mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
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534831d533
--HG-- extra : rebase_source : f418076a0d534d528dbded66b2d49d8fe908de4b
573 lines
22 KiB
C++
573 lines
22 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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/* ***** BEGIN LICENSE BLOCK *****
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* Version: ML 1.1/GPL 2.0/LGPL 2.1
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*
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* The contents of this file are subject to the Mozilla Public License Version
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* 1.1 (the "License"); you may not use this file except in compliance with
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* the License. You may obtain a copy of the License at
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* http://www.mozilla.org/MPL/
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*
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* Software distributed under the License is distributed on an "AS IS" basis,
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* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
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* for the specific language governing rights and limitations under the
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* License.
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*
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* The Original Code is Mozilla code.
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*
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* The Initial Developer of the Original Code is the Mozilla Corporation.
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* Portions created by the Initial Developer are Copyright (C) 2007
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* the Initial Developer. All Rights Reserved.
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*
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* Contributor(s):
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* Chris Double <chris.double@double.co.nz>
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*
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* Alternatively, the contents of this file may be used under the terms of
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* either the GNU General Public License Version 2 or later (the "GPL"), or
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* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
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* in which case the provisions of the GPL or the LGPL are applicable instead
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* of those above. If you wish to allow use of your version of this file only
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* under the terms of either the GPL or the LGPL, and not to allow others to
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* use your version of this file under the terms of the MPL, indicate your
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* decision by deleting the provisions above and replace them with the notice
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* and other provisions required by the GPL or the LGPL. If you do not delete
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* the provisions above, a recipient may use your version of this file under
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* the terms of any one of the MPL, the GPL or the LGPL.
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*
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* ***** END LICENSE BLOCK ***** */
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/*
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Each video element has two threads. The first thread, called the Decode thread,
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owns the resources for downloading and reading the video file. It goes through the
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file, prcessing any decoded theora and vorbis data. It handles the sending of the
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audio data to the sound device and the presentation of the video data at the correct
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frame rate.
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The second thread is the step decode thread. It uses OggPlay to decode the video and
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audio data. It indirectly uses an nsMediaStream to do the file reading and seeking via
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Oggplay.
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All file reads and seeks must occur on these two threads. Synchronisation is done via
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liboggplay internal mutexes to ensure that access to the liboggplay structures is
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done correctly in the presence of the threads.
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The step decode thread is created and destroyed in the decode thread. When decoding
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needs to be done it is created and event dispatched to it to start the decode loop.
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This event exits when decoding is completed or no longer required (during seeking
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or shutdown).
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When the decode thread is created an event is dispatched to it. The event
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runs for the lifetime of the playback of the resource. The decode thread
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synchronises with the main thread via a single monitor held by the
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nsOggDecoder object.
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The event contains a Run method which consists of an infinite loop
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that checks the state that the state machine is in and processes
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operations on that state.
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The nsOggDecodeStateMachine class is the event that gets dispatched to
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the decode thread. It has the following states:
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DECODING_METADATA
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The Ogg headers are being loaded, and things like framerate, etc are
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being determined, and the first frame of audio/video data is being decoded.
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DECODING
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Video/Audio frames are being decoded.
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SEEKING
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A seek operation is in progress.
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BUFFERING
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Decoding is paused while data is buffered for smooth playback.
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COMPLETED
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The resource has completed decoding.
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SHUTDOWN
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The decoder object is about to be destroyed.
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The following result in state transitions.
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Shutdown()
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Clean up any resources the nsOggDecodeStateMachine owns.
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Decode()
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Start decoding video frames.
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Buffer
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This is not user initiated. It occurs when the
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available data in the stream drops below a certain point.
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Complete
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This is not user initiated. It occurs when the
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stream is completely decoded.
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Seek(float)
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Seek to the time position given in the resource.
