mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
synced 2024-09-13 09:24:08 -07:00
3020 lines
103 KiB
C++
3020 lines
103 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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#ifdef XP_WIN
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// Include Windows headers required for enabling high precision timers.
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#include "windows.h"
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#include "mmsystem.h"
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#endif
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#include <algorithm>
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#include <stdint.h>
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#include "gfx2DGlue.h"
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#include "mediasink/DecodedAudioDataSink.h"
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#include "mediasink/AudioSinkWrapper.h"
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#include "mediasink/VideoSink.h"
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#include "mediasink/DecodedStream.h"
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#include "mozilla/DebugOnly.h"
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#include "mozilla/Logging.h"
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#include "mozilla/mozalloc.h"
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#include "mozilla/MathAlgorithms.h"
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#include "mozilla/Preferences.h"
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#include "mozilla/SharedThreadPool.h"
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#include "mozilla/TaskQueue.h"
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#include "nsComponentManagerUtils.h"
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#include "nsContentUtils.h"
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#include "nsIEventTarget.h"
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#include "nsITimer.h"
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#include "nsPrintfCString.h"
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#include "nsTArray.h"
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#include "nsDeque.h"
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#include "prenv.h"
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#include "AudioSegment.h"
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#include "DOMMediaStream.h"
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#include "ImageContainer.h"
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#include "MediaDecoder.h"
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#include "MediaDecoderReader.h"
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#include "MediaDecoderStateMachine.h"
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#include "MediaShutdownManager.h"
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#include "MediaTimer.h"
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#include "TimeUnits.h"
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#include "VideoSegment.h"
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#include "VideoUtils.h"
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namespace mozilla {
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using namespace mozilla::dom;
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using namespace mozilla::layers;
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using namespace mozilla::media;
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#define NS_DispatchToMainThread(...) CompileError_UseAbstractThreadDispatchInstead
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// avoid redefined macro in unified build
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#undef LOG
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#undef DECODER_LOG
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#undef VERBOSE_LOG
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#define LOG(m, l, x, ...) \
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MOZ_LOG(m, l, ("Decoder=%p " x, mDecoder.get(), ##__VA_ARGS__))
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#define DECODER_LOG(x, ...) \
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LOG(gMediaDecoderLog, LogLevel::Debug, x, ##__VA_ARGS__)
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#define VERBOSE_LOG(x, ...) \
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LOG(gMediaDecoderLog, LogLevel::Verbose, x, ##__VA_ARGS__)
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#define SAMPLE_LOG(x, ...) \
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LOG(gMediaSampleLog, LogLevel::Debug, x, ##__VA_ARGS__)
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// Somehow MSVC doesn't correctly delete the comma before ##__VA_ARGS__
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// when __VA_ARGS__ expands to nothing. This is a workaround for it.
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#define DECODER_WARN_HELPER(a, b) NS_WARNING b
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#define DECODER_WARN(x, ...) \
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DECODER_WARN_HELPER(0, (nsPrintfCString("Decoder=%p " x, mDecoder.get(), ##__VA_ARGS__).get()))
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// Certain constants get stored as member variables and then adjusted by various
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// scale factors on a per-decoder basis. We want to make sure to avoid using these
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// constants directly, so we put them in a namespace.
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namespace detail {
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// If audio queue has less than this many usecs of decoded audio, we won't risk
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// trying to decode the video, we'll skip decoding video up to the next
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// keyframe. We may increase this value for an individual decoder if we
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// encounter video frames which take a long time to decode.
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static const uint32_t LOW_AUDIO_USECS = 300000;
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// If more than this many usecs of decoded audio is queued, we'll hold off
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// decoding more audio. If we increase the low audio threshold (see
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// LOW_AUDIO_USECS above) we'll also increase this value to ensure it's not
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// less than the low audio threshold.
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const int64_t AMPLE_AUDIO_USECS = 1000000;
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} // namespace detail
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// When we're only playing audio and we don't have a video stream, we divide
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// AMPLE_AUDIO_USECS and LOW_AUDIO_USECS by the following value. This reduces
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// the amount of decoded audio we buffer, reducing our memory usage. We only
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// need to decode far ahead when we're decoding video using software decoding,
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// as otherwise a long video decode could cause an audio underrun.
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const int64_t NO_VIDEO_AMPLE_AUDIO_DIVISOR = 8;
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// If we have fewer than LOW_VIDEO_FRAMES decoded frames, and
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// we're not "prerolling video", we'll skip the video up to the next keyframe
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// which is at or after the current playback position.
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static const uint32_t LOW_VIDEO_FRAMES = 2;
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// Threshold in usecs that used to check if we are low on decoded video.
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// If the last video frame's end time |mDecodedVideoEndTime| is more than
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// |LOW_VIDEO_THRESHOLD_USECS*mPlaybackRate| after the current clock in
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// Advanceframe(), the video decode is lagging, and we skip to next keyframe.
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static const int32_t LOW_VIDEO_THRESHOLD_USECS = 60000;
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// Arbitrary "frame duration" when playing only audio.
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static const int AUDIO_DURATION_USECS = 40000;
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// If we increase our "low audio threshold" (see LOW_AUDIO_USECS above), we
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// use this as a factor in all our calculations. Increasing this will cause
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// us to be more likely to increase our low audio threshold, and to
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// increase it by more.
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static const int THRESHOLD_FACTOR = 2;
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namespace detail {
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// If we have less than this much undecoded data available, we'll consider
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// ourselves to be running low on undecoded data. We determine how much
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// undecoded data we have remaining using the reader's GetBuffered()
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// implementation.
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static const int64_t LOW_DATA_THRESHOLD_USECS = 5000000;
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// LOW_DATA_THRESHOLD_USECS needs to be greater than AMPLE_AUDIO_USECS, otherwise
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// the skip-to-keyframe logic can activate when we're running low on data.
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static_assert(LOW_DATA_THRESHOLD_USECS > AMPLE_AUDIO_USECS,
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"LOW_DATA_THRESHOLD_USECS is too small");
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} // namespace detail
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// Amount of excess usecs of data to add in to the "should we buffer" calculation.
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static const uint32_t EXHAUSTED_DATA_MARGIN_USECS = 100000;
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// If we enter buffering within QUICK_BUFFER_THRESHOLD_USECS seconds of starting
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// decoding, we'll enter "quick buffering" mode, which exits a lot sooner than
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// normal buffering mode. This exists so that if the decode-ahead exhausts the
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// downloaded data while decode/playback is just starting up (for example
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// after a seek while the media is still playing, or when playing a media
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// as soon as it's load started), we won't necessarily stop for 30s and wait
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// for buffering. We may actually be able to playback in this case, so exit
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// buffering early and try to play. If it turns out we can't play, we'll fall
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// back to buffering normally.
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static const uint32_t QUICK_BUFFER_THRESHOLD_USECS = 2000000;
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namespace detail {
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// If we're quick buffering, we'll remain in buffering mode while we have less than
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// QUICK_BUFFERING_LOW_DATA_USECS of decoded data available.
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static const uint32_t QUICK_BUFFERING_LOW_DATA_USECS = 1000000;
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// If QUICK_BUFFERING_LOW_DATA_USECS is > AMPLE_AUDIO_USECS, we won't exit
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// quick buffering in a timely fashion, as the decode pauses when it
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// reaches AMPLE_AUDIO_USECS decoded data, and thus we'll never reach
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// QUICK_BUFFERING_LOW_DATA_USECS.
