Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//-----------------------------------------------------------------------------
// File: WMVPlayer.cpp
//
// Desc: This helper class provides simple WMV decoding and playback
// functionality. It will be expanded as new playback methods are
// exposed
//
// Hist: 2.7.03 - Created, based on work by Jeff Sullivan
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#include "xbox_loader.h"
#include <xtl.h>
#include "XMVHelper.h"
#include "XBUtil.h"
#include <stdio.h>
// Funtion Prototypes for packet loading functions for loading from a file.
HRESULT CALLBACK GetNextPacket( DWORD dwContext,
void **ppPacket,
DWORD* pOffsetToNextPacket );
HRESULT CALLBACK ReleasePreviousPacket( DWORD dwContext,
LONGLONG llNextReadByteOffset,
DWORD dwNextPacketSize );
// Funtion Prototypes for packet loading functions for loading from a block of memory.
HRESULT CALLBACK GetNextMemoryPacket( DWORD dwContext,
void **ppPacket,
DWORD* pOffsetToNextPacket );
HRESULT CALLBACK ReleasePreviousMemoryPacket( DWORD dwContext,
LONGLONG llNextReadByteOffset,
DWORD dwNextPacketSize );
//-----------------------------------------------------------------------------
// Name: CXMVPlayer()
// Desc: Constructor for CXMVPlayer
//-----------------------------------------------------------------------------
CXMVPlayer::CXMVPlayer()
{
m_pXMVDecoder = NULL;
ZeroMemory( &m_VideoDesc, sizeof( m_VideoDesc ) );
ZeroMemory( &m_AudioDesc, sizeof( m_AudioDesc ) );
for ( UINT i=0; i<XMVPLAYER_NUMTEXTURES; i++ )
{
m_pTextures[i] = NULL;
}
m_dwCurrentFrame = -1; // Will be zero after we decode the first frame.
m_bPlaying = FALSE;
m_bOverlaysEnabled = FALSE;
m_loadContext.hFile = INVALID_HANDLE_VALUE;
m_loadContext.pInputBuffer = 0;
m_physicalBuffer = 0;
m_bError = FALSE;
}
//-----------------------------------------------------------------------------
// Name: ~CXMVPlayer()
// Desc: Destructor for CXMVPlayer
//-----------------------------------------------------------------------------
CXMVPlayer::~CXMVPlayer()
{
Destroy();
}
//-----------------------------------------------------------------------------
// Name: Destroy()
// Desc: Free all resources and clear are resource pointers and handles.
//-----------------------------------------------------------------------------
HRESULT CXMVPlayer::Destroy()
{
// Disable overlays if we were using them.
if ( m_bOverlaysEnabled )
{
m_pDevice->EnableOverlay( FALSE );
m_bOverlaysEnabled = FALSE;
}
// Free the XMV decoder.
if ( NULL != m_pXMVDecoder )
{
m_pXMVDecoder->CloseDecoder();
m_pXMVDecoder = NULL;
}
ZeroMemory( &m_VideoDesc, sizeof( m_VideoDesc ) );
ZeroMemory( &m_AudioDesc, sizeof( m_AudioDesc ) );
// Release our textures.
for ( UINT i=0; i<XMVPLAYER_NUMTEXTURES; i++ )
{
if ( m_pTextures[i] )
m_pTextures[i]->Release();
m_pTextures[i] = 0;
}
m_dwCurrentFrame = -1;
m_dwStartTime = 0;
m_bPlaying = FALSE;
// Release any file handles we were using.
if( INVALID_HANDLE_VALUE != m_loadContext.hFile )
{
CloseHandle( m_loadContext.hFile );
m_loadContext.hFile = INVALID_HANDLE_VALUE;
}
// Free up memory used for playing a movie from memory.
if ( m_loadContext.pInputBuffer )
{
free( m_loadContext.pInputBuffer );
m_loadContext.pInputBuffer = 0;
}
// Be sure to release the physical memory last!
if( m_physicalBuffer )
{
XPhysicalFree( m_physicalBuffer );
m_physicalBuffer = 0;
}
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: FinishOpeningFile()
// Desc: Helper function for the three Open functions. Enables the audio streams,
// initializes the video descriptor, and allocates textures if needed.