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A state transition diagram:
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DECODING_METADATA
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v | Shutdown()
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v -->-------------------->--------------------------|
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|---------------->----->------------------------| v
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DECODING | | | | |
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^ v Seek(t) | | | |
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| Decode() | v | | |
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^-----------<----SEEKING | v Complete v v
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| | | | | |
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| | | COMPLETED SHUTDOWN-<-|
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^ ^ | |Shutdown() |
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| | | >-------->-----^
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| Decode() |Seek(t) |Buffer() |
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-----------<--------<-------BUFFERING |
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| ^
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v Shutdown() |
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------------>-----|
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The Main thread controls the decode state machine by setting the value
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of a mPlayState variable and notifying on the monitor
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based on the high level player actions required (Seek, Pause, Play, etc).
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The player states are the states requested by the client through the
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DOM API. They represent the desired state of the player, while the
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decoder's state represents the actual state of the decoder.
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The high level state of the player is maintained via a PlayState value.
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It can have the following states:
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START
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The decoder has been initialized but has no resource loaded.
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PAUSED
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A request via the API has been received to pause playback.
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LOADING
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A request via the API has been received to load a resource.
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PLAYING
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A request via the API has been received to start playback.
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SEEKING
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A request via the API has been received to start seeking.
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COMPLETED
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Playback has completed.
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SHUTDOWN
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The decoder is about to be destroyed.
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State transition occurs when the Media Element calls the Play, Seek,
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etc methods on the nsOggDecoder object. When the transition occurs
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nsOggDecoder then calls the methods on the decoder state machine
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object to cause it to behave appropriate to the play state.
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The following represents the states that the player can be in, and the
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valid states the decode thread can be in at that time:
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player LOADING decoder DECODING_METADATA
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player PLAYING decoder DECODING, BUFFERING, SEEKING, COMPLETED
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player PAUSED decoder DECODING, BUFFERING, SEEKING, COMPLETED
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player SEEKING decoder SEEKING
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player COMPLETED decoder SHUTDOWN
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player SHUTDOWN decoder SHUTDOWN
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The general sequence of events with these objects is:
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1) The video element calls Load on nsMediaDecoder. This creates the
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decode thread and starts the channel for downloading the file. It
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instantiates and starts the Decode state machine. The high level
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LOADING state is entered, which results in the decode state machine
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to start decoding metadata. These are the headers that give the
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video size, framerate, etc. It returns immediately to the calling
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video element.
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2) When the Ogg metadata has been loaded by the decode thread it will
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call a method on the video element object to inform it that this
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step is done, so it can do the things required by the video
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specification at this stage. The decoder then continues to decode
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the first frame of data.
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3) When the first frame of Ogg data has been successfully decoded it
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calls a method on the video element object to inform it that this
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step has been done, once again so it can do the required things by
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the video specification at this stage.
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This results in the high level state changing to PLAYING or PAUSED
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depending on any user action that may have occurred.
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The decode thread, while in the DECODING state, plays audio and
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video, if the correct frame time comes around and the decoder
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play state is PLAYING.
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a/v synchronisation is done by a combination of liboggplay and the
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Decoder state machine. liboggplay ensures that a decoded frame of data
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has both the audio samples and the YUV data for that period of time.
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When a frame is decoded by the decode state machine it converts the
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YUV encoded video to RGB and copies the sound data to an internal
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FrameData object. This is stored in a queue of available decoded frames.
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Included in the FrameData object is the time that that frame should
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be displayed.
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The display state machine keeps track of the time since the last frame it
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played. After decoding a frame it checks if it is time to display the next
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item in the decoded frame queue. If so, it pops the item off the queue
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and displays it.
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Ideally a/v sync would take into account the actual audio clock of the
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audio hardware for the sync rather than using the system clock.
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Unfortunately getting valid time data out of the audio hardware has proven
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to be unreliable across platforms (and even distributions in Linux) depending
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on audio hardware, audio backend etc. The current approach works fine in practice
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and is a compromise until this issue can be sorted. The plan is to eventually
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move to synchronising using the audio hardware.
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To prevent audio skipping and framerate dropping it is very important to
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make sure no blocking occurs during the decoding process and minimise
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expensive time operations at the time a frame is to be displayed. This is
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managed by immediately converting video data to RGB on decode (an expensive
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operation to do at frame display time) and checking if the sound device will
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not block before writing sound data to it.
