gecko/content/media/MediaStreamGraph.h

395 lines
15 KiB
C++

/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*-*/
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this file,
* You can obtain one at http://mozilla.org/MPL/2.0/. */
#ifndef MOZILLA_MEDIASTREAMGRAPH_H_
#define MOZILLA_MEDIASTREAMGRAPH_H_
#include "mozilla/Mutex.h"
#include "nsAudioStream.h"
#include "nsTArray.h"
#include "nsIRunnable.h"
#include "nsISupportsImpl.h"
#include "StreamBuffer.h"
#include "TimeVarying.h"
#include "VideoFrameContainer.h"
#include "VideoSegment.h"
class nsDOMMediaStream;
namespace mozilla {
/**
* Microseconds relative to the start of the graph timeline.
*/
typedef PRInt64 GraphTime;
const GraphTime GRAPH_TIME_MAX = MEDIA_TIME_MAX;
/*
* MediaStreamGraph is a framework for synchronized audio/video processing
* and playback. It is designed to be used by other browser components such as
* HTML media elements, media capture APIs, real-time media streaming APIs,
* multitrack media APIs, and advanced audio APIs.
*
* The MediaStreamGraph uses a dedicated thread to process media --- the media
* graph thread. This ensures that we can process media through the graph
* without blocking on main-thread activity. The media graph is only modified
* on the media graph thread, to ensure graph changes can be processed without
* interfering with media processing. All interaction with the media graph
* thread is done with message passing.
*
* APIs that modify the graph or its properties are described as "control APIs".
* These APIs are asynchronous; they queue graph changes internally and
* those changes are processed all-at-once by the MediaStreamGraph. The
* MediaStreamGraph monitors the main thread event loop via nsIAppShell::RunInStableState
* to ensure that graph changes from a single event loop task are always
* processed all together. Control APIs should only be used on the main thread,
* currently; we may be able to relax that later.
*
* To allow precise synchronization of times in the control API, the
* MediaStreamGraph maintains a "media timeline". Control APIs that take or
* return times use that timeline. Those times never advance during
* an event loop task. This time is returned by MediaStreamGraph::GetCurrentTime().
*
* Media decoding, audio processing and media playback use thread-safe APIs to
* the media graph to ensure they can continue while the main thread is blocked.
*
* When the graph is changed, we may need to throw out buffered data and
* reprocess it. This is triggered automatically by the MediaStreamGraph.
*
* Streams that use different sampling rates complicate things a lot. We
* considered forcing all streams to have the same audio sample rate, resampling
* at inputs and outputs only, but that would create situations where a stream
* is resampled from X to Y and then back to X unnecessarily. It seems easier
* to just live with streams having different sample rates. We do require that
* the sample rate for a stream be constant for the life of a stream.
*
* XXX does not yet support blockInput/blockOutput functionality.
*/
class MediaStreamGraph;
/**
* This is a base class for listener callbacks. Override methods to be
* notified of audio or video data or changes in stream state.
*
* This can be used by stream recorders or network connections that receive
* stream input. It could also be used for debugging.
*
* All notification methods are called from the media graph thread. Overriders
* of these methods are responsible for all synchronization. Beware!
* These methods are called without the media graph monitor held, so
* reentry into media graph methods is possible, although very much discouraged!
* You should do something non-blocking and non-reentrant (e.g. dispatch an
* event to some thread) and return.
*/
class MediaStreamListener {
public:
virtual ~MediaStreamListener() {}
NS_INLINE_DECL_THREADSAFE_REFCOUNTING(MediaStreamListener)
enum Blocking {
BLOCKED,
UNBLOCKED
};
/**
* Notify that the blocking status of the stream changed.
*/
virtual void NotifyBlockingChanged(MediaStreamGraph* aGraph, Blocking aBlocked) {}
/**
* Notify that the stream output is advancing.
*/
virtual void NotifyOutput(MediaStreamGraph* aGraph) {}
/**
* Notify that the stream finished.
*/
virtual void NotifyFinished(MediaStreamGraph* aGraph) {}
};
class MediaStreamGraphImpl;
/**
* A stream of synchronized audio and video data. All (not blocked) streams
* progress at the same rate --- "real time". Streams cannot seek. The only
* operation readers can perform on a stream is to read the next data.
*
* Consumers of a stream can be reading from it at different offsets, but that
* should only happen due to the order in which consumers are being run.
* Those offsets must not diverge in the long term, otherwise we would require
* unbounded buffering.
*
* Streams can be in a "blocked" state. While blocked, a stream does not
* produce data. A stream can be explicitly blocked via the control API,
* or implicitly blocked by whatever's generating it (e.g. an underrun in the
* source resource), or implicitly blocked because something consuming it
* blocks, or implicitly because it has finished.
*
* A stream can be in a "finished" state. "Finished" streams are permanently
* blocked.
*
* Transitions into and out of the "blocked" and "finished" states are managed
* by the MediaStreamGraph on the media graph thread.