//-----------------------------------------------------------------------------
HRESULT CXMVPlayer::FinishOpeningFile( D3DFORMAT format, LPDIRECT3DDEVICE8 pDevice, BOOL bAllocateTextures )
{
assert( format == D3DFMT_YUY2 || format == D3DFMT_LIN_A8R8G8B8 );
assert( XMVPLAYER_NUMTEXTURES >= 2);
HRESULT hr = S_OK;
m_pXMVDecoder->GetVideoDescriptor( &m_VideoDesc );
// Enable the audio streams
for ( unsigned i=0; i < m_VideoDesc.AudioStreamCount; i++ )
{
m_pXMVDecoder->GetAudioDescriptor( i, &m_AudioDesc );
hr = m_pXMVDecoder->EnableAudioStream( i, 0, NULL, NULL);
if ( FAILED( hr ) )
{
XBUtil_DebugPrint( "Unable to enable audio stream 0 (error %x)\n", hr );
Destroy();
return hr;
}
}
for ( int i = 0; i < XMVPLAYER_NUMTEXTURES; i++ )
{
m_pTextures[i] = 0;
if ( bAllocateTextures )
{
hr = pDevice->CreateTexture( m_VideoDesc.Width, m_VideoDesc.Height, 1, 0, format, 0, &m_pTextures[i] );
if ( FAILED( hr ) )
{
XBUtil_DebugPrint( "Unable to create texture %d (error %x)\n", i, hr );
Destroy();
return hr;
}
}
}
// Initialize what texture we are decoding to, if decoding for texture mapping.
m_nDecodeTextureIndex = 0;
// Initialize the various texture pointers for use when decoding for overlays.
pShowingTexture = m_pTextures[0];
pDecodingTexture = m_pTextures[1];
pSubmittedTexture = 0;
m_bPlaying = TRUE;
m_dwStartTime = GetTickCount();
return hr;
}
//-----------------------------------------------------------------------------
// Name: OpenFile()
// Desc: Create an XMV decoder object that reads from a file.
//-----------------------------------------------------------------------------
HRESULT CXMVPlayer::OpenFile( const CHAR* lpFilename, D3DFORMAT format, LPDIRECT3DDEVICE8 pDevice, BOOL bAllocateTextures )
{
HRESULT hr = S_OK;
m_bError = FALSE;
if ( NULL == lpFilename || NULL == pDevice )
{
XBUtil_DebugPrint( "Bad parameter to OpenFile()\n" );
m_bError = TRUE;
return E_FAIL;
}
hr = XMVDecoder_CreateDecoderForFile( XMVFLAG_SYNC_ON_NEXT_VBLANK, ( CHAR* )lpFilename, &m_pXMVDecoder );
if ( FAILED( hr ) )
{
XBUtil_DebugPrint( "Unable to create XMV Decoder for %s (error: %x)\n", lpFilename, hr );
m_bError = TRUE;
return hr;
}
hr = FinishOpeningFile( format, pDevice, bAllocateTextures );
if ( FAILED( hr ) )
{
m_bError = TRUE;
}
return hr;
}
//-----------------------------------------------------------------------------
// Name: OpenFileForPackets()
// Desc: Create an XMV decoder object that uses the packet reading interface.
// Currently this just reads from a file, but it can be altered to read from
// custom formats, start partway through a file, etc.
//-----------------------------------------------------------------------------
HRESULT CXMVPlayer::OpenFileForPackets( const CHAR* lpFilename, D3DFORMAT format, LPDIRECT3DDEVICE8 pDevice, BOOL bAllocateTextures )
{
HRESULT hr = S_OK;
// We need to read in the first 4K of data for the XMV player to initialize
// itself from. This is most conveniently read as an array of DWORDS.
DWORD first4Kbytes[4096 / sizeof( DWORD )];
// Clear entire context struct to zero
ZeroMemory( &m_loadContext, sizeof( m_loadContext ) );
// Open the input file.
m_loadContext.hFile = CreateFile( lpFilename, GENERIC_READ, FILE_SHARE_READ, NULL, OPEN_EXISTING,
FILE_ATTRIBUTE_NORMAL | FILE_FLAG_OVERLAPPED | FILE_FLAG_NO_BUFFERING,
NULL );
if( m_loadContext.hFile == INVALID_HANDLE_VALUE )
{
Destroy();
return E_INVALIDARG;
}
// Read the first page from the file. We opened it for
// overlapped IO so we do a pair of reads.
m_loadContext.Overlapped.Offset = 0;
m_loadContext.Overlapped.OffsetHigh = 0;
// Start the read.
if( 0 == ReadFile( m_loadContext.hFile, first4Kbytes, sizeof( first4Kbytes ), NULL, &m_loadContext.Overlapped ) )
{
if( GetLastError() != ERROR_IO_PENDING )
{
Destroy();
return E_FAIL;
}
}
// Wait for the read to finish.