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static_assert(QUICK_BUFFERING_LOW_DATA_USECS <= AMPLE_AUDIO_USECS,
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"QUICK_BUFFERING_LOW_DATA_USECS is too large");
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} // namespace detail
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static TimeDuration UsecsToDuration(int64_t aUsecs) {
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return TimeDuration::FromMicroseconds(aUsecs);
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}
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static int64_t DurationToUsecs(TimeDuration aDuration) {
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return static_cast<int64_t>(aDuration.ToSeconds() * USECS_PER_S);
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}
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static const uint32_t MIN_VIDEO_QUEUE_SIZE = 3;
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static const uint32_t MAX_VIDEO_QUEUE_SIZE = 10;
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static const uint32_t VIDEO_QUEUE_SEND_TO_COMPOSITOR_SIZE = 9999;
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static uint32_t sVideoQueueDefaultSize = MAX_VIDEO_QUEUE_SIZE;
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static uint32_t sVideoQueueHWAccelSize = MIN_VIDEO_QUEUE_SIZE;
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static uint32_t sVideoQueueSendToCompositorSize = VIDEO_QUEUE_SEND_TO_COMPOSITOR_SIZE;
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static void InitVideoQueuePrefs() {
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MOZ_ASSERT(NS_IsMainThread());
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static bool sPrefInit = false;
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if (!sPrefInit) {
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sPrefInit = true;
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sVideoQueueDefaultSize = Preferences::GetUint(
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"media.video-queue.default-size", MAX_VIDEO_QUEUE_SIZE);
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sVideoQueueHWAccelSize = Preferences::GetUint(
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"media.video-queue.hw-accel-size", MIN_VIDEO_QUEUE_SIZE);
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sVideoQueueSendToCompositorSize = Preferences::GetUint(
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"media.video-queue.send-to-compositor-size", VIDEO_QUEUE_SEND_TO_COMPOSITOR_SIZE);
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}
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}
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MediaDecoderStateMachine::MediaDecoderStateMachine(MediaDecoder* aDecoder,
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MediaDecoderReader* aReader,
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bool aRealTime) :
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mDecoder(aDecoder),
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mTaskQueue(new TaskQueue(GetMediaThreadPool(MediaThreadType::PLAYBACK),
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/* aSupportsTailDispatch = */ true)),
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mWatchManager(this, mTaskQueue),
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mRealTime(aRealTime),
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mDispatchedStateMachine(false),
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mDelayedScheduler(mTaskQueue),
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mState(DECODER_STATE_DECODING_NONE, "MediaDecoderStateMachine::mState"),
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mCurrentFrameID(0),
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mObservedDuration(TimeUnit(), "MediaDecoderStateMachine::mObservedDuration"),
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mFragmentEndTime(-1),
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mReader(aReader),
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mDecodedAudioEndTime(-1),
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mDecodedVideoEndTime(-1),
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mPlaybackRate(1.0),
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mLowAudioThresholdUsecs(detail::LOW_AUDIO_USECS),
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mAmpleAudioThresholdUsecs(detail::AMPLE_AUDIO_USECS),
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mQuickBufferingLowDataThresholdUsecs(detail::QUICK_BUFFERING_LOW_DATA_USECS),
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mIsAudioPrerolling(false),
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mIsVideoPrerolling(false),
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mAudioCaptured(false, "MediaDecoderStateMachine::mAudioCaptured"),
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mAudioCompleted(false, "MediaDecoderStateMachine::mAudioCompleted"),
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mNotifyMetadataBeforeFirstFrame(false),
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mDispatchedEventToDecode(false),
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mQuickBuffering(false),
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mMinimizePreroll(false),
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mDecodeThreadWaiting(false),
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mDropAudioUntilNextDiscontinuity(false),
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mDropVideoUntilNextDiscontinuity(false),
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mDecodeToSeekTarget(false),
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mCurrentTimeBeforeSeek(0),
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mCorruptFrames(60),
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mDecodingFirstFrame(true),
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mSentLoadedMetadataEvent(false),
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mSentFirstFrameLoadedEvent(false, "MediaDecoderStateMachine::mSentFirstFrameLoadedEvent"),
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mSentPlaybackEndedEvent(false),
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mStreamSink(new DecodedStream(mTaskQueue, mAudioQueue, mVideoQueue)),
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mResource(aDecoder->GetResource()),
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mAudioOffloading(false),
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mBuffered(mTaskQueue, TimeIntervals(),
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"MediaDecoderStateMachine::mBuffered (Mirror)"),
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mEstimatedDuration(mTaskQueue, NullableTimeUnit(),
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"MediaDecoderStateMachine::mEstimatedDuration (Mirror)"),
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mExplicitDuration(mTaskQueue, Maybe<double>(),
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"MediaDecoderStateMachine::mExplicitDuration (Mirror)"),
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mPlayState(mTaskQueue, MediaDecoder::PLAY_STATE_LOADING,
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"MediaDecoderStateMachine::mPlayState (Mirror)"),
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mNextPlayState(mTaskQueue, MediaDecoder::PLAY_STATE_PAUSED,
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"MediaDecoderStateMachine::mNextPlayState (Mirror)"),
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mLogicallySeeking(mTaskQueue, false,
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"MediaDecoderStateMachine::mLogicallySeeking (Mirror)"),
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mVolume(mTaskQueue, 1.0, "MediaDecoderStateMachine::mVolume (Mirror)"),
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mLogicalPlaybackRate(mTaskQueue, 1.0,
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"MediaDecoderStateMachine::mLogicalPlaybackRate (Mirror)"),
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mPreservesPitch(mTaskQueue, true,
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"MediaDecoderStateMachine::mPreservesPitch (Mirror)"),
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mSameOriginMedia(mTaskQueue, false,
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"MediaDecoderStateMachine::mSameOriginMedia (Mirror)"),
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mPlaybackBytesPerSecond(mTaskQueue, 0.0,
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"MediaDecoderStateMachine::mPlaybackBytesPerSecond (Mirror)"),
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mPlaybackRateReliable(mTaskQueue, true,
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"MediaDecoderStateMachine::mPlaybackRateReliable (Mirror)"),
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mDecoderPosition(mTaskQueue, 0,
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"MediaDecoderStateMachine::mDecoderPosition (Mirror)"),
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mMediaSeekable(mTaskQueue, true,
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"MediaDecoderStateMachine::mMediaSeekable (Mirror)"),
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mDuration(mTaskQueue, NullableTimeUnit(),
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"MediaDecoderStateMachine::mDuration (Canonical"),
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mIsShutdown(mTaskQueue, false,
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"MediaDecoderStateMachine::mIsShutdown (Canonical)"),
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mNextFrameStatus(mTaskQueue, MediaDecoderOwner::NEXT_FRAME_UNINITIALIZED,
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"MediaDecoderStateMachine::mNextFrameStatus (Canonical)"),
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mCurrentPosition(mTaskQueue, 0,
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"MediaDecoderStateMachine::mCurrentPosition (Canonical)"),
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mPlaybackOffset(mTaskQueue, 0,
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"MediaDecoderStateMachine::mPlaybackOffset (Canonical)")
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{
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MOZ_COUNT_CTOR(MediaDecoderStateMachine);
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NS_ASSERTION(NS_IsMainThread(), "Should be on main thread.");
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// Dispatch initialization that needs to happen on that task queue.
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nsCOMPtr<nsIRunnable> r = NS_NewRunnableMethod(this, &MediaDecoderStateMachine::InitializationTask);
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mTaskQueue->Dispatch(r.forget());
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InitVideoQueuePrefs();
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mBufferingWait = IsRealTime() ? 0 : 15;
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mLowDataThresholdUsecs = IsRealTime() ? 0 : detail::LOW_DATA_THRESHOLD_USECS;
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#ifdef XP_WIN
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// Ensure high precision timers are enabled on Windows, otherwise the state
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// machine isn't woken up at reliable intervals to set the next frame,
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// and we drop frames while painting. Note that multiple calls to this
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// function per-process is OK, provided each call is matched by a corresponding
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// timeEndPeriod() call.
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timeBeginPeriod(1);
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#endif
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mAudioQueueListener = AudioQueue().PopEvent().Connect(
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mTaskQueue, this, &MediaDecoderStateMachine::OnAudioPopped);
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mVideoQueueListener = VideoQueue().PopEvent().Connect(
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mTaskQueue, this, &MediaDecoderStateMachine::OnVideoPopped);
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mMetadataManager.Connect(mReader->TimedMetadataEvent(), OwnerThread());
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mMediaSink = CreateMediaSink(mAudioCaptured);
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#ifdef MOZ_EME
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mCDMProxyPromise.Begin(mDecoder->RequestCDMProxy()->Then(
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OwnerThread(), __func__, this,
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&MediaDecoderStateMachine::OnCDMProxyReady,
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&MediaDecoderStateMachine::OnCDMProxyNotReady));
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#endif
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}
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MediaDecoderStateMachine::~MediaDecoderStateMachine()
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{
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MOZ_ASSERT(NS_IsMainThread(), "Should be on main thread.");
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MOZ_COUNT_DTOR(MediaDecoderStateMachine);
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mReader = nullptr;
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#ifdef XP_WIN
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timeEndPeriod(1);
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#endif
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}
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void
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MediaDecoderStateMachine::InitializationTask()
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{
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MOZ_ASSERT(OnTaskQueue());
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// Connect mirrors.
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mBuffered.Connect(mReader->CanonicalBuffered());
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mEstimatedDuration.Connect(mDecoder->CanonicalEstimatedDuration());
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mExplicitDuration.Connect(mDecoder->CanonicalExplicitDuration());
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mPlayState.Connect(mDecoder->CanonicalPlayState());
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mNextPlayState.Connect(mDecoder->CanonicalNextPlayState());
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mLogicallySeeking.Connect(mDecoder->CanonicalLogicallySeeking());
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mVolume.Connect(mDecoder->CanonicalVolume());
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mLogicalPlaybackRate.Connect(mDecoder->CanonicalPlaybackRate());
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mPreservesPitch.Connect(mDecoder->CanonicalPreservesPitch());
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mSameOriginMedia.Connect(mDecoder->CanonicalSameOriginMedia());
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mPlaybackBytesPerSecond.Connect(mDecoder->CanonicalPlaybackBytesPerSecond());
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mPlaybackRateReliable.Connect(mDecoder->CanonicalPlaybackRateReliable());
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mDecoderPosition.Connect(mDecoder->CanonicalDecoderPosition());
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mMediaSeekable.Connect(mDecoder->CanonicalMediaSeekable());
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// Initialize watchers.
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mWatchManager.Watch(mBuffered, &MediaDecoderStateMachine::BufferedRangeUpdated);
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mWatchManager.Watch(mState, &MediaDecoderStateMachine::UpdateNextFrameStatus);
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mWatchManager.Watch(mAudioCompleted, &MediaDecoderStateMachine::UpdateNextFrameStatus);
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mWatchManager.Watch(mVolume, &MediaDecoderStateMachine::VolumeChanged);
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mWatchManager.Watch(mLogicalPlaybackRate, &MediaDecoderStateMachine::LogicalPlaybackRateChanged);
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mWatchManager.Watch(mPreservesPitch, &MediaDecoderStateMachine::PreservesPitchChanged);
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mWatchManager.Watch(mEstimatedDuration, &MediaDecoderStateMachine::RecomputeDuration);
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mWatchManager.Watch(mExplicitDuration, &MediaDecoderStateMachine::RecomputeDuration);
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mWatchManager.Watch(mObservedDuration, &MediaDecoderStateMachine::RecomputeDuration);
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mWatchManager.Watch(mPlayState, &MediaDecoderStateMachine::PlayStateChanged);
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mWatchManager.Watch(mLogicallySeeking, &MediaDecoderStateMachine::LogicallySeekingChanged);
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mWatchManager.Watch(mSameOriginMedia, &MediaDecoderStateMachine::SameOriginMediaChanged);
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mWatchManager.Watch(mSentFirstFrameLoadedEvent, &MediaDecoderStateMachine::AdjustAudioThresholds);
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mWatchManager.Watch(mAudioCaptured, &MediaDecoderStateMachine::AdjustAudioThresholds);
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// Propagate mSameOriginMedia to mDecodedStream.