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Shutdown needs to ensure that the event posted to the decode
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thread is completed. The decode thread can potentially block internally
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inside liboggplay when reading, seeking, or its internal buffers containing
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decoded data are full. When blocked in this manner a call from the main thread
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to Shutdown() will hang.
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This is fixed with a protocol to ensure that the decode event cleanly
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completes. The nsMediaStream that the nsChannelReader uses has a
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Cancel() method. Calling this before Shutdown() will close any
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internal streams or listeners resulting in blocked i/o completing with
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an error, and all future i/o on the stream having an error.
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This causes the decode thread to exit and Shutdown() can occur.
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If the decode thread is seeking then the same Cancel() operation
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causes an error to be returned from the seek call to liboggplay which
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exits out of the seek operation, and stops the seek state running on the
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decode thread.
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If the decode thread is blocked due to internal decode buffers being
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full, it is unblocked during the shutdown process by calling
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oggplay_prepare_for_close.
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In practice the OggPlay internal buffer should never fill as we retrieve and
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process the frame immediately on decoding.
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The Shutdown method on nsOggDecoder can spin the event loop as it waits
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for threads to complete. Spinning the event loop is a bad thing to happen
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during certain times like destruction of the media element. To work around
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this the Shutdown method does nothing by queue an event to the main thread
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to perform the actual Shutdown. This way the shutdown can occur at a safe
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time.
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This means the owning object of a nsOggDecoder object *MUST* call Shutdown
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when destroying the nsOggDecoder object.
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*/
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#if !defined(nsOggDecoder_h_)
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#define nsOggDecoder_h_
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#include "nsISupports.h"
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#include "nsCOMPtr.h"
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#include "nsIThread.h"
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#include "nsIChannel.h"
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#include "nsChannelReader.h"
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#include "nsIObserver.h"
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#include "nsIFrame.h"
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#include "nsAutoPtr.h"
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#include "nsSize.h"
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#include "prlog.h"
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#include "prmon.h"
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#include "gfxContext.h"
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#include "gfxRect.h"
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#include "oggplay/oggplay.h"
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#include "nsMediaDecoder.h"
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class nsAudioStream;
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class nsOggDecodeStateMachine;
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class nsOggStepDecodeEvent;
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class nsOggDecoder : public nsMediaDecoder
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{
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friend class nsOggDecodeStateMachine;
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friend class nsOggStepDecodeEvent;
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// ISupports
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NS_DECL_ISUPPORTS
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// nsIObserver
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NS_DECL_NSIOBSERVER
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public:
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// Enumeration for the valid play states (see mPlayState)
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enum PlayState {
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PLAY_STATE_START,
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PLAY_STATE_LOADING,
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PLAY_STATE_PAUSED,
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PLAY_STATE_PLAYING,
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PLAY_STATE_SEEKING,
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PLAY_STATE_ENDED,
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PLAY_STATE_SHUTDOWN
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};
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nsOggDecoder();
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~nsOggDecoder();
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virtual PRBool Init(nsHTMLMediaElement* aElement);
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// This method must be called by the owning object before that
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// object disposes of this decoder object.
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virtual void Shutdown();
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virtual float GetCurrentTime();
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virtual nsresult Load(nsMediaStream* aStream,
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nsIStreamListener** aListener);
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// Start playback of a video. 'Load' must have previously been
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// called.
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virtual nsresult Play();
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// Seek to the time position in (seconds) from the start of the video.
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virtual nsresult Seek(float time);
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virtual nsresult PlaybackRateChanged();
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virtual void Pause();
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virtual void SetVolume(float volume);
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virtual float GetDuration();
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virtual nsMediaStream* GetCurrentStream();
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virtual already_AddRefed<nsIPrincipal> GetCurrentPrincipal();
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virtual void NotifySuspendedStatusChanged();
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virtual void NotifyBytesDownloaded();
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virtual void NotifyDownloadEnded(nsresult aStatus);
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// Called by nsChannelReader on the decoder thread
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void NotifyBytesConsumed(PRInt64 aBytes);
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// Called when the video file has completed downloading.
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// Call on the main thread only.