DWORD dwBytesRead;
if( !GetOverlappedResult( m_loadContext.hFile, &m_loadContext.Overlapped, &dwBytesRead, TRUE ) )
{
Destroy();
return E_FAIL;
}
// Check size to make sure input is a valid XMV file.
if( dwBytesRead != 4096 )
{
Destroy();
return E_FAIL;
}
// Create an XMV decoder
hr = XMVDecoder_CreateDecoderForPackets( XMVFLAG_SYNC_ON_NEXT_VBLANK, first4Kbytes, ( DWORD )&m_loadContext,
GetNextPacket, ReleasePreviousPacket, &m_pXMVDecoder );
if( FAILED( hr ) )
{
Destroy();
return E_FAIL;
}
// The size of the first packet and the minimum size of the two packet buffers are stored in the
// second and third DWORDS of the file. From xmv.h:
// * DWORD NextPacketSize // The size of the next packet
// * DWORD ThisPacketSize // The size of this packet
// * DWORD MaxPacketSize // The size of the largest packet in the file
DWORD dwThisPacketSize = first4Kbytes[1];
DWORD dwRequiredPacketSize = first4Kbytes[2];
// Check for illegal parameters.
if( dwThisPacketSize > dwRequiredPacketSize )
{
Destroy();
return E_FAIL;
}
// XPhysicalAlloc is used so that 5.1 or compressed audio streams can be played.
m_physicalBuffer = ( BYTE* )XPhysicalAlloc( dwRequiredPacketSize * 2, MAXULONG_PTR, 0, PAGE_READWRITE );
// Save our information.
m_loadContext.dwPacketSize = dwRequiredPacketSize;
m_loadContext.pLoadingPacket = m_physicalBuffer;
m_loadContext.pDecodingPacket = m_physicalBuffer + dwRequiredPacketSize;
// Read the first packet. We wind up re-reading the first 4096
// bytes but it makes the logic for figuring out how much we read
// a little bit easier...
m_loadContext.Overlapped.Offset = 0;
m_loadContext.Overlapped.OffsetHigh = 0;
if( 0 == ReadFile( m_loadContext.hFile, m_physicalBuffer, dwThisPacketSize, NULL,
&m_loadContext.Overlapped ) )
{
if( GetLastError() != ERROR_IO_PENDING )
{
Destroy();
return E_FAIL;
}
}
// Note - at this point the preceding read has *not* necessarily completed.
// Don't try reading anything from that buffer until GetNextPacket has been
// successfully called.
hr = FinishOpeningFile( format, pDevice, bAllocateTextures );
return hr;
}
//-----------------------------------------------------------------------------
// Name: OpenMovieFromMemory()
// Desc: Create an XMV decoder object that uses the packet reading interface to
// read from a block of memory. To simplify the memory management this function
// also allocates this block of memory and initializes it from a file.
//-----------------------------------------------------------------------------
HRESULT CXMVPlayer::OpenMovieFromMemory( const CHAR* lpFilename, D3DFORMAT format, LPDIRECT3DDEVICE8 pDevice, BOOL bAllocateTextures )
{
HRESULT hr = S_OK;
m_bError = FALSE;
// Read the entire file into memory.
void* data;
hr = XBUtil_LoadFile( lpFilename, &data, &m_loadContext.inputSize );
if ( FAILED( hr ) )
{
m_bError = TRUE;
return hr;
}
m_loadContext.pInputBuffer = ( BYTE* )data;
// Check size to make sure input is a valid XMV file.
