1 + 10 + 1); // skip bitRate, marker, bufferSize and constrained bit
this.initBuffers();
if( this.buffer.getBits(1) ) { // load custom intra quant matrix?
for( var i = 0; i < 64; i++ ) {
this.customIntraQuantMatrix[ZIG_ZAG[i]] = this.buffer.getBits(8);
}
this.intraQuantMatrix = this.customIntraQuantMatrix;
}
if( this.buffer.getBits(1) ) { // load custom non intra quant matrix?
for( var i = 0; i < 64; i++ ) {
this.customNonIntraQuantMatrix[ZIG_ZAG[i]] = this.buffer.getBits(8);
}
this.nonIntraQuantMatrix = this.customNonIntraQuantMatrix;
}
};
jsmpeg.prototype.initBuffers = function() {
this.intraQuantMatrix = DEFAULT_INTRA_QUANT_MATRIX;
this.nonIntraQuantMatrix = DEFAULT_NON_INTRA_QUANT_MATRIX;
this.mbWidth = (this.width + 15) >> 4;
this.mbHeight = (this.height + 15) >> 4;
this.mbSize = this.mbWidth * this.mbHeight;
this.codedWidth = this.mbWidth << 4;
this.codedHeight = this.mbHeight << 4;
this.codedSize = this.codedWidth * this.codedHeight;
this.halfWidth = this.mbWidth << 3;
this.halfHeight = this.mbHeight << 3;
this.quarterSize = this.codedSize >> 2;
// Sequence already started? Don't allocate buffers again
if( this.sequenceStarted ) { return; }
this.sequenceStarted = true;
// Manually clamp values when writing macroblocks for shitty browsers
// that don't support Uint8ClampedArray
var MaybeClampedUint8Array = window.Uint8ClampedArray || window.Uint8Array;
if( !window.Uint8ClampedArray ) {
this.copyBlockToDestination = this.copyBlockToDestinationClamp;
this.addBlockToDestination = this.addBlockToDestinationClamp;
}
// Allocated buffers and resize the canvas
this.currentY = new MaybeClampedUint8Array(this.codedSize);
this.currentY32 = new Uint32Array(this.currentY.buffer);
this.currentCr = new MaybeClampedUint8Array(this.codedSize >> 2);
this.currentCr32 = new Uint32Array(this.currentCr.buffer);
this.currentCb = new MaybeClampedUint8Array(this.codedSize >> 2);
this.currentCb32 = new Uint32Array(this.currentCb.buffer);
this.forwardY = new MaybeClampedUint8Array(this.codedSize);
this.forwardY32 = new Uint32Array(this.forwardY.buffer);
this.forwardCr = new MaybeClampedUint8Array(this.codedSize >> 2);
this.forwardCr32 = new Uint32Array(this.forwardCr.buffer);
this.forwardCb = new MaybeClampedUint8Array(this.codedSize >> 2);
this.forwardCb32 = new Uint32Array(this.forwardCb.buffer);
this.canvas.width = this.width;
this.canvas.height = this.height;
if( this.gl ) {
this.gl.useProgram(this.program);
this.gl.viewport(0, 0, this.width, this.height);
}
else {
this.currentRGBA = this.canvasContext.getImageData(0, 0, this.width, this.height);
this.fillArray(this.currentRGBA.data, 255);
}
};
// ----------------------------------------------------------------------------
// Picture Layer
jsmpeg.prototype.currentY = null;
jsmpeg.prototype.currentCr = null;
jsmpeg.prototype.currentCb = null;
jsmpeg.prototype.currentRGBA = null;
jsmpeg.prototype.pictureCodingType = 0;
// Buffers for motion compensation
jsmpeg.prototype.forwardY = null;
jsmpeg.prototype.forwardCr = null;
jsmpeg.prototype.forwardCb = null;
jsmpeg.prototype.fullPelForward = false;
jsmpeg.prototype.forwardFCode = 0;
jsmpeg.prototype.forwardRSize = 0;
jsmpeg.prototype.forwardF = 0;
jsmpeg.prototype.decodePicture = function(skipOutput) {
this.currentFrame++;
this.currentTime = this.currentFrame / this.pictureRate;
this.buffer.advance(10); // skip temporalReference
this.pictureCodingType = this.buffer.getBits(3);
this.buffer.advance(16); // skip vbv_delay
// Skip B and D frames or unknown coding type
if( this.pictureCodingType <= 0 || this.pictureCodingType >= PICTURE_TYPE_B ) {
return;
}
// full_pel_forward, forward_f_code
if( this.pictureCodingType == PICTURE_TYPE_P ) {
this.fullPelForward = this.buffer.getBits(1);
this.forwardFCode = this.buffer.getBits(3);
if( this.forwardFCode == 0 ) {
// Ignore picture with zero forward_f_code
return;
}
this.forwardRSize = this.forwardFCode - 1;
this.forwardF = 1 << this.forwardRSize;
}
var code = 0;
do {
code = this.buffer.findNextMPEGStartCode();
} while( code == START_EXTENSION || code == START_USER_DATA );
while( code >= START_SLICE_FIRST && code <= START_SLICE_LAST ) {
this.decodeSlice( (code & 0x000000FF) );
code = this.buffer.findNextMPEGStartCode();
}
// We found the next start code; rewind 32bits and let the main loop handle it.
