mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
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751 lines
28 KiB
C++
751 lines
28 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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/*
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Each video element based on nsBuiltinDecoder has a state machine to manage
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its play state and keep the current frame up to date. All state machines
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share time in a single shared thread. Each decoder also has one thread
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dedicated to decoding audio and video data. This thread is shutdown when
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playback is paused. Each decoder also has a thread to push decoded audio
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to the hardware. This thread is not created until playback starts, but
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currently is not destroyed when paused, only when playback ends.
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The decoder owns the resources for downloading the media file, and the
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high level state. It holds an owning reference to the state machine
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(a subclass of nsDecoderStateMachine; nsBuiltinDecoderStateMachine) that
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owns all the resources related to decoding data, and manages the low level
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decoding operations and A/V sync.
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Each state machine runs on the shared state machine thread. Every time some
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action is required for a state machine, it is scheduled to run on the shared
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the state machine thread. The state machine runs one "cycle" on the state
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machine thread, and then returns. If necessary, it will schedule itself to
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run again in future. While running this cycle, it must not block the
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thread, as other state machines' events may need to run. State shared
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between a state machine's threads is synchronised via the monitor owned
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by its nsBuiltinDecoder object.
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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 based on the
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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 nsBuiltinDecoder object. When the transition
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occurs nsBuiltinDecoder then calls the methods on the decoder state
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machine object to cause it to behave as required by the play state.
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State transitions will likely schedule the state machine to run to
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affect the change.
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An implementation of the nsDecoderStateMachine class is the event
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that gets dispatched to the state machine thread. Each time the event is run,
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the state machine must cycle the state machine once, and then return.
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The state machine has the following states:
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DECODING_METADATA
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The media 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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The decode has started. If the PlayState is PLAYING, the decode thread
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should be alive and decoding video and audio frame, the audio thread
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should be playing audio, and the state machine should run periodically
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to update the video frames being displayed.
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SEEKING
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A seek operation is in progress. The decode thread should be seeking.
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BUFFERING
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Decoding is paused while data is buffered for smooth playback. If playback
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is paused (PlayState transitions to PAUSED) we'll destory the decode thread.
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COMPLETED
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The resource has completed decoding, but possibly not finished playback.
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The decode thread will be destroyed. Once playback finished, the audio
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thread will also be destroyed.
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SHUTDOWN
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The decoder object and its state machine are about to be destroyed.
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Once the last state machine has been destroyed, the shared state machine
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thread will also be destroyed. It will be recreated later if needed.
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The following result in state transitions.
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Shutdown()
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Clean up any resources the nsDecoderStateMachine owns.
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Play()
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Start decoding and playback of media data.
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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(double)
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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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| Play() | 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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| Play() |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 following represents the states that the nsBuiltinDecoder object
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can be in, and the valid states the nsDecoderStateMachine can be in at that
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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 is:
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1) The video element calls Load on nsMediaDecoder. This creates the
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state machine and starts the channel for downloading the
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file. It instantiates and schedules the nsDecoderStateMachine. The
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high level LOADING state is entered, which results in the decode
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thread being created and starting to decode metadata. These are
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the headers that give the video size, framerate, etc. Load() returns
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immediately to the calling video element.
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2) When the metadata has been loaded by the decode thread, the state machine
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will 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 specification
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at this stage. The decode thread then continues to decode the first frame
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of data.
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3) When the first frame of data has been successfully decoded the state
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machine calls a method on the video element object to inform it that
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this step has been done, once again so it can do the required things
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by 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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While the play state is PLAYING, the decode thread will decode
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data, and the audio thread will push audio data to the hardware to
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be played. The state machine will run periodically on the shared
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state machine thread to ensure video frames are played at the
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correct time; i.e. the state machine manages A/V sync.
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The Shutdown method on nsBuiltinDecoder closes the download channel, and
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signals to the state machine that it should shutdown. The state machine
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shuts down asynchronously, and will release the owning reference to the
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state machine once its threads are shutdown.
