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