this.buffer.rewind(32);
// Record this frame, if the recorder wants it
this.recordFrameFromCurrentBuffer();
if( skipOutput != DECODE_SKIP_OUTPUT ) {
this.renderFrame();
if(this.externalDecodeCallback) {
this.externalDecodeCallback(this, this.canvas);
}
}
// If this is a reference picutre then rotate the prediction pointers
if( this.pictureCodingType == PICTURE_TYPE_I || this.pictureCodingType == PICTURE_TYPE_P ) {
var
tmpY = this.forwardY,
tmpY32 = this.forwardY32,
tmpCr = this.forwardCr,
tmpCr32 = this.forwardCr32,
tmpCb = this.forwardCb,
tmpCb32 = this.forwardCb32;
this.forwardY = this.currentY;
this.forwardY32 = this.currentY32;
this.forwardCr = this.currentCr;
this.forwardCr32 = this.currentCr32;
this.forwardCb = this.currentCb;
this.forwardCb32 = this.currentCb32;
this.currentY = tmpY;
this.currentY32 = tmpY32;
this.currentCr = tmpCr;
this.currentCr32 = tmpCr32;
this.currentCb = tmpCb;
this.currentCb32 = tmpCb32;
}
};
jsmpeg.prototype.YCbCrToRGBA = function() {
var pY = this.currentY;
var pCb = this.currentCb;
var pCr = this.currentCr;
var pRGBA = this.currentRGBA.data;
// Chroma values are the same for each block of 4 pixels, so we proccess
// 2 lines at a time, 2 neighboring pixels each.
// I wish we could use 32bit writes to the RGBA buffer instead of writing
// each byte separately, but we need the automatic clamping of the RGBA
// buffer.