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The owning object of a nsBuiltinDecoder object *MUST* call Shutdown when
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destroying the nsBuiltinDecoder object.
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*/
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#if !defined(nsBuiltinDecoder_h_)
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#define nsBuiltinDecoder_h_
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#include "nsMediaDecoder.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 "nsIObserver.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 "gfxContext.h"
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#include "gfxRect.h"
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#include "MediaResource.h"
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#include "nsMediaDecoder.h"
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#include "nsHTMLMediaElement.h"
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#include "mozilla/ReentrantMonitor.h"
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#include "ImageLayers.h"
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class nsAudioStream;
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typedef mozilla::layers::Image Image;
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typedef mozilla::layers::ImageContainer ImageContainer;
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static inline bool IsCurrentThread(nsIThread* aThread) {
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return NS_GetCurrentThread() == aThread;
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}
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// Decoder backends must implement this class to perform the codec
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// specific parts of decoding the video/audio format.
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class nsDecoderStateMachine : public nsRunnable
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{
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public:
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// Enumeration for the valid decoding states
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enum State {
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DECODER_STATE_DECODING_METADATA,
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DECODER_STATE_DECODING,
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DECODER_STATE_SEEKING,
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DECODER_STATE_BUFFERING,
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DECODER_STATE_COMPLETED,
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DECODER_STATE_SHUTDOWN
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};
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// Initializes the state machine, returns NS_OK on success, or
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// NS_ERROR_FAILURE on failure.
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virtual nsresult Init(nsDecoderStateMachine* aCloneDonor) = 0;
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// Return the current decode state. The decoder monitor must be
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// obtained before calling this.
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virtual State GetState() = 0;
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// Set the audio volume. The decoder monitor must be obtained before
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// calling this.
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virtual void SetVolume(double aVolume) = 0;
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virtual void SetAudioCaptured(bool aCapture) = 0;
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virtual void Shutdown() = 0;
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// Called from the main thread to get the duration. The decoder monitor
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// must be obtained before calling this. It is in units of microseconds.
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virtual PRInt64 GetDuration() = 0;
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// Called from the main thread to set the duration of the media resource
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// if it is able to be obtained via HTTP headers. Called from the
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// state machine thread to set the duration if it is obtained from the
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// media metadata. The decoder monitor must be obtained before calling this.
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// aDuration is in microseconds.
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virtual void SetDuration(PRInt64 aDuration) = 0;
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// Called while decoding metadata to set the end time of the media
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// resource. The decoder monitor must be obtained before calling this.
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// aEndTime is in microseconds.
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virtual void SetEndTime(PRInt64 aEndTime) = 0;
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// Set the media fragment end time. aEndTime is in microseconds.
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virtual void SetFragmentEndTime(PRInt64 aEndTime) = 0;
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// Functions used by assertions to ensure we're calling things
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// on the appropriate threads.
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virtual bool OnDecodeThread() const = 0;
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// Returns true if the current thread is the state machine thread.
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virtual bool OnStateMachineThread() const = 0;
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virtual nsHTMLMediaElement::NextFrameStatus GetNextFrameStatus() = 0;
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// Cause state transitions. These methods obtain the decoder monitor
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// to synchronise the change of state, and to notify other threads
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// that the state has changed.
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virtual void Play() = 0;
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// Seeks to aTime in seconds
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virtual void Seek(double aTime) = 0;
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// Returns the current playback position in seconds.
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// Called from the main thread to get the current frame time. The decoder
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// monitor must be obtained before calling this.
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virtual double GetCurrentTime() const = 0;
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// Clear the flag indicating that a playback position change event
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// is currently queued. This is called from the main thread and must
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// be called with the decode monitor held.
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virtual void ClearPositionChangeFlag() = 0;
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// Called from the main thread to set whether the media resource can
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// seek into unbuffered ranges. The decoder monitor must be obtained
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// before calling this.
