gecko/content/media/ogg/nsOggPlayStateMachine.h

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/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* vim:set ts=2 sw=2 sts=2 et cindent: */
/* ***** BEGIN LICENSE BLOCK *****
* Version: ML 1.1/GPL 2.0/LGPL 2.1
*
* The contents of this file are subject to the Mozilla Public License Version
* 1.1 (the "License"); you may not use this file except in compliance with
* the License. You may obtain a copy of the License at
* http://www.mozilla.org/MPL/
*
* Software distributed under the License is distributed on an "AS IS" basis,
* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
* for the specific language governing rights and limitations under the
* License.
*
* The Original Code is Mozilla code.
*
* The Initial Developer of the Original Code is the Mozilla Foundation.
* Portions created by the Initial Developer are Copyright (C) 2010
* the Initial Developer. All Rights Reserved.
*
* Contributor(s):
* Chris Double <chris.double@double.co.nz>
* Chris Pearce <chris@pearce.org.nz>
*
* Alternatively, the contents of this file may be used under the terms of
* either the GNU General Public License Version 2 or later (the "GPL"), or
* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
* in which case the provisions of the GPL or the LGPL are applicable instead
* of those above. If you wish to allow use of your version of this file only
* under the terms of either the GPL or the LGPL, and not to allow others to
* use your version of this file under the terms of the MPL, indicate your
* decision by deleting the provisions above and replace them with the notice
* and other provisions required by the GPL or the LGPL. If you do not delete
* the provisions above, a recipient may use your version of this file under
* the terms of any one of the MPL, the GPL or the LGPL.
*
* ***** END LICENSE BLOCK ***** */
#if !defined(nsOggPlayStateMachine_h__)
#define nsOggPlayStateMachine_h__
#include "prmem.h"
#include "nsThreadUtils.h"
#include "nsOggReader.h"
#include "nsOggDecoder.h"
#include "nsHTMLMediaElement.h"
#include "mozilla/Monitor.h"
using mozilla::TimeDuration;
using mozilla::TimeStamp;
class nsOggDecoder;
// Checks if we're on a specific thread or not. Used in assertions to
// verify thread safety.
static inline PRBool IsThread(nsIThread* aThread) {
return NS_GetCurrentThread() == aThread;
}
/*
The playback state machine class. This manages the decoding in the
nsOggReader on the decode thread, seeking and in-sync-playback on the
state machine thread, and controls the audio "push" thread.
All internal state is synchronised via the decoder monitor. NotifyAll
on the monitor is called when the state of the state machine is changed
by the main thread. The following changes to state cause a notify:
mState and data related to that state changed (mSeekTime, etc)
Ogg Metadata Loaded
First Frame Loaded
Frame decoded
data pushed or popped from the video and audio queues
See nsOggDecoder.h for more details.
*/
class nsOggPlayStateMachine : public nsRunnable
{
public:
// Enumeration for the valid states
enum State {
DECODER_STATE_DECODING_METADATA,
DECODER_STATE_DECODING,
DECODER_STATE_SEEKING,
DECODER_STATE_BUFFERING,
DECODER_STATE_COMPLETED,
DECODER_STATE_SHUTDOWN
};
nsOggPlayStateMachine(nsOggDecoder* aDecoder);
~nsOggPlayStateMachine();
// Initializes the state machine, returns NS_OK on success, or
// NS_ERROR_FAILURE on failure.
nsresult Init();
// Cause state transitions. These methods obtain the decoder monitor
// to synchronise the change of state, and to notify other threads
// that the state has changed.
void Shutdown();
void Decode();
// Seeks to aTime seconds.
void Seek(float aTime);
// State machine thread run function. Polls the state, sends frames to be
// displayed at appropriate times, and generally manages the decode.
NS_IMETHOD Run();
// This is called on the state machine thread and audio thread.
// The decoder monitor must be obtained before calling this.
PRBool HasAudio() const {
mDecoder->GetMonitor().AssertCurrentThreadIn();
return mInfo.mHasAudio;
}
// This is called on the state machine thread and audio thread.
// The decoder monitor must be obtained before calling this.
PRBool HasVideo() const {
mDecoder->GetMonitor().AssertCurrentThreadIn();
return mInfo.mHasVideo;
}
// Returns the current playback position in seconds.
// Called from the main thread to get the current frame time. The decoder
// monitor must be obtained before calling this.
float GetCurrentTime();
// Called from the main thread to get the duration. The decoder monitor
// must be obtained before calling this. It is in units of milliseconds.
PRInt64 GetDuration();
// Called from the main thread to set the duration of the media resource
// if it is able to be obtained via HTTP headers. The decoder monitor
// must be obtained before calling this.
void SetDuration(PRInt64 aDuration);
// Called from the main thread to set whether the media resource can
// be seeked. The decoder monitor must be obtained before calling this.
void SetSeekable(PRBool aSeekable);
// Set the audio volume. The decoder monitor must be obtained before
// calling this.
void SetVolume(float aVolume);
// Clear the flag indicating that a playback position change event
// is currently queued. This is called from the main thread and must
// be called with the decode monitor held.
void ClearPositionChangeFlag();
// Should be called by main thread.