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void ResourceLoaded();
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// Called if the media file encounters a network error.
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// Call on the main thread only.
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virtual void NetworkError();
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// Call from any thread safely. Return PR_TRUE if we are currently
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// seeking in the media resource.
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virtual PRBool IsSeeking() const;
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// Return PR_TRUE if the decoder has reached the end of playback.
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// Call on the main thread only.
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virtual PRBool IsEnded() const;
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// Set the duration of the media resource in units of milliseconds.
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// This is called via a channel listener if it can pick up the duration
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// from a content header. Must be called from the main thread only.
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virtual void SetDuration(PRInt64 aDuration);
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// Set a flag indicating whether seeking is supported
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virtual void SetSeekable(PRBool aSeekable);
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// Return PR_TRUE if seeking is supported.
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virtual PRBool GetSeekable();
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// Returns the channel reader.
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nsChannelReader* GetReader() { return mReader; }
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virtual Statistics GetStatistics();
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// Suspend any media downloads that are in progress. Called by the
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// media element when it is sent to the bfcache. Call on the main
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// thread only.
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virtual void Suspend();
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// Resume any media downloads that have been suspended. Called by the
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// media element when it is restored from the bfcache. Call on the
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// main thread only.
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virtual void Resume();
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// Tells our nsMediaStream to put all loads in the background.
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virtual void MoveLoadsToBackground();
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// Stop the state machine thread and drop references to the thread,
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// state machine and channel reader.
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void Stop();
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protected:
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// Returns the monitor for other threads to synchronise access to
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// state.
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PRMonitor* GetMonitor()
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{
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return mMonitor;
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}
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// Return the current state. Can be called on any thread. If called from
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// a non-main thread, the decoder monitor must be held.
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PlayState GetState()
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{
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return mPlayState;
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}
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// Stop updating the bytes downloaded for progress notifications. Called
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// when seeking to prevent wild changes to the progress notification.
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// Must be called with the decoder monitor held.
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void StopProgressUpdates();
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// Allow updating the bytes downloaded for progress notifications. Must
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// be called with the decoder monitor held.
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void StartProgressUpdates();
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// Something has changed that could affect the computed playback rate,
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// so recompute it. The monitor must be held.
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void UpdatePlaybackRate();
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// The actual playback rate computation. The monitor must be held.
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double ComputePlaybackRate(PRPackedBool* aReliable);
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/******
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* The following methods must only be called on the main
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* thread.
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******/
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// Change to a new play state. This updates the mState variable and
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// notifies any thread blocking on this object's monitor of the
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// change. Call on the main thread only.
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void ChangeState(PlayState aState);
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// Called when the metadata from the Ogg file has been read.
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// Call on the main thread only.
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void MetadataLoaded();
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// Called when the first frame has been loaded.
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// Call on the main thread only.
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void FirstFrameLoaded();
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// Called when the video has completed playing.
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// Call on the main thread only.
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void PlaybackEnded();
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// Seeking has stopped. Inform the element on the main
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// thread.
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void SeekingStopped();
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// Seeking has stopped at the end of the resource. Inform the element on the main
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// thread.
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void SeekingStoppedAtEnd();
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// Seeking has started. Inform the element on the main
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// thread.
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void SeekingStarted();
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// Called when the backend has changed the current playback
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// position. It dispatches a timeupdate event and invalidates the frame.
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// This must be called on the main thread only.
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void PlaybackPositionChanged();
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// Calls mElement->UpdateReadyStateForData, telling it whether we have
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// data for the next frame and if we're buffering. Main thread only.
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void UpdateReadyStateForData();
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// Find the end of the cached data starting at the current decoder
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// position.
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PRInt64 GetDownloadPosition();
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private:
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// Register/Unregister with Shutdown Observer.
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// Call on main thread only.
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void RegisterShutdownObserver();
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void UnregisterShutdownObserver();
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/******
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* The following members should be accessed with the decoder lock held.
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******/
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// Current decoding position in the stream. This is where the decoder
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// is up to consuming the stream. This is not adjusted during decoder
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// seek operations, but it's updated at the end when we start playing
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// back again.