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virtual void SetSeekable(bool aSeekable) = 0;
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// Returns true if the media resource can seek into unbuffered ranges,
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// as set by SetSeekable(). The decoder monitor must be obtained before
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// calling this.
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virtual bool IsSeekable() = 0;
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// Update the playback position. This can result in a timeupdate event
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// and an invalidate of the frame being dispatched asynchronously if
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// there is no such event currently queued.
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// Only called on the decoder thread. Must be called with
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// the decode monitor held.
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virtual void UpdatePlaybackPosition(PRInt64 aTime) = 0;
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virtual nsresult GetBuffered(nsTimeRanges* aBuffered) = 0;
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// Return true if the media is seekable using only buffered ranges.
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virtual bool IsSeekableInBufferedRanges() = 0;
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virtual PRInt64 VideoQueueMemoryInUse() = 0;
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virtual PRInt64 AudioQueueMemoryInUse() = 0;
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virtual void NotifyDataArrived(const char* aBuffer, PRUint32 aLength, PRInt64 aOffset) = 0;
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// Causes the state machine to switch to buffering state, and to
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// immediately stop playback and buffer downloaded data. Must be called
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// with the decode monitor held. Called on the state machine thread and
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// the main thread.
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virtual void StartBuffering() = 0;
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// Sets the current size of the framebuffer used in MozAudioAvailable events.
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// Called on the state machine thread and the main thread.
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virtual void SetFrameBufferLength(PRUint32 aLength) = 0;
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// Called when a "MozAudioAvailable" event listener is added to the media
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// element. Called on the main thread.
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virtual void NotifyAudioAvailableListener() = 0;
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};
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class nsBuiltinDecoder : public nsMediaDecoder
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{
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public:
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typedef mozilla::MediaChannelStatistics MediaChannelStatistics;
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NS_DECL_ISUPPORTS
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NS_DECL_NSIOBSERVER
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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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nsBuiltinDecoder();
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~nsBuiltinDecoder();
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virtual bool 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 double GetCurrentTime();
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virtual nsresult Load(MediaResource* aResource,
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nsIStreamListener** aListener,
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nsMediaDecoder* aCloneDonor);
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virtual nsDecoderStateMachine* CreateStateMachine() = 0;
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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(double aTime);
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virtual nsresult PlaybackRateChanged();
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virtual void Pause();
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virtual void SetVolume(double aVolume);
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virtual void SetAudioCaptured(bool aCaptured);
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virtual void AddOutputStream(SourceMediaStream* aStream, bool aFinishWhenEnded);
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// Protected by mReentrantMonitor. All decoder output is copied to these streams.
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struct OutputMediaStream {
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void Init(PRInt64 aInitialTime, SourceMediaStream* aStream, bool aFinishWhenEnded)
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{
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mLastAudioPacketTime = -1;
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mLastAudioPacketEndTime = -1;
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mAudioFramesWrittenBaseTime = aInitialTime;
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mAudioFramesWritten = 0;
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mNextVideoTime = aInitialTime;
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mStream = aStream;
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mStreamInitialized = false;
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mFinishWhenEnded = aFinishWhenEnded;
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mHaveSentFinish = false;
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mHaveSentFinishAudio = false;
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mHaveSentFinishVideo = false;
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}
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PRInt64 mLastAudioPacketTime; // microseconds
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PRInt64 mLastAudioPacketEndTime; // microseconds
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// Count of audio frames written to the stream
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PRInt64 mAudioFramesWritten;
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// Timestamp of the first audio packet whose frames we wrote.
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PRInt64 mAudioFramesWrittenBaseTime; // microseconds
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// mNextVideoTime is the end timestamp for the last packet sent to the stream.
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// Therefore video packets starting at or after this time need to be copied
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// to the output stream.
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PRInt64 mNextVideoTime; // microseconds
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// The last video image sent to the stream. Useful if we need to replicate
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// the image.