*
* We buffer media data ahead of the consumers' reading offsets. It is possible
* to have buffered data but still be blocked.
*
* Any stream can have its audio and video playing when requested. The media
* stream graph plays audio by constructing audio output streams as necessary.
* Video is played by setting video frames into an VideoFrameContainer at the right
* time. To ensure video plays in sync with audio, make sure that the same
* stream is playing both the audio and video.
*
* The data in a stream is managed by StreamBuffer. It consists of a set of
* tracks of various types that can start and end over time.
*
* Streams are explicitly managed. The client creates them via
* MediaStreamGraph::CreateInput/ProcessedMediaStream, and releases them by calling
* Destroy() when no longer needed (actual destruction will be deferred).
* The actual object is owned by the MediaStreamGraph. The basic idea is that
* main thread objects will keep Streams alive as long as necessary (using the
* cycle collector to clean up whenever needed).
*
* We make them refcounted only so that stream-related messages with MediaStream*
* pointers can be sent to the main thread safely.
*/
class MediaStream {
public:
NS_INLINE_DECL_THREADSAFE_REFCOUNTING(MediaStream)
MediaStream(nsDOMMediaStream* aWrapper)
: mBufferStartTime(0)
, mExplicitBlockerCount(0)
, mBlocked(false)
, mGraphUpdateIndices(0)
, mFinished(false)
, mNotifiedFinished(false)
, mAudioPlaybackStartTime(0)
, mBlockedAudioTime(0)
, mMessageAffectedTime(0)
, mWrapper(aWrapper)
, mMainThreadCurrentTime(0)
, mMainThreadFinished(false)
{
for (PRUint32 i = 0; i < ArrayLength(mFirstActiveTracks); ++i) {
mFirstActiveTracks[i] = TRACK_NONE;
}
}
virtual ~MediaStream() {}
/**
* Returns the graph that owns this stream.
*/
MediaStreamGraphImpl* GraphImpl();
// Control API.
// Since a stream can be played multiple ways, we need to combine independent
// volume settings. The aKey parameter is used to keep volume settings
// separate. Since the stream is always playing the same contents, only
// a single audio output stream is used; the volumes are combined.
// Currently only the first enabled audio track is played.
// XXX change this so all enabled audio tracks are mixed and played.
void AddAudioOutput(void* aKey);
void SetAudioOutputVolume(void* aKey, float aVolume);
void RemoveAudioOutput(void* aKey);
// Since a stream can be played multiple ways, we need to be able to
// play to multiple VideoFrameContainers.
// Only the first enabled video track is played.
void AddVideoOutput(VideoFrameContainer* aContainer);
void RemoveVideoOutput(VideoFrameContainer* aContainer);
// Explicitly block. Useful for example if a media element is pausing
// and we need to stop its stream emitting its buffered data.
void ChangeExplicitBlockerCount(PRInt32 aDelta);
// Events will be dispatched by calling methods of aListener.
void AddListener(MediaStreamListener* aListener);
void RemoveListener(MediaStreamListener* aListener);
// Signal that the client is done with this MediaStream. It will be deleted later.
void Destroy();
// Returns the main-thread's view of how much data has been processed by
// this stream.
StreamTime GetCurrentTime() { return mMainThreadCurrentTime; }
// Return the main thread's view of whether this stream has finished.
bool IsFinished() { return mMainThreadFinished; }
friend class MediaStreamGraphImpl;
// media graph thread only
void Init();
// These Impl methods perform the core functionality of the control methods
// above, on the media graph thread.
/**
* Stop all stream activity and disconnect it from all inputs and outputs.
* This must be idempotent.
*/
virtual void DestroyImpl();
StreamTime GetBufferEnd() { return mBuffer.GetEnd(); }
void SetAudioOutputVolumeImpl(void* aKey, float aVolume);
void AddAudioOutputImpl(void* aKey)
{
mAudioOutputs.AppendElement(AudioOutput(aKey));
}
void RemoveAudioOutputImpl(void* aKey);
void AddVideoOutputImpl(already_AddRefed<VideoFrameContainer> aContainer)
{
*mVideoOutputs.AppendElement() = aContainer;
}
void RemoveVideoOutputImpl(VideoFrameContainer* aContainer)
{
mVideoOutputs.RemoveElement(aContainer);
}
void ChangeExplicitBlockerCountImpl(StreamTime aTime, PRInt32 aDelta)
{
mExplicitBlockerCount.SetAtAndAfter(aTime, mExplicitBlockerCount.GetAt(aTime) + aDelta);
}
void AddListenerImpl(already_AddRefed<MediaStreamListener> aListener)
{
*mListeners.AppendElement() = aListener;
}
void RemoveListenerImpl(MediaStreamListener* aListener)
{
mListeners.RemoveElement(aListener);
}
#ifdef DEBUG
const StreamBuffer& GetStreamBuffer() { return mBuffer; }
#endif
protected:
virtual void AdvanceTimeVaryingValuesToCurrentTime(GraphTime aCurrentTime, GraphTime aBlockedTime)
{
mBufferStartTime += aBlockedTime;
mGraphUpdateIndices.InsertTimeAtStart(aBlockedTime);
mGraphUpdateIndices.AdvanceCurrentTime(aCurrentTime);
mExplicitBlockerCount.AdvanceCurrentTime(aCurrentTime);
mBuffer.ForgetUpTo(aCurrentTime - mBufferStartTime);
}
// This state is all initialized on the main thread but
// otherwise modified only on the media graph thread.
