gecko/content/media/nsBuiltinDecoder.h

651 lines
24 KiB
C++

/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* vim:set ts=2 sw=2 sts=2 et cindent: */
/* ***** BEGIN LICENSE BLOCK *****
* Version: MPL 1.1/GPL 2.0/LGPL 2.1
*
* The contents of this file are subject to the Mozilla Public License Version
* 1.1 (the "License"); you may not use this file except in compliance with
* the License. You may obtain a copy of the License at
* http://www.mozilla.org/MPL/
*
* Software distributed under the License is distributed on an "AS IS" basis,
* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
* for the specific language governing rights and limitations under the
* License.
*
* The Original Code is Mozilla code.
*
* The Initial Developer of the Original Code is the Mozilla Corporation.
* Portions created by the Initial Developer are Copyright (C) 2007
* the Initial Developer. All Rights Reserved.
*
* Contributor(s):
* Chris Double <chris.double@double.co.nz>
* Chris Pearce <chris@pearce.org.nz>
*
* Alternatively, the contents of this file may be used under the terms of
* either the GNU General Public License Version 2 or later (the "GPL"), or
* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
* in which case the provisions of the GPL or the LGPL are applicable instead
* of those above. If you wish to allow use of your version of this file only
* under the terms of either the GPL or the LGPL, and not to allow others to
* use your version of this file under the terms of the MPL, indicate your
* decision by deleting the provisions above and replace them with the notice
* and other provisions required by the GPL or the LGPL. If you do not delete
* the provisions above, a recipient may use your version of this file under
* the terms of any one of the MPL, the GPL or the LGPL.
*
* ***** END LICENSE BLOCK ***** */
/*
Each video element based on nsBuiltinDecoder has at least one thread
dedicated to decoding video.
This thread (called the state machine thread owns the resources for
downloading and reading the media file. nsDecoderStateMachine is the
class that needs to be implemented and it gets run on the state
machine thread.
The state machine thread has one event that is dispatched to it (the
implementation of nsDecoderStateMachine) and that event runs for the
lifetime of the playback of the resource. State shared between threads
is synchronised with the main thread via a monitor held by the
nsBuiltinDecoder object.
The state machine thread event consist of a Run method which is an
infinite loop that performs the decoding operation and checks the
state that the state machine is in and processes operations on that
state.
The Main thread controls the decode state machine by setting the value
of a mPlayState variable and notifying on the monitor based on the
high level player actions required (Seek, Pause, Play, etc).
The player states are the states requested by the client through the
DOM API. They represent the desired state of the player, while the
decoder's state represents the actual state of the decoder.
The high level state of the player is maintained via a PlayState value.
It can have the following states:
START
The decoder has been initialized but has no resource loaded.
PAUSED
A request via the API has been received to pause playback.
LOADING
A request via the API has been received to load a resource.
PLAYING
A request via the API has been received to start playback.
SEEKING
A request via the API has been received to start seeking.
COMPLETED
Playback has completed.
SHUTDOWN
The decoder is about to be destroyed.
State transition occurs when the Media Element calls the Play, Seek,
etc methods on the nsBuiltinDecoder object. When the transition
occurs nsBuiltinDecoder then calls the methods on the decoder state
machine object to cause it to behave appropriate to the play state.
An implementation of the nsDecoderStateMachine class is the event
that gets dispatched to the state machine thread. It has the following states:
DECODING_METADATA
The media headers are being loaded, and things like framerate, etc are
being determined, and the first frame of audio/video data is being decoded.
DECODING
The decode and audio threads are started and video frames displayed at
the required time.
SEEKING
A seek operation is in progress.
BUFFERING
Decoding is paused while data is buffered for smooth playback.
COMPLETED
The resource has completed decoding, but not finished playback.
SHUTDOWN
The decoder object is about to be destroyed.
The following result in state transitions.
Shutdown()
Clean up any resources the nsDecoderStateMachine owns.