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nsRefPtr<Image> mLastVideoImage;
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nsRefPtr<SourceMediaStream> mStream;
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gfxIntSize mLastVideoImageDisplaySize;
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// This is set to true when the stream is initialized (audio and
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// video tracks added).
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bool mStreamInitialized;
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bool mFinishWhenEnded;
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bool mHaveSentFinish;
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bool mHaveSentFinishAudio;
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bool mHaveSentFinishVideo;
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};
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nsTArray<OutputMediaStream>& OutputStreams()
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{
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GetReentrantMonitor().AssertCurrentThreadIn();
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return mOutputStreams;
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}
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virtual double GetDuration();
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virtual void SetInfinite(bool aInfinite);
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virtual bool IsInfinite();
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virtual MediaResource* GetResource() { return mResource; }
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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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virtual void NotifyPrincipalChanged();
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// Called by the decode thread to keep track of the number of bytes read
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// from the resource.
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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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// Return true if we are currently seeking in the media resource.
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// Call on the main thread only.
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virtual bool IsSeeking() const;
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// Return 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 bool IsEnded() const;
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// Set the duration of the media resource in units of seconds.
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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(double aDuration);
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// Set a flag indicating whether seeking is supported
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virtual void SetSeekable(bool aSeekable);
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// Return true if seeking is supported.
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virtual bool IsSeekable();
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virtual nsresult GetSeekable(nsTimeRanges* aSeekable);
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// Set the end time of the media resource. When playback reaches
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// this point the media pauses. aTime is in seconds.
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virtual void SetEndTime(double aTime);
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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(bool aForceBuffering);
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// Tells our MediaResource to put all loads in the background.
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virtual void MoveLoadsToBackground();
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void AudioAvailable(float* aFrameBuffer, PRUint32 aFrameBufferLength, float aTime);
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// Called by the state machine to notify the decoder that the duration
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// has changed.
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void DurationChanged();
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bool OnStateMachineThread() const;
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bool OnDecodeThread() const {
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return mDecoderStateMachine->OnDecodeThread();
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}
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// Returns the monitor for other threads to synchronise access to
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// state.
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ReentrantMonitor& GetReentrantMonitor() {
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return mReentrantMonitor;
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}
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// Constructs the time ranges representing what segments of the media
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// are buffered and playable.
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virtual nsresult GetBuffered(nsTimeRanges* aBuffered) {
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if (mDecoderStateMachine) {
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return mDecoderStateMachine->GetBuffered(aBuffered);
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}
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|
return NS_ERROR_FAILURE;
|
|
}
|
|
|
|
virtual PRInt64 VideoQueueMemoryInUse() {
|
|
if (mDecoderStateMachine) {
|
|
return mDecoderStateMachine->VideoQueueMemoryInUse();
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
virtual PRInt64 AudioQueueMemoryInUse() {
|
|
if (mDecoderStateMachine) {
|
|
return mDecoderStateMachine->AudioQueueMemoryInUse();
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
virtual void NotifyDataArrived(const char* aBuffer, PRUint32 aLength, PRInt64 aOffset) {
|
|
if (mDecoderStateMachine) {
|
|
mDecoderStateMachine->NotifyDataArrived(aBuffer, aLength, aOffset);
|
|
}
|
|
}
|
|
|
|
// Sets the length of the framebuffer used in MozAudioAvailable events.
|
|
// The new size must be between 512 and 16384.
|
|
virtual nsresult RequestFrameBufferLength(PRUint32 aLength);
|
|
|
|
// Return the current state. Can be called on any thread. If called from
|
|
// a non-main thread, the decoder monitor must be held.
|
|
PlayState GetState() {
|
|
return mPlayState;
|
|
}
|
|
|
|
// Stop updating the bytes downloaded for progress notifications. Called
|
|
// when seeking to prevent wild changes to the progress notification.
|
|
// Must be called with the decoder monitor held.