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SameOriginMediaChanged();
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}
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media::MediaSink*
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MediaDecoderStateMachine::CreateAudioSink()
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{
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RefPtr<MediaDecoderStateMachine> self = this;
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auto audioSinkCreator = [self] () {
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MOZ_ASSERT(self->OnTaskQueue());
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return new DecodedAudioDataSink(
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self->mAudioQueue, self->GetMediaTime(),
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self->mInfo.mAudio, self->mDecoder->GetAudioChannel());
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};
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return new AudioSinkWrapper(mTaskQueue, audioSinkCreator);
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}
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already_AddRefed<media::MediaSink>
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MediaDecoderStateMachine::CreateMediaSink(bool aAudioCaptured)
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{
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// TODO: We can't really create a new DecodedStream until OutputStreamManager
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// is extracted. It is tricky that the implementation of DecodedStream
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// happens to allow reuse after shutdown without creating a new one.
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RefPtr<media::MediaSink> audioSink = aAudioCaptured ?
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mStreamSink : CreateAudioSink();
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RefPtr<media::MediaSink> mediaSink =
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new VideoSink(mTaskQueue, audioSink, mVideoQueue,
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mDecoder->GetVideoFrameContainer(), mRealTime,
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mDecoder->GetFrameStatistics(), AUDIO_DURATION_USECS,
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sVideoQueueSendToCompositorSize);
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return mediaSink.forget();
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}
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bool MediaDecoderStateMachine::HasFutureAudio()
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{
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MOZ_ASSERT(OnTaskQueue());
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NS_ASSERTION(HasAudio(), "Should only call HasFutureAudio() when we have audio");
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// We've got audio ready to play if:
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// 1. We've not completed playback of audio, and
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// 2. we either have more than the threshold of decoded audio available, or
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// we've completely decoded all audio (but not finished playing it yet
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// as per 1).
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return !mAudioCompleted &&
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(AudioDecodedUsecs() >
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mLowAudioThresholdUsecs * mPlaybackRate ||
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AudioQueue().IsFinished());
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}
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bool MediaDecoderStateMachine::HaveNextFrameData()
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{
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MOZ_ASSERT(OnTaskQueue());
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return (!HasAudio() || HasFutureAudio()) &&
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(!HasVideo() || VideoQueue().GetSize() > 1);
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}
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int64_t
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MediaDecoderStateMachine::GetDecodedAudioDuration()
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{
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|
MOZ_ASSERT(OnTaskQueue());
|
|
if (mMediaSink->IsStarted()) {
|
|
// |mDecodedAudioEndTime == -1| means no decoded audio at all so the
|
|
// returned duration is 0.
|
|
return mDecodedAudioEndTime != -1 ? mDecodedAudioEndTime - GetClock() : 0;
|
|
}
|
|
// MediaSink not started. All audio samples are in the queue.
|
|
return AudioQueue().Duration();
|
|
}
|
|
|
|
void MediaDecoderStateMachine::DiscardStreamData()
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
|
|
const auto clockTime = GetClock();
|
|
while (true) {
|
|
const MediaData* a = AudioQueue().PeekFront();
|
|
|
|
// If we discard audio samples fed to the stream immediately, we will
|
|
// keep decoding audio samples till the end and consume a lot of memory.
|
|
// Therefore we only discard those behind the stream clock to throttle
|
|
// the decoding speed.
|
|
// Note we don't discard a sample when |a->mTime == clockTime| because that
|
|
// will discard the 1st sample when clockTime is still 0.
|
|
if (a && a->mTime < clockTime) {
|
|
RefPtr<MediaData> releaseMe = AudioQueue().PopFront();
|
|
continue;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
bool MediaDecoderStateMachine::HaveEnoughDecodedAudio(int64_t aAmpleAudioUSecs)
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
|
|
if (AudioQueue().GetSize() == 0 ||
|
|
GetDecodedAudioDuration() < aAmpleAudioUSecs) {
|
|
return false;
|
|
}
|
|
|
|
// MDSM will ensure buffering level is high enough for playback speed at 1x
|
|
// at which the DecodedStream is playing.
|
|
return true;
|
|
}
|
|
|
|
bool MediaDecoderStateMachine::HaveEnoughDecodedVideo()
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
|
|
if (VideoQueue().GetSize() - 1 < GetAmpleVideoFrames() * mPlaybackRate) {
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool
|
|
MediaDecoderStateMachine::NeedToDecodeVideo()
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
SAMPLE_LOG("NeedToDecodeVideo() isDec=%d decToTar=%d minPrl=%d seek=%d enufVid=%d",
|
|
IsVideoDecoding(), mDecodeToSeekTarget, mMinimizePreroll,
|
|
mState == DECODER_STATE_SEEKING,
|
|
HaveEnoughDecodedVideo());
|
|
return IsVideoDecoding() &&
|
|
((mState == DECODER_STATE_SEEKING && mDecodeToSeekTarget) ||
|
|
(IsDecodingFirstFrame() &&
|
|
IsVideoDecoding() && VideoQueue().GetSize() == 0) ||
|
|
(!mMinimizePreroll && !HaveEnoughDecodedVideo()));
|
|
}
|
|
|
|
bool
|
|
MediaDecoderStateMachine::NeedToSkipToNextKeyframe()
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
if (IsDecodingFirstFrame()) {
|
|
return false;
|
|
}
|
|
MOZ_ASSERT(mState == DECODER_STATE_DECODING ||
|
|
mState == DECODER_STATE_BUFFERING ||
|
|
mState == DECODER_STATE_SEEKING);
|
|
|
|
// Since GetClock() can only be called after starting MediaSink, we return
|
|
// false quickly if it is not started because we won't fall behind playback
|
|
// when not consuming media data.
|
|
if (!mMediaSink->IsStarted()) {
|
|
return false;
|
|
}
|
|
|
|
// We are in seeking or buffering states, don't skip frame.
|
|
if (!IsVideoDecoding() || mState == DECODER_STATE_BUFFERING ||
|
|
mState == DECODER_STATE_SEEKING) {
|
|
return false;
|
|
}
|
|
|
|
// Don't skip frame for video-only decoded stream because the clock time of
|
|
// the stream relies on the video frame.
|
|
if (mAudioCaptured && !HasAudio()) {
|
|
return false;
|
|
}
|
|
|
|
// We'll skip the video decode to the next keyframe if we're low on
|
|
// audio, or if we're low on video, provided we're not running low on
|
|
// data to decode. If we're running low on downloaded data to decode,
|
|
// we won't start keyframe skipping, as we'll be pausing playback to buffer
|
|
// soon anyway and we'll want to be able to display frames immediately
|
|
// after buffering finishes. We ignore the low audio calculations for
|
|
// readers that are async, as since their audio decode runs on a different
|
|
// task queue it should never run low and skipping won't help their decode.
|
|
bool isLowOnDecodedAudio = !mReader->IsAsync() &&
|
|
!mIsAudioPrerolling && IsAudioDecoding() &&
|
|
(GetDecodedAudioDuration() <
|
|
mLowAudioThresholdUsecs * mPlaybackRate);
|
|
bool isLowOnDecodedVideo = !mIsVideoPrerolling &&
|
|
((GetClock() - mDecodedVideoEndTime) * mPlaybackRate >
|
|
LOW_VIDEO_THRESHOLD_USECS);
|
|
bool lowUndecoded = HasLowUndecodedData();
|
|
|
|
if ((isLowOnDecodedAudio || isLowOnDecodedVideo) && !lowUndecoded) {
|
|
DECODER_LOG("Skipping video decode to the next keyframe lowAudio=%d lowVideo=%d lowUndecoded=%d async=%d",
|
|
isLowOnDecodedAudio, isLowOnDecodedVideo, lowUndecoded, mReader->IsAsync());
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool
|
|
MediaDecoderStateMachine::NeedToDecodeAudio()
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
SAMPLE_LOG("NeedToDecodeAudio() isDec=%d decToTar=%d minPrl=%d seek=%d enufAud=%d",
|
|
IsAudioDecoding(), mDecodeToSeekTarget, mMinimizePreroll,
|
|
mState == DECODER_STATE_SEEKING,
|
|
HaveEnoughDecodedAudio(mAmpleAudioThresholdUsecs * mPlaybackRate));
|
|
|
|
return IsAudioDecoding() &&
|
|
((mState == DECODER_STATE_SEEKING && mDecodeToSeekTarget) ||
|
|
(IsDecodingFirstFrame() &&
|
|
IsAudioDecoding() && AudioQueue().GetSize() == 0) ||
|
|
(!mMinimizePreroll &&
|
|
!HaveEnoughDecodedAudio(mAmpleAudioThresholdUsecs * mPlaybackRate) &&
|
|
(mState != DECODER_STATE_SEEKING || mDecodeToSeekTarget)));
|
|
}
|
|
|
|
bool
|
|
MediaDecoderStateMachine::IsAudioSeekComplete()
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
SAMPLE_LOG("IsAudioSeekComplete() curTarVal=%d mAudDis=%d aqFin=%d aqSz=%d",
|
|
mCurrentSeek.Exists(), mDropAudioUntilNextDiscontinuity, AudioQueue().IsFinished(), AudioQueue().GetSize());
|
|
return
|
|
!HasAudio() ||
|
|
(mCurrentSeek.Exists() &&
|
|
!mDropAudioUntilNextDiscontinuity &&
|
|
(AudioQueue().IsFinished() || AudioQueue().GetSize() > 0));
|
|
}
|
|
|
|
bool
|
|
MediaDecoderStateMachine::IsVideoSeekComplete()
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
SAMPLE_LOG("IsVideoSeekComplete() curTarVal=%d mVidDis=%d vqFin=%d vqSz=%d",
|
|
mCurrentSeek.Exists(), mDropVideoUntilNextDiscontinuity, VideoQueue().IsFinished(), VideoQueue().GetSize());
|
|
return
|
|
!HasVideo() ||
|
|
(mCurrentSeek.Exists() &&
|
|
!mDropVideoUntilNextDiscontinuity &&
|
|
(VideoQueue().IsFinished() || VideoQueue().GetSize() > 0));
|
|
}
|
|
|
|
void
|
|
MediaDecoderStateMachine::OnAudioDecoded(MediaData* aAudioSample)
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
RefPtr<MediaData> audio(aAudioSample);
|
|
MOZ_ASSERT(audio);
|
|
mAudioDataRequest.Complete();
|
|
aAudioSample->AdjustForStartTime(StartTime());
|
|
mDecodedAudioEndTime = audio->GetEndTime();
|
|
|
|
SAMPLE_LOG("OnAudioDecoded [%lld,%lld] disc=%d",
|
|
(audio ? audio->mTime : -1),
|
|
(audio ? audio->GetEndTime() : -1),
|
|
(audio ? audio->mDiscontinuity : 0));
|
|
|
|
switch (mState) {
|
|
case DECODER_STATE_BUFFERING: {
|
|
// If we're buffering, this may be the sample we need to stop buffering.