// Buffered data. The start of the buffer corresponds to mBufferStartTime.
// Conceptually the buffer contains everything this stream has ever played,
// but we forget some prefix of the buffered data to bound the space usage.
StreamBuffer mBuffer;
// The time when the buffered data could be considered to have started playing.
// This increases over time to account for time the stream was blocked before
// mCurrentTime.
GraphTime mBufferStartTime;
// Client-set volume of this stream
struct AudioOutput {
AudioOutput(void* aKey) : mKey(aKey), mVolume(1.0f) {}
void* mKey;
float mVolume;
};
nsTArray<AudioOutput> mAudioOutputs;
nsTArray<nsRefPtr<VideoFrameContainer> > mVideoOutputs;
// We record the last played video frame to avoid redundant setting
// of the current video frame.
VideoFrame mLastPlayedVideoFrame;
// The number of times this stream has been explicitly blocked by the control
// API, minus the number of times it has been explicitly unblocked.
TimeVarying<GraphTime,PRUint32> mExplicitBlockerCount;
nsTArray<nsRefPtr<MediaStreamListener> > mListeners;
// Precomputed blocking status (over GraphTime).
// This is only valid between the graph's mCurrentTime and
// mBlockingDecisionsMadeUntilTime. The stream is considered to have
// not been blocked before mCurrentTime (its mBufferStartTime is increased
// as necessary to account for that time instead) --- this avoids us having to
// record the entire history of the stream's blocking-ness in mBlocked.
TimeVarying<GraphTime,bool> mBlocked;
// Maps graph time to the graph update that affected this stream at that time
TimeVarying<GraphTime,PRInt64> mGraphUpdateIndices;
/**
* When true, this means the stream will be finished once all
* buffered data has been consumed.
*/
bool mFinished;
/**
* When true, mFinished is true and we've played all the data in this stream
* and fired NotifyFinished notifications.
*/
bool mNotifiedFinished;
// Where audio output is going
nsRefPtr<nsAudioStream> mAudioOutput;
// When we started audio playback for this stream.
// Add mAudioOutput->GetPosition() to find the current audio playback position.
GraphTime mAudioPlaybackStartTime;
// Amount of time that we've wanted to play silence because of the stream
// blocking.
MediaTime mBlockedAudioTime;
// For each track type, this is the first active track found for that type.
// The first active track is the track that started earliest; if multiple
// tracks start at the same time, the one with the lowest ID.
TrackID mFirstActiveTracks[MediaSegment::TYPE_COUNT];
// Temporary data used by MediaStreamGraph on the graph thread
// The earliest time for which we would like to change this stream's output.
GraphTime mMessageAffectedTime;
// This state is only used on the main thread.
nsDOMMediaStream* mWrapper;
// Main-thread views of state
StreamTime mMainThreadCurrentTime;
bool mMainThreadFinished;
};
/**
* Initially, at least, we will have a singleton MediaStreamGraph per
* process.
*/
class MediaStreamGraph {
public:
// Main thread only
static MediaStreamGraph* GetInstance();
// Control API.
/**
* Returns the number of graph updates sent. This can be used to track
* whether a given update has been processed by the graph thread and reflected
* in main-thread stream state.
*/
PRInt64 GetCurrentGraphUpdateIndex() { return mGraphUpdatesSent; }
/**
* Media graph thread only.
* Dispatches a runnable that will run on the main thread after all
* main-thread stream state has been next updated.
* Should only be called during MediaStreamListener callbacks.
*/
void DispatchToMainThreadAfterStreamStateUpdate(nsIRunnable* aRunnable)
{
mPendingUpdateRunnables.AppendElement(aRunnable);
}
protected:
MediaStreamGraph()
: mGraphUpdatesSent(1)
{
MOZ_COUNT_CTOR(MediaStreamGraph);
}
~MediaStreamGraph()
{
MOZ_COUNT_DTOR(MediaStreamGraph);
}
// Media graph thread only
nsTArray<nsCOMPtr<nsIRunnable> > mPendingUpdateRunnables;
// Main thread only
// The number of updates we have sent to the media graph thread. We start
// this at 1 just to ensure that 0 is usable as a special value.
PRInt64 mGraphUpdatesSent;
};
}
#endif /* MOZILLA_MEDIASTREAMGRAPH_H_ */