if( m_loadContext.inputSize < 4096 )
{
Destroy();
m_bError = TRUE;
return E_FAIL;
}
// Get a DWORD pointer to the first 4K - needed by CreateDecoderForPackets
DWORD* first4Kbytes = ( DWORD* )data;
// Create an XMV decoder
hr = XMVDecoder_CreateDecoderForPackets( XMVFLAG_SYNC_ON_NEXT_VBLANK, first4Kbytes, ( DWORD )&m_loadContext, GetNextMemoryPacket,
ReleasePreviousMemoryPacket, &m_pXMVDecoder );
if ( FAILED( hr ) )
{
Destroy();
m_bError = TRUE;
return E_FAIL;
}
// The size of the first packet and the minimum size of the two packet buffers are stored in the
// second and third DWORDS of the file. From xmv.h:
// * DWORD NextPacketSize // The size of the next packet
// * DWORD ThisPacketSize // The size of this packet
// * DWORD MaxPacketSize // The size of the largest packet in the file
DWORD dwThisPacketSize = first4Kbytes[1];
DWORD dwRequiredPacketSize = first4Kbytes[2];
// Check for illegal parameters.
if( dwThisPacketSize > dwRequiredPacketSize )
{
Destroy();
m_bError = TRUE;
return E_FAIL;
}
// XPhysicalAlloc is used so that 5.1 or compressed audio streams can be played.
m_physicalBuffer = ( BYTE* )XPhysicalAlloc( dwRequiredPacketSize * 2, MAXULONG_PTR, 0, PAGE_READWRITE );
// Save our information for the callback functions.
// The size of our two memory blocks.
m_loadContext.dwPacketSize = dwRequiredPacketSize;
// The addresses of our two memory blocks.
m_loadContext.pLoadingPacket = m_physicalBuffer;
m_loadContext.pDecodingPacket = m_physicalBuffer + dwRequiredPacketSize;
// Information about the block of memory the movie is stored in.
m_loadContext.pInputBuffer = ( BYTE* )data;
m_loadContext.inputSize = m_loadContext.inputSize;
m_loadContext.readOffset = 0;
m_loadContext.currentPacketSize = dwThisPacketSize;
hr = FinishOpeningFile( format, pDevice, bAllocateTextures );
if ( FAILED( hr ) )
{
m_bError = TRUE;
}
return hr;
}
//-----------------------------------------------------------------------------
// Name: AdvanceFrameForTexturing()
// Desc: Unpack the appropriate frames of data for use as textures.
//-----------------------------------------------------------------------------
LPDIRECT3DTEXTURE8 CXMVPlayer::AdvanceFrameForTexturing( LPDIRECT3DDEVICE8 pDevice )
{
// You must pass bAllocateTextures==TRUE to Open if you're going to use GetTexture/AdvanceFrame.
assert( m_pTextures[0] );
LPDIRECT3DSURFACE8 pSurface;
pDecodingTexture->GetSurfaceLevel( 0, &pSurface );
// Decode some information to the current draw texture.
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 drawing as a texture.
pShowingTexture = pDecodingTexture;
// Setup for decoding to the next texture.
m_nDecodeTextureIndex = ( m_nDecodeTextureIndex + 1 ) % XMVPLAYER_NUMTEXTURES;
pDecodingTexture = m_pTextures[ m_nDecodeTextureIndex ];
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 haven't decoded the first frame then return zero.
if ( m_dwCurrentFrame < 0 )
return 0;
return pShowingTexture;
}
//-----------------------------------------------------------------------------
// Name: AdvanceFrameForOverlays()
// Desc: Unpack the appropriate frames of data for use as an overlay.
//-----------------------------------------------------------------------------
LPDIRECT3DTEXTURE8 CXMVPlayer::AdvanceFrameForOverlays( LPDIRECT3DDEVICE8 pDevice )
{
// You must pass bAllocateTextures==TRUE to Open if you're going to use GetTexture/AdvanceFrame.
assert( m_pTextures[0] );
// You have to call CXMVPlayer::EnableOverlays() if you are going to use overlays.
assert( m_bOverlaysEnabled );
// If a texture has been submitted to be used as an overlay then we have to
// wait for GetUpdateOverlayState() to return TRUE before we can assume that
// the previous texture has *stopped* being displayed. Once GetUpdateOverlayState()
// returns TRUE then we know that pSubmittedTexture is being displayed, which
// means that, pShowingTexture is available as a decoding target.
if ( pSubmittedTexture )
{
// If GetOverlayUpdateStatus() returns FALSE then we can still proceed and
// call GetNextFrame(), but we will pass NULL for the surface parameter.
// Some work will still be done, but none of the surfaces will be altered.
if ( pDevice->GetOverlayUpdateStatus() )
{
// The call to UpdateOverlay() with pSubmittedTexture must have taken
// effect now, so pShowingTexture is available as a decoding target.
assert( !pDecodingTexture );
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;
}