PRBool HaveNextFrameData() const {
PRUint32 audioQueueSize = mReader->mAudioQueue.GetSize();
return (mReader->mVideoQueue.GetSize() > 0 &&
(!HasAudio() || audioQueueSize > 0)) ||
audioQueueSize > 0;
}
// Must be called with the decode monitor held.
PRBool IsBuffering() const {
mDecoder->GetMonitor().AssertCurrentThreadIn();
return mState == nsOggPlayStateMachine::DECODER_STATE_BUFFERING;
}
// Must be called with the decode monitor held.
PRBool IsSeeking() const {
mDecoder->GetMonitor().AssertCurrentThreadIn();
return mState == nsOggPlayStateMachine::DECODER_STATE_SEEKING;
}
// Functions used by assertions to ensure we're calling things
// on the appropriate threads.
PRBool OnStateMachineThread() {
return IsThread(mDecoder->mStateMachineThread);
}
PRBool OnDecodeThread() {
return IsThread(mDecodeThread);
}
PRBool OnAudioThread() {
return IsThread(mAudioThread);
}
// Decode loop, called on the decode thread.
void DecodeLoop();
// The decoder object that created this state machine. The decoder
// always outlives us since it controls our lifetime. This is accessed
// read only on the AV, state machine, audio and main thread.
nsOggDecoder* mDecoder;
// Update the playback position. This can result in a timeupdate event
// and an invalidate of the frame being dispatched asynchronously if
// there is no such event currently queued.
// Only called on the decoder thread. Must be called with
// the decode monitor held.
void UpdatePlaybackPosition(PRInt64 aTime);
nsHTMLMediaElement::NextFrameStatus GetNextFrameStatus();
// The decoder monitor must be obtained before modifying this state.
// NotifyAll on the monitor must be called when the state is changed by
// the main thread so the decoder thread can wake up.
// Accessed on state machine, audio, main, and AV thread.
State mState;
private:
// Waits on the decoder Monitor for aMs. If the decoder monitor is awoken
// by a Notify() call, we'll continue waiting, unless we've moved into
// shutdown state. This enables us to ensure that we wait for a specified
// time, and that the myriad of Notify()s we do an the decoder monitor
// don't cause the audio thread to be starved. The decoder monitor must
// be locked.
void Wait(PRUint32 aMs);
// Dispatches an asynchronous event to update the media element's ready state.
void UpdateReadyState();
// Resets playback timing data. Called when we seek, on the state machine
// thread.
void ResetPlayback();
// Returns the audio clock, if we have audio, or -1 if we don't.
// Called on the state machine thread.
PRInt64 GetAudioClock();
// Returns the presentation time of the first sample or frame in the media.
// If the media has video, it returns the first video frame. The decoder
// monitor must be held with exactly one lock count. Called on the state
// machine thread.
VideoData* FindStartTime();
// Finds the end time of the last page in the Ogg file, storing the value
// in mEndTime if successful. The decoder must be held with exactly one lock
// count. Called on the state machine thread.
void FindEndTime();
// Performs YCbCr to RGB conversion, and pushes the image down the
// rendering pipeline. Called on the state machine thread.
void RenderVideoFrame(VideoData* aData);
// If we have video, display a video frame if it's time for display has
// arrived, otherwise sleep until it's time for the next sample. Update
// the current frame time as appropriate, and trigger ready state update.
// The decoder monitor must be held with exactly one lock count. Called
// on the state machine thread.
void AdvanceFrame();
// Stops the decode threads. The decoder monitor must be held with exactly
// one lock count. Called on the state machine thread.
void StopDecodeThreads();
// Starts the decode threads. The decoder monitor must be held with exactly
// one lock count. Called on the state machine thread.
nsresult StartDecodeThreads();
// Reads the Ogg headers using the nsOggReader, and initializes playback.
// Called on the state machine thread. The decoder monitor must be held with
// exactly one lock count.
void LoadOggHeaders();
// The main loop for the audio thread. Sent to the thread as
// an NS_NEW_RUNNABLE_METHOD. This continually does blocking writes to
// to audio stream to play audio data.
void AudioLoop();
// Stop or pause playback of media. This has two modes, denoted by
// aMode being either AUDIO_PAUSE or AUDIO_SHUTDOWN.
//
// AUDIO_PAUSE: Suspends the audio stream to be resumed later.
// This does not close the OS based audio stream
//
// AUDIO_SHUTDOWN: Closes and destroys the audio stream and
// releases any OS resources.
//
// The decoder monitor must be held with exactly one lock count. Called
// on the state machine thread.
enum eStopMode {AUDIO_PAUSE, AUDIO_SHUTDOWN};
void StopPlayback(eStopMode aMode);
// Resume playback of media. Must be called with the decode monitor held.