Decode()
Start decoding media data.
Buffer
This is not user initiated. It occurs when the
available data in the stream drops below a certain point.
Complete
This is not user initiated. It occurs when the
stream is completely decoded.
Seek(float)
Seek to the time position given in the resource.
A state transition diagram:
DECODING_METADATA
| |
v | Shutdown()
| |
v -->-------------------->--------------------------|
|---------------->----->------------------------| v
DECODING | | | | |
^ v Seek(t) | | | |
| Decode() | v | | |
^-----------<----SEEKING | v Complete v v
| | | | | |
| | | COMPLETED SHUTDOWN-<-|
^ ^ | |Shutdown() |
| | | >-------->-----^
| Decode() |Seek(t) |Buffer() |
-----------<--------<-------BUFFERING |
| ^
v Shutdown() |
| |
------------>-----|
The following represents the states that the nsBuiltinDecoder object
can be in, and the valid states the nsDecoderStateMachine can be in at that
time:
player LOADING decoder DECODING_METADATA
player PLAYING decoder DECODING, BUFFERING, SEEKING, COMPLETED
player PAUSED decoder DECODING, BUFFERING, SEEKING, COMPLETED
player SEEKING decoder SEEKING
player COMPLETED decoder SHUTDOWN
player SHUTDOWN decoder SHUTDOWN
The general sequence of events is:
1) The video element calls Load on nsMediaDecoder. This creates the
state machine thread and starts the channel for downloading the
file. It instantiates and starts the nsDecoderStateMachine. The
high level LOADING state is entered, which results in the decode
state machine to start decoding metadata. These are the headers
that give the video size, framerate, etc. It returns immediately
to the calling video element.
2) When the metadata has been loaded by the decode thread it will call
a method on the video element object to inform it that this step is
done, so it can do the things required by the video specification
at this stage. The decoder then continues to decode the first frame
of data.
3) When the first frame of data has been successfully decoded it calls
a method on the video element object to inform it that this step
has been done, once again so it can do the required things by the
video specification at this stage.
This results in the high level state changing to PLAYING or PAUSED
depending on any user action that may have occurred.
The decode thread plays audio and video, if the correct frame time
comes around and the decoder play state is PLAYING.
a/v synchronisation is handled by the nsDecoderStateMachine implementation.
The Shutdown method on nsBuiltinDecoder can spin the event loop as it
waits for threads to complete. Spinning the event loop is a bad thing
to happen during certain times like destruction of the media
element. To work around this the Shutdown method does nothing but
queue an event to the main thread to perform the actual Shutdown. This
way the shutdown can occur at a safe time.
This means the owning object of a nsBuiltinDecoder object *MUST* call
Shutdown when destroying the nsBuiltinDecoder object.
*/
#if !defined(nsBuiltinDecoder_h_)
#define nsBuiltinDecoder_h_
#include "nsMediaDecoder.h"
#include "nsISupports.h"
#include "nsCOMPtr.h"
#include "nsIThread.h"
#include "nsIChannel.h"
#include "nsIObserver.h"
#include "nsIFrame.h"
#include "nsAutoPtr.h"
#include "nsSize.h"
#include "prlog.h"
#include "gfxContext.h"
#include "gfxRect.h"
#include "nsMediaStream.h"
#include "nsMediaDecoder.h"
#include "nsHTMLMediaElement.h"
#include "mozilla/Monitor.h"
class nsAudioStream;
static inline PRBool IsCurrentThread(nsIThread* aThread) {
return NS_GetCurrentThread() == aThread;
}
// Decoder backends must implement this class to perform the codec
// specific parts of decoding the video/audio format.
class nsDecoderStateMachine : public nsRunnable
{
public:
// Enumeration for the valid decoding states
enum State {
DECODER_STATE_DECODING_METADATA,
DECODER_STATE_DECODING,
DECODER_STATE_SEEKING,
DECODER_STATE_BUFFERING,
DECODER_STATE_COMPLETED,
DECODER_STATE_SHUTDOWN
};
// Initializes the state machine, returns NS_OK on success, or
// NS_ERROR_FAILURE on failure.