|
|
void StopProgressUpdates();
|
|
|
|
// Allow updating the bytes downloaded for progress notifications. Must
|
|
// be called with the decoder monitor held.
|
|
void StartProgressUpdates();
|
|
|
|
// Something has changed that could affect the computed playback rate,
|
|
// so recompute it. The monitor must be held.
|
|
void UpdatePlaybackRate();
|
|
|
|
// The actual playback rate computation. The monitor must be held.
|
|
double ComputePlaybackRate(bool* aReliable);
|
|
|
|
// Make the decoder state machine update the playback position. Called by
|
|
// the reader on the decoder thread (Assertions for this checked by
|
|
// mDecoderStateMachine). This must be called with the decode monitor
|
|
// held.
|
|
void UpdatePlaybackPosition(PRInt64 aTime)
|
|
{
|
|
mDecoderStateMachine->UpdatePlaybackPosition(aTime);
|
|
}
|
|
|
|
/******
|
|
* The following methods must only be called on the main
|
|
* thread.
|
|
******/
|
|
|
|
// Change to a new play state. This updates the mState variable and
|
|
// notifies any thread blocking on this object's monitor of the
|
|
// change. Call on the main thread only.
|
|
void ChangeState(PlayState aState);
|
|
|
|
// Called when the metadata from the media file has been read.
|
|
// Call on the main thread only.
|
|
void MetadataLoaded(PRUint32 aChannels,
|
|
PRUint32 aRate,
|
|
bool aHasAudio,
|
|
const nsHTMLMediaElement::MetadataTags* aTags);
|
|
|
|
// Called when the first frame has been loaded.
|
|
// Call on the main thread only.
|
|
void FirstFrameLoaded();
|
|
|
|
// Called when the video has completed playing.
|
|
// Call on the main thread only.
|
|
void PlaybackEnded();
|
|
|
|
// Seeking has stopped. Inform the element on the main
|
|
// thread.
|
|
void SeekingStopped();
|
|
|
|
// Seeking has stopped at the end of the resource. Inform the element on the main
|
|
// thread.
|
|
void SeekingStoppedAtEnd();
|
|
|
|
// Seeking has started. Inform the element on the main
|
|
// thread.
|
|
void SeekingStarted();
|
|
|
|
// Called when the backend has changed the current playback
|
|
// position. It dispatches a timeupdate event and invalidates the frame.
|
|
// This must be called on the main thread only.
|
|
void PlaybackPositionChanged();
|
|
|
|
// Calls mElement->UpdateReadyStateForData, telling it which state we have
|
|
// entered. Main thread only.
|
|
void NextFrameUnavailableBuffering();
|
|
void NextFrameAvailable();
|
|
void NextFrameUnavailable();
|
|
|
|
// Calls mElement->UpdateReadyStateForData, telling it whether we have
|
|
// data for the next frame and if we're buffering. Main thread only.
|
|
void UpdateReadyStateForData();
|
|
|
|
// Find the end of the cached data starting at the current decoder
|
|
// position.
|
|
PRInt64 GetDownloadPosition();
|
|
|
|
// Updates the approximate byte offset which playback has reached. This is
|
|
// used to calculate the readyState transitions.
|
|
void UpdatePlaybackOffset(PRInt64 aOffset);
|
|
|
|
// Provide access to the state machine object
|
|
nsDecoderStateMachine* GetStateMachine() { return mDecoderStateMachine; }
|
|
|
|
// Return the current decode state. The decoder monitor must be
|
|
// obtained before calling this.
|
|
nsDecoderStateMachine::State GetDecodeState() { return mDecoderStateMachine->GetState(); }
|
|
|
|
// Drop reference to state machine. Only called during shutdown dance.
|
|
void ReleaseStateMachine() { mDecoderStateMachine = nullptr; }
|
|
|
|
// Called when a "MozAudioAvailable" event listener is added to the media
|
|
// element. Called on the main thread.