// This resumes a paused audio stream. The decoder monitor must be held with
// exactly one lock count. Called on the state machine thread.
void StartPlayback();
// Returns PR_TRUE if we're currently playing. The decoder monitor must
// be held.
PRBool IsPlaying();
// Stores presentation info about required for playback of the media.
nsOggInfo mInfo;
// Monitor on mAudioStream. This monitor must be held in order to delete
// or use the audio stream. This stops us destroying the audio stream
// while it's being used on another thread (typically when it's being
// written to on the audio thread).
Monitor mAudioMonitor;
// The reader, don't call its methods with the decoder monitor held.
// This is created in the play state machine's constructor, and destroyed
// in the play state machine's destructor.
nsAutoPtr<nsOggReader> mReader;
// The size of the decoded YCbCr frame.
// Accessed on state machine thread.
PRUint32 mCbCrSize;
// Accessed on state machine thread.
nsAutoArrayPtr<unsigned char> mCbCrBuffer;
// Thread for pushing audio onto the audio hardware.
// The "audio push thread".
nsCOMPtr<nsIThread> mAudioThread;
// Thread for decoding video in background. The "decode thread".
nsCOMPtr<nsIThread> mDecodeThread;
// The time that playback started from the system clock. This is used
// for timing the display of audio frames when there's no audio.
// Accessed only via the state machine thread.
TimeStamp mPlayStartTime;
// The amount of time we've spent playing already the media. The current
// playback position is therefore (mPlayDuration + (now - mPlayStartTime)).
// Accessed only via the state machine thread.
TimeDuration mPlayDuration;
// Time that buffering started. Used for buffering timeout and only
// accessed on the state machine thread.
TimeStamp mBufferingStart;
// Download position where we should stop buffering. Only
// accessed on the state machine thread.
PRInt64 mBufferingEndOffset;
// Start time of the media, in milliseconds. This is the presentation
// time of the first sample decoded from the media, and is used to calculate
// duration and as a bounds for seeking. Accessed on state machine and
// main thread. Access controlled by decoder monitor.
PRInt64 mStartTime;
// Time of the last page in the media, in milliseconds. This is the
// end time of the last sample in the media. Accessed on state
// machine and main thread. Access controlled by decoder monitor.
PRInt64 mEndTime;
// Position to seek to in milliseconds when the seek state transition occurs.
// The decoder monitor lock must be obtained before reading or writing
// this value. Accessed on main and state machine thread.
PRInt64 mSeekTime;
// The audio stream resource. Used on the state machine, audio, and main
// threads. You must hold the mAudioMonitor, and must NOT hold the decoder
// monitor when using the audio stream!
nsAutoPtr<nsAudioStream> mAudioStream;
// The time of the current frame in milliseconds. This is referenced from
// 0 which is the initial playback position. Set by the state machine
// thread, and read-only from the main thread to get the current
// time value. Synchronised via decoder monitor.
PRInt64 mCurrentFrameTime;
// The presentation time of the first audio sample that was played. We can
// add this to the audio stream position to determine the current audio time.
// Accessed on audio and state machine thread. Synchronized by decoder monitor.
PRInt64 mAudioStartTime;
// The end time of the last audio sample that's been pushed onto the audio
// hardware. This will approximately be the end time of the audio stream,
// unless another sample is pushed to the hardware.
PRInt64 mAudioEndTime;
// The presentation time of the last video frame which has been displayed.
// Accessed from the state machine thread.
PRInt64 mVideoFrameTime;
// Volume of playback. 0.0 = muted. 1.0 = full volume. Read/Written
// from the state machine and main threads. Synchronised via decoder
// monitor.
float mVolume;
// PR_TRUE if the media resource can be seeked. Accessed from the state
// machine and main threads. Synchronised via decoder monitor.
PRPackedBool mSeekable;
// PR_TRUE if an event to notify about a change in the playback
// position has been queued, but not yet run. It is set to PR_FALSE when
// the event is run. This allows coalescing of these events as they can be
// produced many times per second. Synchronised via decoder monitor.
// Accessed on main and state machine threads.
PRPackedBool mPositionChangeQueued;
// PR_TRUE if the audio playback thread has finished. It is finished
// when either all the audio samples in the Vorbis bitstream have completed
// playing, or we've moved into shutdown state, and the threads are to be
// destroyed. Written by the audio playback thread and read and written by
// the state machine thread. Synchronised via decoder monitor.
PRPackedBool mAudioCompleted;
// PR_TRUE if the decode thread has indicated that we need to buffer.
// Accessed by the decode thread and the state machine thread.
// Synchronised via the decoder monitor.
PRPackedBool mBufferExhausted;
// PR_TRUE if mDuration has a value obtained from an HTTP header.
// Accessed on the state machine thread.
PRPackedBool mGotDurationFromHeader;
// PR_FALSE while decode threads should be running. Accessed on audio,
// state machine and decode threads. Syncrhonised by decoder monitor.
PRPackedBool mStopDecodeThreads;
};
#endif