var yIndex1 = 0;
var yIndex2 = this.codedWidth;
var yNext2Lines = this.codedWidth + (this.codedWidth - this.width);
var cIndex = 0;
var cNextLine = this.halfWidth - (this.width >> 1);
var rgbaIndex1 = 0;
var rgbaIndex2 = this.width * 4;
var rgbaNext2Lines = this.width * 4;
var cols = this.width >> 1;
var rows = this.height >> 1;
var y, cb, cr, r, g, b;
for( var row = 0; row < rows; row++ ) {
for( var col = 0; col < cols; col++ ) {
cb = pCb[cIndex];
cr = pCr[cIndex];
cIndex++;
r = (cr + ((cr * 103) >> 8)) - 179;
g = ((cb * 88) >> 8) - 44 + ((cr * 183) >> 8) - 91;
b = (cb + ((cb * 198) >> 8)) - 227;
// Line 1
var y1 = pY[yIndex1++];
var y2 = pY[yIndex1++];
pRGBA[rgbaIndex1] = y1 + r;
pRGBA[rgbaIndex1+1] = y1 - g;
pRGBA[rgbaIndex1+2] = y1 + b;
pRGBA[rgbaIndex1+4] = y2 + r;
pRGBA[rgbaIndex1+5] = y2 - g;
pRGBA[rgbaIndex1+6] = y2 + b;
rgbaIndex1 += 8;
// Line 2
var y3 = pY[yIndex2++];
var y4 = pY[yIndex2++];
pRGBA[rgbaIndex2] = y3 + r;
pRGBA[rgbaIndex2+1] = y3 - g;
pRGBA[rgbaIndex2+2] = y3 + b;
pRGBA[rgbaIndex2+4] = y4 + r;
pRGBA[rgbaIndex2+5] = y4 - g;
pRGBA[rgbaIndex2+6] = y4 + b;
rgbaIndex2 += 8;
}
yIndex1 += yNext2Lines;
yIndex2 += yNext2Lines;
rgbaIndex1 += rgbaNext2Lines;
rgbaIndex2 += rgbaNext2Lines;
cIndex += cNextLine;
}
};
jsmpeg.prototype.renderFrame2D = function() {
this.YCbCrToRGBA();
this.canvasContext.putImageData(this.currentRGBA, 0, 0);
};
// ----------------------------------------------------------------------------
// Accelerated WebGL YCbCrToRGBA conversion
jsmpeg.prototype.gl = null;
jsmpeg.prototype.program = null;
jsmpeg.prototype.YTexture = null;
jsmpeg.prototype.CBTexture = null;
jsmpeg.prototype.CRTexture = null;
jsmpeg.prototype.createTexture = function(index, name) {
var gl = this.gl;
var texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.uniform1i(gl.getUniformLocation(this.program, name), index);
return texture;
};
jsmpeg.prototype.compileShader = function(type, source) {
var gl = this.gl;
var shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
if( !gl.getShaderParameter(shader, gl.COMPILE_STATUS) ) {
throw new Error(gl.getShaderInfoLog(shader));
}
return shader;
};
jsmpeg.prototype.initWebGL = function() {
// attempt to get a webgl context
try {
var gl = this.gl = this.canvas.getContext('webgl') || this.canvas.getContext('experimental-webgl');
} catch (e) {
return false;
}
if (!gl) {
return false;
}
// init buffers
this.buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, this.buffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([0, 0, 0, 1, 1, 0, 1, 1]), gl.STATIC_DRAW);
// The main YCbCrToRGBA Shader
this.program = gl.createProgram();
gl.attachShader(this.program, this.compileShader(gl.VERTEX_SHADER, SHADER_VERTEX_IDENTITY));
gl.attachShader(this.program, this.compileShader(gl.FRAGMENT_SHADER, SHADER_FRAGMENT_YCBCRTORGBA));
gl.linkProgram(this.program);
if( !gl.getProgramParameter(this.program, gl.LINK_STATUS) ) {
throw new Error(gl.getProgramInfoLog(this.program));
}
gl.useProgram(this.program);
// setup textures
this.YTexture = this.createTexture(0, 'YTexture');
this.CBTexture = this.createTexture(1, 'CBTexture');
this.CRTexture = this.createTexture(2, 'CRTexture');
var vertexAttr = gl.getAttribLocation(this.program, 'vertex');
gl.enableVertexAttribArray(vertexAttr);
gl.vertexAttribPointer(vertexAttr, 2, gl.FLOAT, false, 0, 0);
// Shader for the loading screen
this.loadingProgram = gl.createProgram();
gl.attachShader(this.loadingProgram, this.compileShader(gl.VERTEX_SHADER, SHADER_VERTEX_IDENTITY));
gl.attachShader(this.loadingProgram, this.compileShader(gl.FRAGMENT_SHADER, SHADER_FRAGMENT_LOADING));
gl.linkProgram(this.loadingProgram);