|
|
virtual void NotifyAudioAvailableListener();
|
|
|
|
// Notifies the element that decoding has failed.
|
|
void DecodeError();
|
|
|
|
// Schedules the state machine to run one cycle on the shared state
|
|
// machine thread. Main thread only.
|
|
nsresult ScheduleStateMachineThread();
|
|
|
|
/******
|
|
* The following members should be accessed with the decoder lock held.
|
|
******/
|
|
|
|
// Current decoding position in the stream. This is where the decoder
|
|
// is up to consuming the stream. This is not adjusted during decoder
|
|
// seek operations, but it's updated at the end when we start playing
|
|
// back again.
|
|
PRInt64 mDecoderPosition;
|
|
// Current playback position in the stream. This is (approximately)
|
|
// where we're up to playing back the stream. This is not adjusted
|
|
// during decoder seek operations, but it's updated at the end when we
|
|
// start playing back again.
|
|
PRInt64 mPlaybackPosition;
|
|
// Data needed to estimate playback data rate. The timeline used for
|
|
// this estimate is "decode time" (where the "current time" is the
|
|
// time of the last decoded video frame).
|
|
MediaChannelStatistics mPlaybackStatistics;
|
|
|
|
// The current playback position of the media resource in units of
|
|
// seconds. This is updated approximately at the framerate of the
|
|
// video (if it is a video) or the callback period of the audio.
|
|
// It is read and written from the main thread only.
|
|
double mCurrentTime;
|
|
|
|
// Volume that playback should start at. 0.0 = muted. 1.0 = full
|
|
// volume. Readable/Writeable from the main thread.
|
|
double mInitialVolume;
|
|
|
|
// Position to seek to when the seek notification is received by the
|
|
// decode thread. Written by the main thread and read via the
|
|
// decode thread. Synchronised using mReentrantMonitor. If the
|
|
// value is negative then no seek has been requested. When a seek is
|
|
// started this is reset to negative.
|
|
double mRequestedSeekTime;
|
|
|
|
// Duration of the media resource. Set to -1 if unknown.
|
|
// Set when the metadata is loaded. Accessed on the main thread
|
|
// only.
|
|
PRInt64 mDuration;
|
|
|
|
// True when playback should start with audio captured (not playing).
|
|
bool mInitialAudioCaptured;
|
|
|
|
// True if the media resource is seekable (server supports byte range
|
|
// requests).
|
|
bool mSeekable;
|
|
|
|
/******
|
|
* The following member variables can be accessed from any thread.
|
|
******/
|
|
|
|
// The state machine object for handling the decoding. 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<nsDecoderStateMachine> mDecoderStateMachine;
|
|
|
|
// Media data resource.
|
|
nsAutoPtr<MediaResource> mResource;
|
|
|
|
// ReentrantMonitor for detecting when the video play state changes. A call
|
|
// to Wait on this monitor will block the thread until the next
|
|
// state change.
|
|
ReentrantMonitor mReentrantMonitor;
|
|
|
|
// Data about MediaStreams that are being fed by this decoder.
|
|
nsTArray<OutputMediaStream> mOutputStreams;
|
|
|
|
// Set to one of the valid play states.
|
|
// This can only be changed on the main thread while holding the decoder
|
|
// monitor. Thus, it can be safely read while holding the decoder monitor
|
|
// OR on the main thread.
|
|
// 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.
|
|
// This can only be changed on the main thread while holding the decoder
|
|
// monitor. Thus, it can be safely read while holding the decoder monitor
|
|
// OR on the main thread.
|
|
// Any change to the state must call NotifyAll on the monitor.
|
|
// This can only be PLAY_STATE_PAUSED or PLAY_STATE_PLAYING.
|
|
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.
|
|
bool 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.
|
|
bool mIgnoreProgressData;
|
|
|
|
// True if the stream is infinite (e.g. a webradio).
|
|
bool mInfiniteStream;
|
|
};
|
|
|
|
#endif
|