virtual nsresult Init(nsDecoderStateMachine* aCloneDonor) = 0;
// Return the current decode state. The decoder monitor must be
// obtained before calling this.
virtual State GetState() = 0;
// Set the audio volume. The decoder monitor must be obtained before
// calling this.
virtual void SetVolume(float aVolume) = 0;
virtual void Shutdown() = 0;
// Called from the main thread to get the duration. The decoder monitor
// must be obtained before calling this. It is in units of milliseconds.
virtual PRInt64 GetDuration() = 0;
// Called from the main thread to set the duration of the media resource
// if it is able to be obtained via HTTP headers. Called from the
// state machine thread to set the duration if it is obtained from the
// media metadata. The decoder monitor must be obtained before calling this.
virtual void SetDuration(PRInt64 aDuration) = 0;
// Functions used by assertions to ensure we're calling things
// on the appropriate threads.
virtual PRBool OnDecodeThread() = 0;
virtual nsHTMLMediaElement::NextFrameStatus GetNextFrameStatus() = 0;
// Cause state transitions. These methods obtain the decoder monitor
// to synchronise the change of state, and to notify other threads
// that the state has changed.
virtual void Decode() = 0;
// Seeks to aTime in seconds
virtual void Seek(float aTime) = 0;
// Returns the current playback position in seconds.
// Called from the main thread to get the current frame time. The decoder
// monitor must be obtained before calling this.
virtual float GetCurrentTime() = 0;
// Clear the flag indicating that a playback position change event
// is currently queued. This is called from the main thread and must
// be called with the decode monitor held.
virtual void ClearPositionChangeFlag() = 0;
// Called from the main thread to set whether the media resource can
// be seeked. The decoder monitor must be obtained before calling this.
virtual void SetSeekable(PRBool aSeekable) = 0;
// Update the playback position. This can result in a timeupdate event
// and an invalidate of the frame being dispatched asynchronously if
// there is no such event currently queued.
// Only called on the decoder thread. Must be called with
// the decode monitor held.
virtual void UpdatePlaybackPosition(PRInt64 aTime) = 0;
virtual nsresult GetBuffered(nsTimeRanges* aBuffered) = 0;
virtual void NotifyDataArrived(const char* aBuffer, PRUint32 aLength, PRUint32 aOffset) = 0;
// Causes the state machine to switch to buffering state, and to
// immediately stop playback and buffer downloaded data. Must be called
// with the decode monitor held. Called on the state machine thread and
// the main thread.
virtual void StartBuffering() = 0;
virtual void NotifyDataExhausted() = 0;
};
class nsBuiltinDecoder : public nsMediaDecoder
{
// ISupports
NS_DECL_ISUPPORTS
// nsIObserver
NS_DECL_NSIOBSERVER
public:
typedef mozilla::Monitor Monitor;
// Enumeration for the valid play states (see mPlayState)
enum PlayState {
PLAY_STATE_START,
PLAY_STATE_LOADING,
PLAY_STATE_PAUSED,
PLAY_STATE_PLAYING,
PLAY_STATE_SEEKING,
PLAY_STATE_ENDED,
PLAY_STATE_SHUTDOWN
};
nsBuiltinDecoder();
~nsBuiltinDecoder();
virtual PRBool Init(nsHTMLMediaElement* aElement);
// This method must be called by the owning object before that
// object disposes of this decoder object.
virtual void Shutdown();
virtual float GetCurrentTime();
virtual nsresult Load(nsMediaStream* aStream,
nsIStreamListener** aListener,
nsMediaDecoder* aCloneDonor);
virtual nsDecoderStateMachine* CreateStateMachine() = 0;
// Start playback of a video. 'Load' must have previously been
// called.
virtual nsresult Play();
// Seek to the time position in (seconds) from the start of the video.