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PRInt64 mDecoderPosition;
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// Current playback position in the stream. This is (approximately)
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// where we're up to playing back the stream. This is not adjusted
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// during decoder seek operations, but it's updated at the end when we
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// start playing back again.
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PRInt64 mPlaybackPosition;
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// Data needed to estimate playback data rate. The timeline used for
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// this estimate is "decode time" (where the "current time" is the
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// time of the last decoded video frame).
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nsChannelStatistics mPlaybackStatistics;
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// Thread to handle decoding of Ogg data.
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nsCOMPtr<nsIThread> mDecodeThread;
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// The current playback position of the media resource in units of
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// seconds. This is updated approximately at the framerate of the
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// video (if it is a video) or the callback period of the audio.
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// It is read and written from the main thread only.
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float mCurrentTime;
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// Volume that playback should start at. 0.0 = muted. 1.0 = full
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// volume. Readable/Writeable from the main thread. Read from the
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// audio thread when it is first started to get the initial volume
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// level.
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float mInitialVolume;
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// Position to seek to when the seek notification is received by the
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// decoding thread. Written by the main thread and read via the
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// decoding thread. Synchronised using mPlayStateMonitor. If the
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// value is negative then no seek has been requested. When a seek is
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// started this is reset to negative.
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float mRequestedSeekTime;
|
|
|
|
// Duration of the media resource. Set to -1 if unknown.
|
|
// Set when the Ogg metadata is loaded. Accessed on the main thread
|
|
// only.
|
|
PRInt64 mDuration;
|
|
|
|
// True if the media resource is seekable (server supports byte range
|
|
// requests).
|
|
PRPackedBool mSeekable;
|
|
|
|
/******
|
|
* The following member variables can be accessed from any thread.
|
|
******/
|
|
|
|
// The state machine object for handling the decoding via
|
|
// oggplay. It is safe to call methods of this object from other
|
|
// threads. Its internal data is synchronised on a monitor. The
|
|
// lifetime of this object is after mPlayState is LOADING and before
|
|
// mPlayState is SHUTDOWN. It is safe to access it during this
|
|
// period.
|
|
nsCOMPtr<nsOggDecodeStateMachine> mDecodeStateMachine;
|
|
|
|
// OggPlay object used to read data from a channel. Created on main
|
|
// thread. Passed to liboggplay and the locking for multithreaded
|
|
// access is handled by that library. Some methods are called from
|
|
// the decoder thread, and the state machine for that thread keeps
|
|
// a pointer to this reader. This is safe as the only methods called
|
|
// are threadsafe (via the threadsafe nsMediaStream).
|
|
nsAutoPtr<nsChannelReader> mReader;
|
|
|
|
// Monitor for detecting when the video play state changes. A call
|
|
// to Wait on this monitor will block the thread until the next
|
|
// state change.
|
|
PRMonitor* mMonitor;
|
|
|
|
// Set to one of the valid play states. It is protected by the
|
|
// monitor mMonitor. This monitor must be acquired when reading or
|
|
// writing the state. Any change to the state on the main thread
|
|
// must call NotifyAll on the monitor so the decode thread can wake up.
|
|
PlayState mPlayState;
|
|
|
|
// The state to change to after a seek or load operation. It must only
|
|
// be changed from the main thread. The decoder monitor must be acquired
|
|
// when writing to the state, or when reading from a non-main thread.
|
|
// Any change to the state must call NotifyAll on the monitor.
|
|
PlayState mNextState;
|
|
|
|
// True when we have fully loaded the resource and reported that
|
|
// to the element (i.e. reached NETWORK_LOADED state).
|
|
// Accessed on the main thread only.
|
|
PRPackedBool mResourceLoaded;
|
|
|
|
// True when seeking or otherwise moving the play position around in
|
|
// such a manner that progress event data is inaccurate. This is set
|
|
// during seek and duration operations to prevent the progress indicator
|
|
// from jumping around. Read/Write from any thread. Must have decode monitor
|
|
// locked before accessing.
|
|
PRPackedBool mIgnoreProgressData;
|
|
};
|
|
|
|
#endif
|