|
|
// Save it and schedule the state machine.
|
|
Push(audio, MediaData::AUDIO_DATA);
|
|
ScheduleStateMachine();
|
|
return;
|
|
}
|
|
|
|
case DECODER_STATE_DECODING: {
|
|
Push(audio, MediaData::AUDIO_DATA);
|
|
if (MaybeFinishDecodeFirstFrame()) {
|
|
return;
|
|
}
|
|
if (mIsAudioPrerolling && DonePrerollingAudio()) {
|
|
StopPrerollingAudio();
|
|
}
|
|
return;
|
|
}
|
|
|
|
case DECODER_STATE_SEEKING: {
|
|
if (!mCurrentSeek.Exists()) {
|
|
// We've received a sample from a previous decode. Discard it.
|
|
return;
|
|
}
|
|
if (audio->mDiscontinuity) {
|
|
mDropAudioUntilNextDiscontinuity = false;
|
|
}
|
|
if (!mDropAudioUntilNextDiscontinuity) {
|
|
// We must be after the discontinuity; we're receiving samples
|
|
// at or after the seek target.
|
|
if (mCurrentSeek.mTarget.mType == SeekTarget::PrevSyncPoint &&
|
|
mCurrentSeek.mTarget.mTime > mCurrentTimeBeforeSeek &&
|
|
audio->mTime < mCurrentTimeBeforeSeek) {
|
|
// We are doing a fastSeek, but we ended up *before* the previous
|
|
// playback position. This is surprising UX, so switch to an accurate
|
|
// seek and decode to the seek target. This is not conformant to the
|
|
// spec, fastSeek should always be fast, but until we get the time to
|
|
// change all Readers to seek to the keyframe after the currentTime
|
|
// in this case, we'll just decode forward. Bug 1026330.
|
|
mCurrentSeek.mTarget.mType = SeekTarget::Accurate;
|
|
}
|
|
if (mCurrentSeek.mTarget.mType == SeekTarget::PrevSyncPoint) {
|
|
// Non-precise seek; we can stop the seek at the first sample.
|
|
Push(audio, MediaData::AUDIO_DATA);
|
|
} else {
|
|
// We're doing an accurate seek. We must discard
|
|
// MediaData up to the one containing exact seek target.
|
|
if (NS_FAILED(DropAudioUpToSeekTarget(audio))) {
|
|
DecodeError();
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
CheckIfSeekComplete();
|
|
return;
|
|
}
|
|
default: {
|
|
// Ignore other cases.
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
MediaDecoderStateMachine::Push(MediaData* aSample, MediaData::Type aSampleType)
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
MOZ_ASSERT(aSample);
|
|
|
|
if (aSample->mType == MediaData::AUDIO_DATA) {
|
|
// TODO: Send aSample to MSG and recalculate readystate before pushing,
|
|
// otherwise AdvanceFrame may pop the sample before we have a chance
|
|
// to reach playing.
|
|
AudioQueue().Push(aSample);
|
|
} else if (aSample->mType == MediaData::VIDEO_DATA) {
|
|
// TODO: Send aSample to MSG and recalculate readystate before pushing,
|
|
// otherwise AdvanceFrame may pop the sample before we have a chance
|
|
// to reach playing.
|
|
aSample->As<VideoData>()->mFrameID = ++mCurrentFrameID;
|
|
VideoQueue().Push(aSample);
|
|
} else {
|
|
// TODO: Handle MediaRawData, determine which queue should be pushed.
|
|
}
|
|
UpdateNextFrameStatus();
|
|
DispatchDecodeTasksIfNeeded();
|
|
}
|
|
|
|
void
|
|
MediaDecoderStateMachine::PushFront(MediaData* aSample, MediaData::Type aSampleType)
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
MOZ_ASSERT(aSample);
|
|
if (aSample->mType == MediaData::AUDIO_DATA) {
|
|
AudioQueue().PushFront(aSample);
|
|
} else if (aSample->mType == MediaData::VIDEO_DATA) {
|
|
aSample->As<VideoData>()->mFrameID = ++mCurrentFrameID;
|
|
VideoQueue().PushFront(aSample);
|
|
} else {
|
|
// TODO: Handle MediaRawData, determine which queue should be pushed.
|
|
}
|
|
UpdateNextFrameStatus();
|
|
}
|
|
|
|
void
|
|
MediaDecoderStateMachine::OnAudioPopped(const RefPtr<MediaData>& aSample)
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
mPlaybackOffset = std::max(mPlaybackOffset.Ref(), aSample->mOffset);
|
|
UpdateNextFrameStatus();
|
|
DispatchAudioDecodeTaskIfNeeded();
|
|
MaybeStartBuffering();
|
|
}
|
|
|
|
void
|
|
MediaDecoderStateMachine::OnVideoPopped(const RefPtr<MediaData>& aSample)
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
mPlaybackOffset = std::max(mPlaybackOffset.Ref(), aSample->mOffset);
|
|
UpdateNextFrameStatus();
|
|
DispatchVideoDecodeTaskIfNeeded();
|
|
MaybeStartBuffering();
|
|
}
|
|
|
|
void
|
|
MediaDecoderStateMachine::OnNotDecoded(MediaData::Type aType,
|
|
MediaDecoderReader::NotDecodedReason aReason)
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
SAMPLE_LOG("OnNotDecoded (aType=%u, aReason=%u)", aType, aReason);
|
|
bool isAudio = aType == MediaData::AUDIO_DATA;
|
|
MOZ_ASSERT_IF(!isAudio, aType == MediaData::VIDEO_DATA);
|
|
|
|
if (isAudio) {
|
|
mAudioDataRequest.Complete();
|
|
} else {
|
|
mVideoDataRequest.Complete();
|
|
}
|
|
if (IsShutdown()) {
|
|
// Already shutdown;
|
|
return;
|
|
}
|
|
|
|
// If this is a decode error, delegate to the generic error path.
|
|
if (aReason == MediaDecoderReader::DECODE_ERROR) {
|
|
DecodeError();
|
|
return;
|
|
}
|
|
|
|
// If the decoder is waiting for data, we tell it to call us back when the
|
|
// data arrives.
|
|
if (aReason == MediaDecoderReader::WAITING_FOR_DATA) {
|
|
MOZ_ASSERT(mReader->IsWaitForDataSupported(),
|
|
"Readers that send WAITING_FOR_DATA need to implement WaitForData");
|
|
RefPtr<MediaDecoderStateMachine> self = this;
|
|
WaitRequestRef(aType).Begin(InvokeAsync(DecodeTaskQueue(), mReader.get(), __func__,
|
|
&MediaDecoderReader::WaitForData, aType)
|
|
->Then(OwnerThread(), __func__,
|
|
[self] (MediaData::Type aType) -> void {
|
|
self->WaitRequestRef(aType).Complete();
|
|
self->DispatchDecodeTasksIfNeeded();
|
|
},
|
|
[self] (WaitForDataRejectValue aRejection) -> void {
|
|
self->WaitRequestRef(aRejection.mType).Complete();
|
|
}));
|
|
|
|
return;
|
|
}
|
|
|
|
if (aReason == MediaDecoderReader::CANCELED) {
|
|
DispatchDecodeTasksIfNeeded();
|
|
return;
|
|
}
|
|
|
|
// This is an EOS. Finish off the queue, and then handle things based on our
|
|
// state.
|
|
MOZ_ASSERT(aReason == MediaDecoderReader::END_OF_STREAM);
|
|
if (!isAudio && mState == DECODER_STATE_SEEKING &&
|
|
mCurrentSeek.Exists() && mFirstVideoFrameAfterSeek) {
|
|
// Null sample. Hit end of stream. If we have decoded a frame,
|
|
// insert it into the queue so that we have something to display.
|
|
// We make sure to do this before invoking VideoQueue().Finish()
|
|
// below.
|
|
Push(mFirstVideoFrameAfterSeek, MediaData::VIDEO_DATA);
|
|
mFirstVideoFrameAfterSeek = nullptr;
|
|
}
|
|
if (isAudio) {
|
|
AudioQueue().Finish();
|
|
StopPrerollingAudio();
|
|
} else {
|
|
VideoQueue().Finish();
|
|
StopPrerollingVideo();
|
|
}
|
|
switch (mState) {
|
|
case DECODER_STATE_BUFFERING:
|
|
case DECODER_STATE_DECODING: {
|
|
if (MaybeFinishDecodeFirstFrame()) {
|
|
return;
|
|
}
|
|
CheckIfDecodeComplete();
|
|
return;
|
|
}
|
|
case DECODER_STATE_SEEKING: {
|
|
if (!mCurrentSeek.Exists()) {
|
|
// We've received a sample from a previous decode. Discard it.