virtual nsresult Seek(float time);
virtual nsresult PlaybackRateChanged();
virtual void Pause();
virtual void SetVolume(float volume);
virtual float GetDuration();
virtual nsMediaStream* GetCurrentStream();
virtual already_AddRefed<nsIPrincipal> GetCurrentPrincipal();
virtual void NotifySuspendedStatusChanged();
virtual void NotifyBytesDownloaded();
virtual void NotifyDownloadEnded(nsresult aStatus);
// Called by the decode thread to keep track of the number of bytes read
// from the resource.
void NotifyBytesConsumed(PRInt64 aBytes);
void NotifyDataExhausted() {
mDecoderStateMachine->NotifyDataExhausted();
}
// Called when the video file has completed downloading.
// Call on the main thread only.
void ResourceLoaded();
// Called if the media file encounters a network error.
// Call on the main thread only.
virtual void NetworkError();
// Call from any thread safely. Return PR_TRUE if we are currently
// seeking in the media resource.
virtual PRBool IsSeeking() const;
// Return PR_TRUE if the decoder has reached the end of playback.
// Call on the main thread only.
virtual PRBool IsEnded() const;
// Set the duration of the media resource in units of milliseconds.
// This is called via a channel listener if it can pick up the duration
// from a content header. Must be called from the main thread only.
virtual void SetDuration(PRInt64 aDuration);
// Set a flag indicating whether seeking is supported
virtual void SetSeekable(PRBool aSeekable);
// Return PR_TRUE if seeking is supported.
virtual PRBool GetSeekable();
virtual Statistics GetStatistics();
// Suspend any media downloads that are in progress. Called by the
// media element when it is sent to the bfcache. Call on the main
// thread only.
virtual void Suspend();
// Resume any media downloads that have been suspended. Called by the
// media element when it is restored from the bfcache. Call on the
// main thread only.
virtual void Resume(PRBool aForceBuffering);
// Tells our nsMediaStream to put all loads in the background.
virtual void MoveLoadsToBackground();
// Stop the state machine thread and drop references to the thread and
// state machine.
void Stop();
void AudioAvailable(float* aFrameBuffer, PRUint32 aFrameBufferLength, float aTime);
// Called by the state machine to notify the decoder that the duration
// has changed.
void DurationChanged();
PRBool OnStateMachineThread() {
return IsCurrentThread(mStateMachineThread);
}
PRBool OnDecodeThread() {
return mDecoderStateMachine->OnDecodeThread();
}
// Returns the monitor for other threads to synchronise access to
// state.
Monitor& GetMonitor() {
return mMonitor;
}
// Constructs the time ranges representing what segments of the media
// are buffered and playable.
virtual nsresult GetBuffered(nsTimeRanges* aBuffered) {
return mDecoderStateMachine->GetBuffered(aBuffered);
}
virtual void NotifyDataArrived(const char* aBuffer, PRUint32 aLength, PRUint32 aOffset) {
return mDecoderStateMachine->NotifyDataArrived(aBuffer, aLength, aOffset);
}
public:
// 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(PRPackedBool* 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,
PRUint32 aFrameBufferLength);
// 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(); }
public:
// Notifies the element that decoding has failed.
void DecodeError();
// Ensures the state machine thread is running, starting a new one
// if necessary.
nsresult StartStateMachineThread();
/******
* 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).
nsChannelStatistics mPlaybackStatistics;
// Thread to manage playback state machine.
nsCOMPtr<nsIThread> mStateMachineThread;
// 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.
float mCurrentTime;
// Volume that playback should start at. 0.0 = muted. 1.0 = full
// volume. Readable/Writeable from the main thread.
float 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 mMonitor. If the
// value is negative then no seek has been requested. When a seek is
// started this is reset to negative.
float 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 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. 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;
// Stream of media data.
nsAutoPtr<nsMediaStream> mStream;
// 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.
Monitor 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