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Bug 1157797 - Use state-watching machinery for UpdateNextFrameStatus. r=jww
The ergonomics here aren't ideal. I'm going to file a bug to improve them.
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@ -205,11 +205,12 @@ MediaDecoderStateMachine::MediaDecoderStateMachine(MediaDecoder* aDecoder,
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mRealTime(aRealTime),
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mDispatchedStateMachine(false),
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mDelayedScheduler(this),
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mState(DECODER_STATE_DECODING_NONE),
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mState(DECODER_STATE_DECODING_NONE, "MediaDecoderStateMachine::mState"),
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mPlayDuration(0),
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mStartTime(-1),
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mEndTime(-1),
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mDurationSet(false),
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mNextFrameStatusUpdater("MediaDecoderStateMachine::mNextFrameStatusUpdater"),
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mFragmentEndTime(-1),
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mReader(aReader),
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mCurrentFrameTime(0),
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@ -228,7 +229,7 @@ MediaDecoderStateMachine::MediaDecoderStateMachine(MediaDecoder* aDecoder,
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mIsVideoPrerolling(false),
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mAudioCaptured(false),
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mPositionChangeQueued(false),
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mAudioCompleted(false),
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mAudioCompleted(false, "MediaDecoderStateMachine::mAudioCompleted"),
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mGotDurationFromMetaData(false),
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mDispatchedEventToDecode(false),
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mStopAudioThread(true),
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@ -257,6 +258,12 @@ MediaDecoderStateMachine::MediaDecoderStateMachine(MediaDecoder* aDecoder,
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mNextFrameStatus.Init(mTaskQueue, MediaDecoderOwner::NEXT_FRAME_UNINITIALIZED,
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"MediaDecoderStateMachine::mNextFrameStatus (Canonical)");
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// Skip the initial notification we get when we Watch the value, since we're
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// not on the right thread yet.
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mNextFrameStatusUpdater->Watch(mState, /* aSkipInitialNotify = */ true);
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mNextFrameStatusUpdater->Watch(mAudioCompleted, /* aSkipInitialNotify = */ true);
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mNextFrameStatusUpdater->AddWeakCallback(this, &MediaDecoderStateMachine::UpdateNextFrameStatus);
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static bool sPrefCacheInit = false;
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if (!sPrefCacheInit) {
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sPrefCacheInit = true;
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@ -1321,8 +1328,6 @@ void MediaDecoderStateMachine::SetState(State aState)
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mState = aState;
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UpdateNextFrameStatus();
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// Clear state-scoped state.
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mSentPlaybackEndedEvent = false;
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}
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@ -3182,7 +3187,7 @@ void MediaDecoderStateMachine::SetStartTime(int64_t aStartTimeUsecs)
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void MediaDecoderStateMachine::UpdateNextFrameStatus() {
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MOZ_ASSERT(OnTaskQueue());
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AssertCurrentThreadInMonitor();
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ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor());
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MediaDecoderOwner::NextFrameStatus status;
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const char* statusString;
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@ -3424,7 +3429,6 @@ void MediaDecoderStateMachine::OnAudioSinkComplete()
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}
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ResyncAudioClock();
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mAudioCompleted = true;
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UpdateNextFrameStatus();
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// Kick the decode thread; it may be sleeping waiting for this to finish.
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mDecoder->GetReentrantMonitor().NotifyAll();
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}
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@ -844,7 +844,7 @@ public:
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// NotifyAll on the monitor must be called when the state is changed so
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// that interested threads can wake up and alter behaviour if appropriate
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// Accessed on state machine, audio, main, and AV thread.
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State mState;
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Watchable<State> mState;
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// The task queue in which we run decode tasks. This is referred to as
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// the "decode thread", though in practise tasks can run on a different
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@ -887,6 +887,7 @@ public:
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// The status of our next frame. Mirrored on the main thread and used to
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// compute ready state.
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WatcherHolder mNextFrameStatusUpdater;
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Canonical<NextFrameStatus>::Holder mNextFrameStatus;
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public:
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AbstractCanonical<NextFrameStatus>* CanonicalNextFrameStatus() { return &mNextFrameStatus; }
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@ -1155,7 +1156,7 @@ protected:
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// the state machine thread. Synchronised via decoder monitor.
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// When data is being sent to a MediaStream, this is true when all data has
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// been written to the MediaStream.
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bool mAudioCompleted;
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Watchable<bool> mAudioCompleted;
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// True if mDuration has a value obtained from an HTTP header, or from
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// the media index/metadata. Accessed on the state machine thread.
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@ -70,7 +70,7 @@ void EnsureStateWatchingLog();
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class AbstractWatcher
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{
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public:
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NS_INLINE_DECL_REFCOUNTING(AbstractWatcher)
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NS_INLINE_DECL_THREADSAFE_REFCOUNTING(AbstractWatcher)
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AbstractWatcher() : mDestroyed(false) {}
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bool IsDestroyed() { return mDestroyed; }
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virtual void Notify() = 0;
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@ -104,11 +104,13 @@ class WatchTarget
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public:
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explicit WatchTarget(const char* aName) : mName(aName) {}
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void AddWatcher(AbstractWatcher* aWatcher)
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void AddWatcher(AbstractWatcher* aWatcher, bool aSkipInitialNotify)
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{
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MOZ_ASSERT(!mWatchers.Contains(aWatcher));
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mWatchers.AppendElement(aWatcher);
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aWatcher->Notify();
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if (!aSkipInitialNotify) {
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aWatcher->Notify();
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}
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}
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void RemoveWatcher(AbstractWatcher* aWatcher)
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@ -204,7 +206,7 @@ public:
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AbstractThread::GetCurrent()->TailDispatcher().AddDirectTask(r.forget());
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}
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void Watch(WatchTarget& aTarget) { aTarget.AddWatcher(this); }
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void Watch(WatchTarget& aTarget, bool aSkipInitialNotify = false) { aTarget.AddWatcher(this, aSkipInitialNotify); }
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void Unwatch(WatchTarget& aTarget) { aTarget.RemoveWatcher(this); }
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template<typename ThisType>
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