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https://gitlab.winehq.org/wine/wine-gecko.git
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114 lines
3.8 KiB
C++
114 lines
3.8 KiB
C++
/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* vim:set ts=2 sw=2 sts=2 et cindent: */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#if !defined(DirectShowReader_h_)
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#define DirectShowReader_h_
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#include "Windows.h" // HRESULT, DWORD
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#include "MediaDecoderReader.h"
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#include "mozilla/RefPtr.h"
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class IGraphBuilder;
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class IMediaControl;
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class IMediaSeeking;
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class IMediaEventEx;
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namespace mozilla {
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class AudioSinkFilter;
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class SourceFilter;
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namespace dom {
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class TimeRanges;
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}
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// Decoder backend for decoding MP3 using DirectShow. DirectShow operates as
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// a filter graph. The basic design of the DirectShowReader is that we have
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// a SourceFilter that wraps the MediaResource that connects to the
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// MP3 decoder filter. The MP3 decoder filter "pulls" data as it requires it
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// downstream on its own thread. When the MP3 decoder has produced a block of
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// decoded samples, its thread calls downstream into our AudioSinkFilter,
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// passing the decoded buffer in. The AudioSinkFilter inserts the samples into
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// a SampleSink object. The SampleSink blocks the MP3 decoder's thread until
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// the decode thread calls DecodeAudioData(), whereupon the SampleSink
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// releases the decoded samples to the decode thread, and unblocks the MP3
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// decoder's thread. The MP3 decoder can then request more data from the
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// SourceFilter, and decode more data. If the decode thread calls
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// DecodeAudioData() and there's no decoded samples waiting to be extracted
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// in the SampleSink, the SampleSink blocks the decode thread until the MP3
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// decoder produces a decoded sample.
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class DirectShowReader : public MediaDecoderReader
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{
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public:
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DirectShowReader(AbstractMediaDecoder* aDecoder);
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virtual ~DirectShowReader();
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nsresult Init(MediaDecoderReader* aCloneDonor) MOZ_OVERRIDE;
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bool DecodeAudioData() MOZ_OVERRIDE;
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bool DecodeVideoFrame(bool &aKeyframeSkip,
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int64_t aTimeThreshold) MOZ_OVERRIDE;
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bool HasAudio() MOZ_OVERRIDE;
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bool HasVideo() MOZ_OVERRIDE;
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nsresult ReadMetadata(VideoInfo* aInfo,
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MetadataTags** aTags) MOZ_OVERRIDE;
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nsresult Seek(int64_t aTime,
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int64_t aStartTime,
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int64_t aEndTime,
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int64_t aCurrentTime) MOZ_OVERRIDE;
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nsresult GetBuffered(mozilla::dom::TimeRanges* aBuffered,
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int64_t aStartTime) MOZ_OVERRIDE;
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void OnDecodeThreadStart() MOZ_OVERRIDE;
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void OnDecodeThreadFinish() MOZ_OVERRIDE;
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private:
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// Calls mAudioQueue.Finish(), and notifies the filter graph that playback
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// is complete. aStatus is the code to send to the filter graph.
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// Always returns false, so that we can just "return Finish()" from
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// DecodeAudioData().
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bool Finish(HRESULT aStatus);
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// DirectShow filter graph, and associated playback and seeking
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// control interfaces.
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RefPtr<IGraphBuilder> mGraph;
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RefPtr<IMediaControl> mControl;
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RefPtr<IMediaSeeking> mMediaSeeking;
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// Wraps the MediaResource, and feeds undecoded data into the filter graph.
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RefPtr<SourceFilter> mSourceFilter;
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// Sits at the end of the graph, removing decoded samples from the graph.
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// The graph will block while this is blocked, i.e. it will pause decoding.
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RefPtr<AudioSinkFilter> mAudioSinkFilter;
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#ifdef DEBUG
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// Used to add/remove the filter graph to the Running Object Table. You can
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// connect GraphEdit/GraphStudio to the graph to observe and/or debug its
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// topology and state.
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DWORD mRotRegister;
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#endif
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// Number of channels in the audio stream.
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uint32_t mNumChannels;
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// Samples per second in the audio stream.
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uint32_t mAudioRate;
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// Number of bytes per sample. Can be either 1 or 2.
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uint32_t mBytesPerSample;
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};
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} // namespace mozilla
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#endif
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