|
|
return;
|
|
}
|
|
|
|
if (isAudio) {
|
|
mDropAudioUntilNextDiscontinuity = false;
|
|
} else {
|
|
mDropVideoUntilNextDiscontinuity = false;
|
|
}
|
|
|
|
CheckIfSeekComplete();
|
|
return;
|
|
}
|
|
default: {
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
bool
|
|
MediaDecoderStateMachine::MaybeFinishDecodeFirstFrame()
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
if (!IsDecodingFirstFrame() ||
|
|
(IsAudioDecoding() && AudioQueue().GetSize() == 0) ||
|
|
(IsVideoDecoding() && VideoQueue().GetSize() == 0)) {
|
|
return false;
|
|
}
|
|
FinishDecodeFirstFrame();
|
|
if (!mQueuedSeek.Exists()) {
|
|
return false;
|
|
}
|
|
|
|
// We can now complete the pending seek.
|
|
mPendingSeek.Steal(mQueuedSeek);
|
|
SetState(DECODER_STATE_SEEKING);
|
|
ScheduleStateMachine();
|
|
return true;
|
|
}
|
|
|
|
void
|
|
MediaDecoderStateMachine::OnVideoDecoded(MediaData* aVideoSample)
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
RefPtr<MediaData> video(aVideoSample);
|
|
MOZ_ASSERT(video);
|
|
mVideoDataRequest.Complete();
|
|
aVideoSample->AdjustForStartTime(StartTime());
|
|
mDecodedVideoEndTime = video ? video->GetEndTime() : mDecodedVideoEndTime;
|
|
|
|
SAMPLE_LOG("OnVideoDecoded [%lld,%lld] disc=%d",
|
|
(video ? video->mTime : -1),
|
|
(video ? video->GetEndTime() : -1),
|
|
(video ? video->mDiscontinuity : 0));
|
|
|
|
// Check frame validity here for every decoded frame in order to have a
|
|
// better chance to make the decision of turning off HW acceleration.
|
|
CheckFrameValidity(aVideoSample->As<VideoData>());
|
|
|
|
switch (mState) {
|
|
case DECODER_STATE_BUFFERING: {
|
|
// If we're buffering, this may be the sample we need to stop buffering.
|
|
// Save it and schedule the state machine.
|
|
Push(video, MediaData::VIDEO_DATA);
|
|
ScheduleStateMachine();
|
|
return;
|
|
}
|
|
|
|
case DECODER_STATE_DECODING: {
|
|
Push(video, MediaData::VIDEO_DATA);
|
|
if (MaybeFinishDecodeFirstFrame()) {
|
|
return;
|
|
}
|
|
if (mIsVideoPrerolling && DonePrerollingVideo()) {
|
|
StopPrerollingVideo();
|
|
}
|
|
|
|
// Schedule the state machine to send stream data as soon as possible if
|
|
// the VideoQueue() is empty or contains one frame before the Push().
|
|
//
|
|
// The state machine threads requires a frame in VideoQueue() that is `in
|
|
// the future` to gather precise timing information. The head of
|
|
// VideoQueue() is always `in the past`.
|
|
//
|
|
// Schedule the state machine as soon as possible to render the video
|
|
// frame or delay the state machine thread accurately.
|
|
if (VideoQueue().GetSize() <= 2) {
|
|
ScheduleStateMachine();
|
|
}
|
|
|
|
// For non async readers, if the requested video sample was slow to
|
|
// arrive, increase the amount of audio we buffer to ensure that we
|
|
// don't run out of audio. This is unnecessary for async readers,
|
|
// since they decode audio and video on different threads so they
|
|
// are unlikely to run out of decoded audio.
|
|
if (mReader->IsAsync()) {
|
|
return;
|
|
}
|
|
TimeDuration decodeTime = TimeStamp::Now() - mVideoDecodeStartTime;
|
|
if (!IsDecodingFirstFrame() &&
|
|
THRESHOLD_FACTOR * DurationToUsecs(decodeTime) > mLowAudioThresholdUsecs &&
|
|
!HasLowUndecodedData())
|
|
{
|
|
mLowAudioThresholdUsecs =
|
|
std::min(THRESHOLD_FACTOR * DurationToUsecs(decodeTime), mAmpleAudioThresholdUsecs);
|
|
mAmpleAudioThresholdUsecs = std::max(THRESHOLD_FACTOR * mLowAudioThresholdUsecs,
|
|
mAmpleAudioThresholdUsecs);
|
|
DECODER_LOG("Slow video decode, set mLowAudioThresholdUsecs=%lld mAmpleAudioThresholdUsecs=%lld",
|
|
mLowAudioThresholdUsecs, mAmpleAudioThresholdUsecs);
|
|
}
|
|
return;
|
|
}
|
|
case DECODER_STATE_SEEKING: {
|
|
if (!mCurrentSeek.Exists()) {
|
|
// We've received a sample from a previous decode. Discard it.
|
|
return;
|
|
}
|
|
if (mDropVideoUntilNextDiscontinuity) {
|
|
if (video->mDiscontinuity) {
|
|
mDropVideoUntilNextDiscontinuity = false;
|
|
}
|
|
}
|
|
if (!mDropVideoUntilNextDiscontinuity) {
|
|
// We must be after the discontinuity; we're receiving samples
|
|
// at or after the seek target.
|
|
if (mCurrentSeek.mTarget.mType == SeekTarget::PrevSyncPoint &&
|
|
mCurrentSeek.mTarget.mTime > mCurrentTimeBeforeSeek &&
|
|
video->mTime < mCurrentTimeBeforeSeek) {
|
|
// We are doing a fastSeek, but we ended up *before* the previous
|
|
// playback position. This is surprising UX, so switch to an accurate
|
|
// seek and decode to the seek target. This is not conformant to the
|
|
// spec, fastSeek should always be fast, but until we get the time to
|
|
// change all Readers to seek to the keyframe after the currentTime
|
|
// in this case, we'll just decode forward. Bug 1026330.
|
|
mCurrentSeek.mTarget.mType = SeekTarget::Accurate;
|
|
}
|
|
if (mCurrentSeek.mTarget.mType == SeekTarget::PrevSyncPoint ||
|
|
mPendingSeek.Exists()) {
|
|
// Non-precise seek; or a pending seek exists ; we can stop the seek
|
|
// at the first sample.
|
|
Push(video, MediaData::VIDEO_DATA);
|
|
} else {
|
|
// We're doing an accurate seek. We still need to discard
|
|
// MediaData up to the one containing exact seek target.
|
|
if (NS_FAILED(DropVideoUpToSeekTarget(video))) {
|
|
DecodeError();
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
CheckIfSeekComplete();
|
|
return;
|
|
}
|
|
default: {
|
|
// Ignore other cases.
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
MediaDecoderStateMachine::CheckIfSeekComplete()
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
MOZ_ASSERT(mState == DECODER_STATE_SEEKING);
|
|
|
|
const bool videoSeekComplete = IsVideoSeekComplete();
|
|
if (HasVideo() && !videoSeekComplete) {
|
|
// We haven't reached the target. Ensure we have requested another sample.
|
|
if (NS_FAILED(EnsureVideoDecodeTaskQueued())) {
|
|
DECODER_WARN("Failed to request video during seek");
|
|
DecodeError();
|
|
}
|
|
}
|
|
|
|
const bool audioSeekComplete = IsAudioSeekComplete();
|
|
if (HasAudio() && !audioSeekComplete) {
|
|
// We haven't reached the target. Ensure we have requested another sample.
|
|
if (NS_FAILED(EnsureAudioDecodeTaskQueued())) {
|
|
DECODER_WARN("Failed to request audio during seek");
|
|
DecodeError();
|
|
}
|
|
}
|
|
|
|
SAMPLE_LOG("CheckIfSeekComplete() audioSeekComplete=%d videoSeekComplete=%d",
|
|
audioSeekComplete, videoSeekComplete);
|
|
|
|
if (audioSeekComplete && videoSeekComplete) {
|
|
mDecodeToSeekTarget = false;
|
|
SeekCompleted();
|
|
}
|
|
}
|
|
|
|
bool
|
|
MediaDecoderStateMachine::IsAudioDecoding()
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
return HasAudio() && !AudioQueue().IsFinished();
|
|
}
|
|
|
|
bool
|
|
MediaDecoderStateMachine::IsVideoDecoding()
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
return HasVideo() && !VideoQueue().IsFinished();
|
|
}
|
|
|
|
void
|
|
MediaDecoderStateMachine::CheckIfDecodeComplete()
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
|
|
if (IsShutdown() ||
|
|
mState == DECODER_STATE_SEEKING ||
|
|
mState == DECODER_STATE_COMPLETED) {
|
|
// Don't change our state if we've already been shutdown, or we're seeking,
|
|
// since we don't want to abort the shutdown or seek processes.
|
|
return;
|
|
}
|
|
if (!IsVideoDecoding() && !IsAudioDecoding()) {
|
|
// We've finished decoding all active streams,
|
|
// so move to COMPLETED state.
|
|
SetState(DECODER_STATE_COMPLETED);
|
|
DispatchDecodeTasksIfNeeded();
|
|
ScheduleStateMachine();
|
|
}
|
|
DECODER_LOG("CheckIfDecodeComplete %scompleted",
|
|
((mState == DECODER_STATE_COMPLETED) ? "" : "NOT "));
|
|
}
|
|
|
|
bool MediaDecoderStateMachine::IsPlaying() const
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
return mMediaSink->IsPlaying();
|
|
}
|
|
|
|
nsresult MediaDecoderStateMachine::Init()
|
|
{
|
|
MOZ_ASSERT(NS_IsMainThread());
|
|
nsresult rv = mReader->Init();
|
|
NS_ENSURE_SUCCESS(rv, rv);
|
|
ScheduleStateMachineCrossThread();
|
|
return NS_OK;
|
|
}
|
|
|
|
void MediaDecoderStateMachine::StopPlayback()
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
DECODER_LOG("StopPlayback()");
|
|
|
|
mDecoder->DispatchPlaybackStopped();
|
|
|
|
if (IsPlaying()) {
|
|
mMediaSink->SetPlaying(false);
|
|
MOZ_ASSERT(!IsPlaying());
|
|
}
|
|
|
|
DispatchDecodeTasksIfNeeded();
|
|
}
|
|
|
|
void MediaDecoderStateMachine::MaybeStartPlayback()
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
MOZ_ASSERT(mState == DECODER_STATE_DECODING ||
|
|
mState == DECODER_STATE_COMPLETED);
|
|
|
|
if (IsPlaying()) {
|
|
// Logging this case is really spammy - don't do it.
