static void video_image_display(VideoState *is) { Frame *vp; Frame *sp = NULL; SDL_Rect rect; vp = frame_queue_peek_last(&is->pictq); if (vp->bmp) { if (is->subtitle_st) { if (frame_queue_nb_remaining(&is->subpq) > 0) { sp = frame_queue_peek(&is->subpq); if (vp->pts >= sp->pts + ((float) sp->sub.start_display_time / 1000)) { if (!sp->uploaded) { uint8_t *pixels; int pitch; int i; if (!sp->width || !sp->height) { sp->width = vp->width; sp->height = vp->height; } if (realloc_texture(&is->sub_texture, SDL_PIXELFORMAT_ARGB8888, sp->width, sp->height, SDL_BLENDMODE_BLEND, 1) < 0) return; for (i = 0; i < sp->sub.num_rects; i++) { AVSubtitleRect *sub_rect = sp->sub.rects[i]; sub_rect->x = av_clip(sub_rect->x, 0, sp->width ); sub_rect->y = av_clip(sub_rect->y, 0, sp->height); sub_rect->w = av_clip(sub_rect->w, 0, sp->width - sub_rect->x); sub_rect->h = av_clip(sub_rect->h, 0, sp->height - sub_rect->y); is->sub_convert_ctx = sws_getCachedContext(is->sub_convert_ctx, sub_rect->w, sub_rect->h, AV_PIX_FMT_PAL8, sub_rect->w, sub_rect->h, AV_PIX_FMT_BGRA, 0, NULL, NULL, NULL); if (!is->sub_convert_ctx) { av_log(NULL, AV_LOG_FATAL, "Cannot initialize the conversion context\n"); return; } if (!SDL_LockTexture(is->sub_texture, (SDL_Rect *)sub_rect, (void **)&pixels, &pitch)) { sws_scale(is->sub_convert_ctx, (const uint8_t * const *)sub_rect->data, sub_rect->linesize, 0, sub_rect->h, &pixels, &pitch); SDL_UnlockTexture(is->sub_texture); } } sp->uploaded = 1; } } else sp = NULL; } } calculate_display_rect(&rect, is->xleft, is->ytop, is->width, is->height, vp->width, vp->height, vp->sar); if (!vp->uploaded) { if (upload_texture(vp->bmp, vp->frame, &is->img_convert_ctx) < 0) return; vp->uploaded = 1; vp->flip_v = vp->frame->linesize[0] < 0; } SDL_RenderCopyEx(renderer, vp->bmp, NULL, &rect, 0, NULL, vp->flip_v ? SDL_FLIP_VERTICAL : 0); if (sp) { #if USE_ONEPASS_SUBTITLE_RENDER SDL_RenderCopy(renderer, is->sub_texture, NULL, &rect); #else int i; double xratio = (double)rect.w / (double)sp->width; double yratio = (double)rect.h / (double)sp->height; for (i = 0; i < sp->sub.num_rects; i++) { SDL_Rect *sub_rect = (SDL_Rect*)sp->sub.rects[i]; SDL_Rect target = {.x = rect.x + sub_rect->x * xratio, .y = rect.y + sub_rect->y * yratio, .w = sub_rect->w * xratio, .h = sub_rect->h * yratio}; SDL_RenderCopy(renderer, is->sub_texture, sub_rect, &target); } #endif } } }