Bug 562840 - Fix audio buffering logic to prevent over eager frame dropping on load. r=kinetik

This commit is contained in:
Chris Pearce 2010-05-13 12:59:42 +12:00
parent 8d537247f7
commit 9afb4be369
3 changed files with 81 additions and 36 deletions

View File

@ -82,6 +82,10 @@ extern PRLogModuleInfo* gBuiltinDecoderLog;
// less than LOW_VIDEO_FRAMES frames.
static const PRUint32 LOW_AUDIO_MS = 100;
// If more than this many ms of decoded audio is queued, we'll hold off
// decoding more audio.
const unsigned AMPLE_AUDIO_MS = 2000;
// If we have fewer than LOW_VIDEO_FRAMES decoded frames, and
// we're not "pumping video", we'll skip the video up to the next keyframe
// which is at or after the current playback position.
@ -128,6 +132,20 @@ nsBuiltinDecoderStateMachine::~nsBuiltinDecoderStateMachine()
MOZ_COUNT_DTOR(nsBuiltinDecoderStateMachine);
}
PRBool nsBuiltinDecoderStateMachine::HasFutureAudio() const {
mDecoder->GetMonitor().AssertCurrentThreadIn();
return HasAudio() &&
!mAudioCompleted &&
(mReader->mAudioQueue.GetSize() > 0 ||
mAudioEndTime - mCurrentFrameTime + mStartTime > LOW_AUDIO_MS);
}
PRBool nsBuiltinDecoderStateMachine::HaveNextFrameData() const {
return ((!HasAudio() || mReader->mAudioQueue.AtEndOfStream()) &&
mReader->mVideoQueue.GetSize() > 0) ||
HasFutureAudio();
}
void nsBuiltinDecoderStateMachine::DecodeLoop()
{
NS_ASSERTION(OnDecodeThread(), "Should be on decode thread.");
@ -164,10 +182,6 @@ void nsBuiltinDecoderStateMachine::DecodeLoop()
// is falling behind.
const unsigned audioPumpThresholdMs = 250;
// If more than this many ms of decoded audio is queued, we'll hold off
// decoding more audio.
const unsigned audioWaitThresholdMs = 2000;
// Main decode loop.
while (videoPlaying || audioPlaying) {
PRBool audioWait = !audioPlaying;
@ -206,23 +220,24 @@ void nsBuiltinDecoderStateMachine::DecodeLoop()
skipToNextKeyframe = PR_TRUE;
}
PRInt64 initialDownloadPosition = 0;
PRInt64 currentTime = 0;
{
MonitorAutoEnter mon(mDecoder->GetMonitor());
initialDownloadPosition =
mDecoder->GetCurrentStream()->GetCachedDataEnd(mDecoder->mDecoderPosition);
currentTime = mCurrentFrameTime + mStartTime;
}
// Determine how much audio data is decoded ahead of the current playback
// position.
int audioQueueSize = mReader->mAudioQueue.GetSize();
PRInt64 audioDecoded = mReader->mAudioQueue.Duration();
PRInt64 initialDownloadPosition = 0;
PRInt64 currentTime = 0;
PRInt64 audioDecoded = 0;
{
MonitorAutoEnter mon(mDecoder->GetMonitor());
currentTime = mCurrentFrameTime + mStartTime;
audioDecoded = mReader->mAudioQueue.Duration() +
mAudioEndTime - currentTime;
initialDownloadPosition =
mDecoder->GetCurrentStream()->GetCachedDataEnd(mDecoder->mDecoderPosition);
}
// Don't decode any audio if the audio decode is way ahead, or if we're
// skipping to the next video keyframe and the audio is marginally ahead.
if (audioDecoded > audioWaitThresholdMs ||
if (audioDecoded > AMPLE_AUDIO_MS ||
(skipToNextKeyframe && audioDecoded > audioPumpThresholdMs)) {
audioWait = PR_TRUE;
}
@ -365,6 +380,7 @@ void nsBuiltinDecoderStateMachine::AudioLoop()
LOG(PR_LOG_DEBUG, ("First audio sample has timestamp %lldms", mAudioStartTime));
}
PRInt64 audioEndTime = -1;
{
MonitorAutoEnter audioMon(mAudioMonitor);
if (mAudioStream) {
@ -379,7 +395,7 @@ void nsBuiltinDecoderStateMachine::AudioLoop()
mAudioStream->Write(sound->mAudioData,
sound->AudioDataLength(),
PR_TRUE);
mAudioEndTime = sound->mTime + sound->mDuration;
audioEndTime = sound->mTime + sound->mDuration;
mDecoder->UpdatePlaybackOffset(sound->mOffset);
} else {
mReader->mAudioQueue.PushFront(sound);