|
|
return;
|
|
}
|
|
|
|
bool playStatePermits = mPlayState == MediaDecoder::PLAY_STATE_PLAYING;
|
|
if (!playStatePermits || mIsAudioPrerolling ||
|
|
mIsVideoPrerolling || mAudioOffloading) {
|
|
DECODER_LOG("Not starting playback [playStatePermits: %d, "
|
|
"mIsAudioPrerolling: %d, mIsVideoPrerolling: %d, "
|
|
"mAudioOffloading: %d]",
|
|
(int)playStatePermits, (int)mIsAudioPrerolling,
|
|
(int)mIsVideoPrerolling, (int)mAudioOffloading);
|
|
return;
|
|
}
|
|
|
|
DECODER_LOG("MaybeStartPlayback() starting playback");
|
|
mDecoder->DispatchPlaybackStarted();
|
|
StartMediaSink();
|
|
|
|
if (!IsPlaying()) {
|
|
mMediaSink->SetPlaying(true);
|
|
MOZ_ASSERT(IsPlaying());
|
|
}
|
|
|
|
DispatchDecodeTasksIfNeeded();
|
|
}
|
|
|
|
void
|
|
MediaDecoderStateMachine::MaybeStartBuffering()
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
|
|
if (mState == DECODER_STATE_DECODING &&
|
|
mPlayState == MediaDecoder::PLAY_STATE_PLAYING &&
|
|
mResource->IsExpectingMoreData()) {
|
|
bool shouldBuffer;
|
|
if (mReader->UseBufferingHeuristics()) {
|
|
shouldBuffer = HasLowDecodedData(EXHAUSTED_DATA_MARGIN_USECS) &&
|
|
(JustExitedQuickBuffering() || HasLowUndecodedData());
|
|
} else {
|
|
MOZ_ASSERT(mReader->IsWaitForDataSupported());
|
|
shouldBuffer = (OutOfDecodedAudio() && mAudioWaitRequest.Exists()) ||
|
|
(OutOfDecodedVideo() && mVideoWaitRequest.Exists());
|
|
}
|
|
if (shouldBuffer) {
|
|
StartBuffering();
|
|
// Don't go straight back to the state machine loop since that might
|
|
// cause us to start decoding again and we could flip-flop between
|
|
// decoding and quick-buffering.
|
|
ScheduleStateMachineIn(USECS_PER_S);
|
|
}
|
|
}
|
|
}
|
|
|
|
void MediaDecoderStateMachine::UpdatePlaybackPositionInternal(int64_t aTime)
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
SAMPLE_LOG("UpdatePlaybackPositionInternal(%lld)", aTime);
|
|
|
|
mCurrentPosition = aTime;
|
|
NS_ASSERTION(mCurrentPosition >= 0, "CurrentTime should be positive!");
|
|
mObservedDuration = std::max(mObservedDuration.Ref(),
|
|
TimeUnit::FromMicroseconds(mCurrentPosition.Ref()));
|
|
}
|
|
|
|
void MediaDecoderStateMachine::UpdatePlaybackPosition(int64_t aTime)
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
UpdatePlaybackPositionInternal(aTime);
|
|
|
|
bool fragmentEnded = mFragmentEndTime >= 0 && GetMediaTime() >= mFragmentEndTime;
|
|
mMetadataManager.DispatchMetadataIfNeeded(TimeUnit::FromMicroseconds(aTime));
|
|
|
|
if (fragmentEnded) {
|
|
StopPlayback();
|
|
}
|
|
}
|
|
|
|
static const char* const gMachineStateStr[] = {
|
|
"NONE",
|
|
"DECODING_METADATA",
|
|
"WAIT_FOR_CDM",
|
|
"DORMANT",
|
|
"DECODING",
|
|
"SEEKING",
|
|
"BUFFERING",
|
|
"COMPLETED",
|
|
"SHUTDOWN",
|
|
"ERROR"
|
|
};
|
|
|
|
void MediaDecoderStateMachine::SetState(State aState)
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
if (mState == aState) {
|
|
return;
|
|
}
|
|
DECODER_LOG("Change machine state from %s to %s",
|
|
gMachineStateStr[mState], gMachineStateStr[aState]);
|
|
|
|
mState = aState;
|
|
|
|
mIsShutdown = mState == DECODER_STATE_ERROR || mState == DECODER_STATE_SHUTDOWN;
|
|
|
|
// Clear state-scoped state.
|
|
mSentPlaybackEndedEvent = false;
|
|
}
|
|
|
|
void MediaDecoderStateMachine::VolumeChanged()
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
mMediaSink->SetVolume(mVolume);
|
|
}
|
|
|
|
void MediaDecoderStateMachine::RecomputeDuration()
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
|
|
TimeUnit duration;
|
|
if (mExplicitDuration.Ref().isSome()) {
|
|
double d = mExplicitDuration.Ref().ref();
|
|
if (IsNaN(d)) {
|
|
// We have an explicit duration (which means that we shouldn't look at
|
|
// any other duration sources), but the duration isn't ready yet.
|
|
return;
|
|
}
|
|
// We don't fire duration changed for this case because it should have
|
|
// already been fired on the main thread when the explicit duration was set.
|
|
duration = TimeUnit::FromSeconds(d);
|
|
} else if (mEstimatedDuration.Ref().isSome()) {
|
|
duration = mEstimatedDuration.Ref().ref();
|
|
} else if (mInfo.mMetadataDuration.isSome()) {
|
|
duration = mInfo.mMetadataDuration.ref();
|
|
} else {
|
|
return;
|
|
}
|
|
|
|
if (duration < mObservedDuration.Ref()) {
|
|
duration = mObservedDuration;
|
|
}
|
|
|
|
MOZ_ASSERT(duration.ToMicroseconds() >= 0);
|
|
mDuration = Some(duration);
|
|
}
|
|
|
|
void
|
|
MediaDecoderStateMachine::DispatchSetDormant(bool aDormant)
|
|
{
|
|
nsCOMPtr<nsIRunnable> r = NS_NewRunnableMethodWithArg<bool>(
|
|
this, &MediaDecoderStateMachine::SetDormant, aDormant);
|
|
OwnerThread()->Dispatch(r.forget());
|
|
}
|
|
|
|
void
|
|
MediaDecoderStateMachine::SetDormant(bool aDormant)
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
|
|
if (IsShutdown()) {
|
|
return;
|
|
}
|
|
|
|
if (!mReader) {
|
|
return;
|
|
}
|
|
|
|
if (mMetadataRequest.Exists()) {
|
|
if (mPendingDormant && mPendingDormant.ref() != aDormant && !aDormant) {
|
|
// We already have a dormant request pending; the new request would have
|
|
// resumed from dormant, we can just cancel any pending dormant requests.
|
|
mPendingDormant.reset();
|
|
} else {
|
|
mPendingDormant = Some(aDormant);
|
|
}
|
|
return;
|
|
}
|
|
mPendingDormant.reset();
|
|
|
|
DECODER_LOG("SetDormant=%d", aDormant);
|
|
|
|
if (aDormant) {
|
|
if (mState == DECODER_STATE_SEEKING) {
|
|
if (mQueuedSeek.Exists()) {
|
|
// Keep latest seek target
|
|
} else if (mPendingSeek.Exists()) {
|
|
mQueuedSeek.Steal(mPendingSeek);
|
|
} else if (mCurrentSeek.Exists()) {
|
|
mQueuedSeek.Steal(mCurrentSeek);
|
|
} else {
|
|
mQueuedSeek.mTarget = SeekTarget(mCurrentPosition,
|
|
SeekTarget::Accurate,
|
|
MediaDecoderEventVisibility::Suppressed);
|
|
// XXXbholley - Nobody is listening to this promise. Do we need to pass it
|
|
// back to MediaDecoder when we come out of dormant?
|
|
RefPtr<MediaDecoder::SeekPromise> unused = mQueuedSeek.mPromise.Ensure(__func__);
|
|
}
|
|
} else {
|
|
mQueuedSeek.mTarget = SeekTarget(mCurrentPosition,
|
|
SeekTarget::Accurate,
|
|
MediaDecoderEventVisibility::Suppressed);
|
|
// XXXbholley - Nobody is listening to this promise. Do we need to pass it
|
|
// back to MediaDecoder when we come out of dormant?
|
|
RefPtr<MediaDecoder::SeekPromise> unused = mQueuedSeek.mPromise.Ensure(__func__);
|
|
}
|
|
mPendingSeek.RejectIfExists(__func__);
|
|
mCurrentSeek.RejectIfExists(__func__);
|
|
SetState(DECODER_STATE_DORMANT);
|
|
if (IsPlaying()) {
|
|
StopPlayback();
|
|
}
|
|
|
|
Reset();
|
|
|
|
// Note that we do not wait for the decode task queue to go idle before
|
|
// queuing the ReleaseMediaResources task - instead, we disconnect promises,
|
|
// reset state, and put a ResetDecode in the decode task queue. Any tasks
|
|
// that run after ResetDecode are supposed to run with a clean slate. We rely
|
|
// on that in other places (i.e. seeking), so it seems reasonable to rely on
|
|
// it here as well.
|
|
nsCOMPtr<nsIRunnable> r = NS_NewRunnableMethod(mReader, &MediaDecoderReader::ReleaseMediaResources);
|
|
DecodeTaskQueue()->Dispatch(r.forget());
|
|
} else if ((aDormant != true) && (mState == DECODER_STATE_DORMANT)) {
|
|
ScheduleStateMachine();
|
|
mDecodingFirstFrame = true;
|
|
SetState(DECODER_STATE_DECODING_NONE);
|
|
}
|
|
}
|
|
|
|
void MediaDecoderStateMachine::Shutdown()
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
|
|
// Once we've entered the shutdown state here there's no going back.