gl.useProgram(this.loadingProgram);
vertexAttr = gl.getAttribLocation(this.loadingProgram, 'vertex');
gl.enableVertexAttribArray(vertexAttr);
gl.vertexAttribPointer(vertexAttr, 2, gl.FLOAT, false, 0, 0);
return true;
};
jsmpeg.prototype.renderFrameGL = function() {
var gl = this.gl;
// WebGL doesn't like Uint8ClampedArrays, so we have to create a Uint8Array view for
// each plane
var uint8Y = new Uint8Array(this.currentY.buffer),
uint8Cr = new Uint8Array(this.currentCr.buffer),
uint8Cb = new Uint8Array(this.currentCb.buffer);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, this.YTexture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.LUMINANCE, this.codedWidth, this.height, 0, gl.LUMINANCE, gl.UNSIGNED_BYTE, uint8Y);
gl.activeTexture(gl.TEXTURE1);
gl.bindTexture(gl.TEXTURE_2D, this.CBTexture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.LUMINANCE, this.halfWidth, this.height/2, 0, gl.LUMINANCE, gl.UNSIGNED_BYTE, uint8Cr);
gl.activeTexture(gl.TEXTURE2);
gl.bindTexture(gl.TEXTURE_2D, this.CRTexture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.LUMINANCE, this.halfWidth, this.height/2, 0, gl.LUMINANCE, gl.UNSIGNED_BYTE, uint8Cb);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
};
// ----------------------------------------------------------------------------
// Slice Layer
jsmpeg.prototype.quantizerScale = 0;
jsmpeg.prototype.sliceBegin = false;
jsmpeg.prototype.decodeSlice = function(slice) {
this.sliceBegin = true;
this.macroblockAddress = (slice - 1) * this.mbWidth - 1;
// Reset motion vectors and DC predictors
this.motionFwH = this.motionFwHPrev = 0;
this.motionFwV = this.motionFwVPrev = 0;
this.dcPredictorY = 128;
this.dcPredictorCr = 128;
this.dcPredictorCb = 128;
this.quantizerScale = this.buffer.getBits(5);
// skip extra bits
while( this.buffer.getBits(1) ) {
this.buffer.advance(8);
}
do {
this.decodeMacroblock();
// We may have to ignore Video Stream Start Codes here (0xE0)!?
} while( !this.buffer.nextBytesAreStartCode() );
}
// ----------------------------------------------------------------------------
// Macroblock Layer
jsmpeg.prototype.macroblockAddress = 0;
jsmpeg.prototype.mbRow = 0;
jsmpeg.prototype.mbCol = 0;
jsmpeg.prototype.macroblockType = 0;
jsmpeg.prototype.macroblockIntra = false;
jsmpeg.prototype.macroblockMotFw = false;
jsmpeg.prototype.motionFwH = 0;
jsmpeg.prototype.motionFwV = 0;
jsmpeg.prototype.motionFwHPrev = 0;
jsmpeg.prototype.motionFwVPrev = 0;
jsmpeg.prototype.decodeMacroblock = function() {
// Decode macroblock_address_increment
var
increment = 0,
t = this.readCode(MACROBLOCK_ADDRESS_INCREMENT);
while( t == 34 ) {
// macroblock_stuffing
t = this.readCode(MACROBLOCK_ADDRESS_INCREMENT);
}
while( t == 35 ) {
// macroblock_escape
increment += 33;
t = this.readCode(MACROBLOCK_ADDRESS_INCREMENT);
}
increment += t;
// Process any skipped macroblocks
if( this.sliceBegin ) {
// The first macroblock_address_increment of each slice is relative
// to beginning of the preverious row, not the preverious macroblock
this.sliceBegin = false;
this.macroblockAddress += increment;
}
else {
if( this.macroblockAddress + increment >= this.mbSize ) {
// Illegal (too large) macroblock_address_increment
return;
}
if( increment > 1 ) {
// Skipped macroblocks reset DC predictors
this.dcPredictorY = 128;
this.dcPredictorCr = 128;
this.dcPredictorCb = 128;
// Skipped macroblocks in P-pictures reset motion vectors
if( this.pictureCodingType == PICTURE_TYPE_P ) {
this.motionFwH = this.motionFwHPrev = 0;
this.motionFwV = this.motionFwVPrev = 0;
}
}
// Predict skipped macroblocks
while( increment > 1) {
this.macroblockAddress++;
this.mbRow = (this.macroblockAddress / this.mbWidth)|0;