@ -389,19 +405,47 @@ void nsBuiltinDecoderStateMachine::AudioLoop()
}
sound = nsnull;
if (mReader->mAudioQueue.AtEndOfStream()) {
// Last sample pushed to audio hardware, wait for the audio to finish,
// before the audio thread terminates.
MonitorAutoEnter audioMon(mAudioMonitor);
if (mAudioStream) {
mAudioStream->Drain();
{
MonitorAutoEnter mon(mDecoder->GetMonitor());
if (audioEndTime != -1) {
mAudioEndTime = audioEndTime;
}
PRInt64 audioAhead = mAudioEndTime - mCurrentFrameTime - mStartTime;
if (audioAhead > AMPLE_AUDIO_MS) {
// We've pushed enough audio onto the hardware that we've queued up a
// significant amount ahead of the playback position. The decode
// thread will be going to sleep, so we won't get any new samples
// anyway, so sleep until we need to push to the hardware again.
Wait(AMPLE_AUDIO_MS / 2);
// Kick the decode thread; since above we only do a NotifyAll when
// we pop an audio chunk of the queue, the decoder won't wake up if
// we've got no more decoded chunks to push to the hardware. We can
// hit this condition if the last sample in the stream doesn't have
// it's EOS flag set, and the decode thread sleeps just after decoding
// that packet, but before realising there's no more packets.
mon.NotifyAll();
}
LOG(PR_LOG_DEBUG, ("%p Reached audio stream end.", mDecoder));
}
}
if (mReader->mAudioQueue.AtEndOfStream() &&
mState != DECODER_STATE_SHUTDOWN &&
!mStopDecodeThreads)
{
// Last sample pushed to audio hardware, wait for the audio to finish,
// before the audio thread terminates.
MonitorAutoEnter audioMon(mAudioMonitor);
if (mAudioStream) {
mAudioStream->Drain();
}
LOG(PR_LOG_DEBUG, ("%p Reached audio stream end.", mDecoder));
}
{
MonitorAutoEnter mon(mDecoder->GetMonitor());
mAudioCompleted = PR_TRUE;
UpdateReadyState();
// Kick the decode and state machine threads; they may be sleeping waiting
// for this to finish.
mDecoder->GetMonitor().NotifyAll();
}
LOG(PR_LOG_DEBUG, ("Audio stream finished playing, audio thread exit"));
}
@ -939,13 +983,14 @@ nsresult nsBuiltinDecoderStateMachine::Run()
continue;
}
// Play the remaining media.
while (mState == DECODER_STATE_COMPLETED &&
(mReader->mVideoQueue.GetSize() > 0 ||
(HasAudio() && !mAudioCompleted)))
{
// Play the remaining media. We want to run AdvanceFrame() at least
// once to ensure the current playback position is advanced to the
// end of the media, and so that we update the readyState.
do {
AdvanceFrame();
}
} while (mState == DECODER_STATE_COMPLETED &&
(mReader->mVideoQueue.GetSize() > 0 ||
(HasAudio() && !mAudioCompleted)));
if (mAudioStream) {
// Close the audop stream so that next time audio is used a new stream

View File

@ -193,12 +193,7 @@ public:
}
// Should be called by main thread.
PRBool HaveNextFrameData() const {
PRUint32 audioQueueSize = mReader->mAudioQueue.GetSize();
return (mReader->mVideoQueue.GetSize() > 0 &&
(!HasAudio() || audioQueueSize > 0)) ||
audioQueueSize > 0;
}
PRBool HaveNextFrameData() const;
// Must be called with the decode monitor held.
PRBool IsBuffering() const {
@ -240,6 +235,10 @@ public:
protected:
// Returns PR_TRUE when there's decoded audio waiting to play.
// The decoder monitor must be held.
PRBool HasFutureAudio() const;
// 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

View File

@ -37,8 +37,9 @@ var gPlayTests = [
// file with list chunk
{ name:"r16000_u8_c1_list.wav", type:"audio/x-wav", duration:4.2 },
// Ogg stream with eof marker
// Ogg stream without eof marker
{ name:"bug461281.ogg", type:"application/ogg" },
// oggz-chop stream
{ name:"bug482461.ogv", type:"video/ogg", duration:4.34 },
// With first frame a "duplicate" (empty) frame.