|
|
// Change state before issuing shutdown request to threads so those
|
|
// threads can start exiting cleanly during the Shutdown call.
|
|
ScheduleStateMachine();
|
|
SetState(DECODER_STATE_SHUTDOWN);
|
|
|
|
mQueuedSeek.RejectIfExists(__func__);
|
|
mPendingSeek.RejectIfExists(__func__);
|
|
mCurrentSeek.RejectIfExists(__func__);
|
|
|
|
#ifdef MOZ_EME
|
|
mCDMProxyPromise.DisconnectIfExists();
|
|
#endif
|
|
|
|
if (IsPlaying()) {
|
|
StopPlayback();
|
|
}
|
|
|
|
Reset();
|
|
|
|
mMediaSink->Shutdown();
|
|
|
|
// Shut down our start time rendezvous.
|
|
if (mStartTimeRendezvous) {
|
|
mStartTimeRendezvous->Destroy();
|
|
}
|
|
|
|
// Put a task in the decode queue to shutdown the reader.
|
|
// the queue to spin down.
|
|
InvokeAsync(DecodeTaskQueue(), mReader.get(), __func__, &MediaDecoderReader::Shutdown)
|
|
->Then(OwnerThread(), __func__, this,
|
|
&MediaDecoderStateMachine::FinishShutdown,
|
|
&MediaDecoderStateMachine::FinishShutdown);
|
|
DECODER_LOG("Shutdown started");
|
|
}
|
|
|
|
void MediaDecoderStateMachine::StartDecoding()
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
if (mState == DECODER_STATE_DECODING && !mDecodingFirstFrame) {
|
|
return;
|
|
}
|
|
SetState(DECODER_STATE_DECODING);
|
|
|
|
if (mDecodingFirstFrame &&
|
|
(IsRealTime() || mSentFirstFrameLoadedEvent)) {
|
|
if (IsRealTime()) {
|
|
FinishDecodeFirstFrame();
|
|
} else {
|
|
// We're resuming from dormant state, so we don't need to request
|
|
// the first samples in order to determine the media start time,
|
|
// we have the start time from last time we loaded.
|
|
// FinishDecodeFirstFrame will be launched upon completion of the seek when
|
|
// we have data ready to play.
|
|
MOZ_ASSERT(mQueuedSeek.Exists() && mSentFirstFrameLoadedEvent,
|
|
"Return from dormant must have queued seek");
|
|
}
|
|
if (mQueuedSeek.Exists()) {
|
|
mPendingSeek.Steal(mQueuedSeek);
|
|
SetState(DECODER_STATE_SEEKING);
|
|
ScheduleStateMachine();
|
|
return;
|
|
}
|
|
}
|
|
|
|
mDecodeStartTime = TimeStamp::Now();
|
|
|
|
CheckIfDecodeComplete();
|
|
if (mState == DECODER_STATE_COMPLETED) {
|
|
return;
|
|
}
|
|
|
|
// Reset other state to pristine values before starting decode.
|
|
mIsAudioPrerolling = !DonePrerollingAudio();
|
|
mIsVideoPrerolling = !DonePrerollingVideo();
|
|
|
|
// Ensure that we've got tasks enqueued to decode data if we need to.
|
|
DispatchDecodeTasksIfNeeded();
|
|
|
|
ScheduleStateMachine();
|
|
}
|
|
|
|
void MediaDecoderStateMachine::PlayStateChanged()
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
|
|
// This method used to be a Play() method invoked by MediaDecoder when the
|
|
// play state became PLAY_STATE_PLAYING. As such, it doesn't have any work to
|
|
// do for other state changes. That could change.
|
|
if (mPlayState != MediaDecoder::PLAY_STATE_PLAYING) {
|
|
return;
|
|
}
|
|
|
|
// Once we start playing, we don't want to minimize our prerolling, as we
|
|
// assume the user is likely to want to keep playing in future. This needs to
|
|
// happen before we invoke StartDecoding().
|
|
if (mMinimizePreroll) {
|
|
mMinimizePreroll = false;
|
|
DispatchDecodeTasksIfNeeded();
|
|
}
|
|
|
|
// Some state transitions still happen synchronously on the main thread. So
|
|
// if the main thread invokes Play() and then Seek(), the seek will initiate
|
|
// synchronously on the main thread, and the asynchronous PlayInternal task
|
|
// will arrive when it's no longer valid. The proper thing to do is to move
|
|
// all state transitions to the state machine task queue, but for now we just
|
|
// make sure that none of the possible main-thread state transitions (Seek(),
|
|
// SetDormant(), and Shutdown()) have not occurred.
|
|
if (mState != DECODER_STATE_DECODING && mState != DECODER_STATE_BUFFERING &&
|
|
mState != DECODER_STATE_COMPLETED)
|
|
{
|
|
DECODER_LOG("Unexpected state - Bailing out of PlayInternal()");
|
|
return;
|
|
}
|
|
|
|
// When asked to play, switch to decoding state only if
|
|
// we are currently buffering. In other cases, we'll start playing anyway
|
|
// when the state machine notices the decoder's state change to PLAYING.
|
|
if (mState == DECODER_STATE_BUFFERING) {
|
|
StartDecoding();
|
|
}
|
|
|
|
ScheduleStateMachine();
|
|
}
|
|
|
|
void MediaDecoderStateMachine::LogicallySeekingChanged()
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
ScheduleStateMachine();
|
|
}
|
|
|
|
void MediaDecoderStateMachine::SameOriginMediaChanged()
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
mStreamSink->SetSameOrigin(mSameOriginMedia);
|
|
}
|
|
|
|
void MediaDecoderStateMachine::BufferedRangeUpdated()
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
|
|
// While playing an unseekable stream of unknown duration, mObservedDuration
|
|
// is updated (in AdvanceFrame()) as we play. But if data is being downloaded
|
|
// faster than played, mObserved won't reflect the end of playable data
|
|
// since we haven't played the frame at the end of buffered data. So update
|
|
// mObservedDuration here as new data is downloaded to prevent such a lag.
|
|
if (!mBuffered.Ref().IsInvalid()) {
|
|
bool exists;
|
|
media::TimeUnit end{mBuffered.Ref().GetEnd(&exists)};
|
|
if (exists) {
|
|
mObservedDuration = std::max(mObservedDuration.Ref(), end);
|
|
}
|
|
}
|
|
}
|
|
|
|
RefPtr<MediaDecoder::SeekPromise>
|
|
MediaDecoderStateMachine::Seek(SeekTarget aTarget)
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
|
|
if (IsShutdown()) {
|
|
return MediaDecoder::SeekPromise::CreateAndReject(/* aIgnored = */ true, __func__);
|
|
}
|
|
|
|
// We need to be able to seek both at a transport level and at a media level
|
|
// to seek.
|
|
if (!mMediaSeekable) {
|
|
DECODER_WARN("Seek() function should not be called on a non-seekable state machine");
|
|
return MediaDecoder::SeekPromise::CreateAndReject(/* aIgnored = */ true, __func__);
|
|
}
|
|
|
|
NS_ASSERTION(mState > DECODER_STATE_DECODING_METADATA,
|
|
"We should have got duration already");
|
|
|
|
if (mState < DECODER_STATE_DECODING ||
|
|
(IsDecodingFirstFrame() && !mReader->ForceZeroStartTime())) {
|
|
DECODER_LOG("Seek() Not Enough Data to continue at this stage, queuing seek");
|
|
mQueuedSeek.RejectIfExists(__func__);
|
|
mQueuedSeek.mTarget = aTarget;
|
|
return mQueuedSeek.mPromise.Ensure(__func__);
|
|
}
|
|
mQueuedSeek.RejectIfExists(__func__);
|
|
mPendingSeek.RejectIfExists(__func__);
|
|
mPendingSeek.mTarget = aTarget;
|
|
|
|
DECODER_LOG("Changed state to SEEKING (to %lld)", mPendingSeek.mTarget.mTime);
|
|
SetState(DECODER_STATE_SEEKING);
|
|
ScheduleStateMachine();
|
|
|
|
return mPendingSeek.mPromise.Ensure(__func__);
|
|
}
|
|
|
|
RefPtr<MediaDecoder::SeekPromise>
|
|
MediaDecoderStateMachine::InvokeSeek(SeekTarget aTarget)
|
|
{
|
|
return InvokeAsync(OwnerThread(), this, __func__,
|
|
&MediaDecoderStateMachine::Seek, aTarget);
|
|
}
|
|
|
|
void MediaDecoderStateMachine::StopMediaSink()
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
if (mMediaSink->IsStarted()) {
|
|
DECODER_LOG("Stop MediaSink");
|
|
mMediaSink->Stop();
|
|
mMediaSinkAudioPromise.DisconnectIfExists();
|
|
mMediaSinkVideoPromise.DisconnectIfExists();
|
|
}
|
|
}
|
|
|
|
void
|
|
MediaDecoderStateMachine::DispatchDecodeTasksIfNeeded()
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
|
|
if (mState != DECODER_STATE_DECODING &&
|
|
mState != DECODER_STATE_BUFFERING &&
|
|
mState != DECODER_STATE_SEEKING) {
|
|
return;
|
|
}
|
|
|
|
// NeedToDecodeAudio() can go from false to true while we hold the
|
|
// monitor, but it can't go from true to false. This can happen because
|
|
// NeedToDecodeAudio() takes into account the amount of decoded audio
|
|
// that's been written to the AudioStream but not played yet. So if we
|
|
// were calling NeedToDecodeAudio() twice and we thread-context switch
|
|
// between the calls, audio can play, which can affect the return value
|
|
// of NeedToDecodeAudio() giving inconsistent results. So we cache the
|
|
// value returned by NeedToDecodeAudio(), and make decisions
|
|
// based on the cached value. If NeedToDecodeAudio() has
|
|
// returned false, and then subsequently returns true and we're not
|
|
// playing, it will probably be OK since we don't need to consume data
|
|
// anyway.
|
|
|
|
const bool needToDecodeAudio = NeedToDecodeAudio();
|
|
const bool needToDecodeVideo = NeedToDecodeVideo();
|
|
|
|
// If we're in completed state, we should not need to decode anything else.
|
|
MOZ_ASSERT(mState != DECODER_STATE_COMPLETED ||
|
|
(!needToDecodeAudio && !needToDecodeVideo));
|
|
|
|
bool needIdle = !IsLogicallyPlaying() &&
|
|
mState != DECODER_STATE_SEEKING &&
|
|
!needToDecodeAudio &&
|
|
!needToDecodeVideo &&
|
|
!IsPlaying();
|
|
|
|
SAMPLE_LOG("DispatchDecodeTasksIfNeeded needAudio=%d audioStatus=%s needVideo=%d videoStatus=%s needIdle=%d",
|
|
needToDecodeAudio, AudioRequestStatus(),
|
|
needToDecodeVideo, VideoRequestStatus(),
|
|
needIdle);
|
|
|
|
if (needToDecodeAudio) {
|
|
EnsureAudioDecodeTaskQueued();
|
|
}
|
|
if (needToDecodeVideo) {
|
|
EnsureVideoDecodeTaskQueued();
|
|
}
|
|
|
|
if (needIdle) {
|
|
DECODER_LOG("Dispatching SetIdle() audioQueue=%lld videoQueue=%lld",
|
|
GetDecodedAudioDuration(),
|
|
VideoQueue().Duration());
|
|
nsCOMPtr<nsIRunnable> task = NS_NewRunnableMethod(mReader, &MediaDecoderReader::SetIdle);
|
|
DecodeTaskQueue()->Dispatch(task.forget());
|
|
}
|
|
}
|
|
|
|
void
|
|
MediaDecoderStateMachine::InitiateSeek()
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
|
|
mCurrentSeek.RejectIfExists(__func__);
|
|
mCurrentSeek.Steal(mPendingSeek);
|
|
|
|
// Bound the seek time to be inside the media range.
|
|
int64_t end = Duration().ToMicroseconds();
|
|
NS_ASSERTION(end != -1, "Should know end time by now");
|
|
int64_t seekTime = mCurrentSeek.mTarget.mTime;
|
|
seekTime = std::min(seekTime, end);
|
|
seekTime = std::max(int64_t(0), seekTime);
|
|
NS_ASSERTION(seekTime >= 0 && seekTime <= end,
|
|
"Can only seek in range [0,duration]");
|
|
mCurrentSeek.mTarget.mTime = seekTime;
|
|
|
|
mDropAudioUntilNextDiscontinuity = HasAudio();
|
|
mDropVideoUntilNextDiscontinuity = HasVideo();
|
|
mCurrentTimeBeforeSeek = GetMediaTime();
|
|
|
|
// Stop playback now to ensure that while we're outside the monitor
|
|
// dispatching SeekingStarted, playback doesn't advance and mess with
|
|
// mCurrentPosition that we've setting to seekTime here.
|
|
StopPlayback();
|
|
UpdatePlaybackPositionInternal(mCurrentSeek.mTarget.mTime);
|
|
|
|
nsCOMPtr<nsIRunnable> startEvent =
|
|
NS_NewRunnableMethodWithArg<MediaDecoderEventVisibility>(
|
|
mDecoder,
|
|
&MediaDecoder::SeekingStarted,
|
|
mCurrentSeek.mTarget.mEventVisibility);
|
|
AbstractThread::MainThread()->Dispatch(startEvent.forget());
|
|
|
|
// Reset our state machine and decoding pipeline before seeking.
|
|
Reset();
|
|
|
|
// Do the seek.
|
|
RefPtr<MediaDecoderStateMachine> self = this;
|
|
mSeekRequest.Begin(InvokeAsync(DecodeTaskQueue(), mReader.get(), __func__,
|
|
&MediaDecoderReader::Seek, mCurrentSeek.mTarget.mTime,
|
|
Duration().ToMicroseconds())
|
|
->Then(OwnerThread(), __func__,
|
|
[self] (int64_t) -> void {
|
|
self->mSeekRequest.Complete();
|
|
// We must decode the first samples of active streams, so we can determine
|
|
// the new stream time. So dispatch tasks to do that.
|
|
self->mDecodeToSeekTarget = true;
|
|
self->DispatchDecodeTasksIfNeeded();
|
|
}, [self] (nsresult aResult) -> void {
|
|
self->mSeekRequest.Complete();
|
|
MOZ_ASSERT(NS_FAILED(aResult), "Cancels should also disconnect mSeekRequest");
|
|
self->DecodeError();
|
|
}));
|
|
}
|
|
|
|
nsresult
|
|
MediaDecoderStateMachine::DispatchAudioDecodeTaskIfNeeded()
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
|
|
if (IsShutdown()) {
|
|
return NS_ERROR_FAILURE;
|
|
}
|
|
|
|
if (NeedToDecodeAudio()) {
|
|
return EnsureAudioDecodeTaskQueued();
|
|
}
|
|
|
|
return NS_OK;
|
|
}
|
|
|
|
nsresult
|
|
MediaDecoderStateMachine::EnsureAudioDecodeTaskQueued()
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
|
|
SAMPLE_LOG("EnsureAudioDecodeTaskQueued isDecoding=%d status=%s",
|
|
IsAudioDecoding(), AudioRequestStatus());
|
|
|
|
if (mState != DECODER_STATE_DECODING &&
|
|
mState != DECODER_STATE_BUFFERING &&
|
|
mState != DECODER_STATE_SEEKING) {
|
|
return NS_OK;
|
|
}
|
|
|
|
if (!IsAudioDecoding() || mAudioDataRequest.Exists() ||
|
|
mAudioWaitRequest.Exists() || mSeekRequest.Exists()) {
|
|
return NS_OK;
|
|
}
|
|
|
|
RequestAudioData();
|
|
return NS_OK;
|
|
}
|
|
|
|
void
|
|
MediaDecoderStateMachine::RequestAudioData()
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
|
|
SAMPLE_LOG("Queueing audio task - queued=%i, decoder-queued=%o",
|
|
AudioQueue().GetSize(), mReader->SizeOfAudioQueueInFrames());
|
|
|
|
if (mSentFirstFrameLoadedEvent) {
|
|
mAudioDataRequest.Begin(InvokeAsync(DecodeTaskQueue(), mReader.get(),
|
|
__func__, &MediaDecoderReader::RequestAudioData)
|
|
->Then(OwnerThread(), __func__, this,
|
|
&MediaDecoderStateMachine::OnAudioDecoded,
|
|
&MediaDecoderStateMachine::OnAudioNotDecoded));
|
|
} else {
|
|
mAudioDataRequest.Begin(
|
|
InvokeAsync(DecodeTaskQueue(), mReader.get(), __func__,
|
|
&MediaDecoderReader::RequestAudioData)
|
|
->Then(OwnerThread(), __func__, mStartTimeRendezvous.get(),
|
|
&StartTimeRendezvous::ProcessFirstSample<AudioDataPromise, MediaData::AUDIO_DATA>,
|
|
&StartTimeRendezvous::FirstSampleRejected<MediaData::AUDIO_DATA>)
|
|
->CompletionPromise()
|
|
->Then(OwnerThread(), __func__, this,
|
|
&MediaDecoderStateMachine::OnAudioDecoded,
|
|
&MediaDecoderStateMachine::OnAudioNotDecoded)
|
|
);
|
|
}
|
|
}
|
|
|
|
nsresult
|
|
MediaDecoderStateMachine::DispatchVideoDecodeTaskIfNeeded()
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
|
|
if (IsShutdown()) {
|
|
return NS_ERROR_FAILURE;
|
|
}
|
|
|
|
if (NeedToDecodeVideo()) {
|
|
return EnsureVideoDecodeTaskQueued();
|
|
}
|
|
|
|
return NS_OK;
|
|
}
|
|
|
|
nsresult
|
|
MediaDecoderStateMachine::EnsureVideoDecodeTaskQueued()
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
|
|
SAMPLE_LOG("EnsureVideoDecodeTaskQueued isDecoding=%d status=%s",
|
|
IsVideoDecoding(), VideoRequestStatus());
|
|
|
|
if (mState != DECODER_STATE_DECODING &&
|
|
mState != DECODER_STATE_BUFFERING &&
|
|
mState != DECODER_STATE_SEEKING) {
|
|
return NS_OK;
|
|
}
|
|
|
|
if (!IsVideoDecoding() || mVideoDataRequest.Exists() ||
|
|
mVideoWaitRequest.Exists() || mSeekRequest.Exists()) {
|
|
return NS_OK;
|
|
}
|
|
|
|
RequestVideoData();
|
|
return NS_OK;
|
|
}
|
|
|
|
void
|
|
MediaDecoderStateMachine::RequestVideoData()
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
|
|
// Time the video decode, so that if it's slow, we can increase our low
|
|
// audio threshold to reduce the chance of an audio underrun while we're
|
|
// waiting for a video decode to complete.
|
|
mVideoDecodeStartTime = TimeStamp::Now();
|
|
|
|
bool skipToNextKeyFrame = mSentFirstFrameLoadedEvent &&
|
|
NeedToSkipToNextKeyframe();
|
|
int64_t currentTime = mState == DECODER_STATE_SEEKING ? 0 : GetMediaTime();
|
|
|
|
SAMPLE_LOG("Queueing video task - queued=%i, decoder-queued=%o, skip=%i, time=%lld",
|
|
VideoQueue().GetSize(), mReader->SizeOfVideoQueueInFrames(), skipToNextKeyFrame,
|
|
currentTime);
|
|
|
|
if (mSentFirstFrameLoadedEvent) {
|
|
mVideoDataRequest.Begin(
|
|
InvokeAsync(DecodeTaskQueue(), mReader.get(), __func__,
|
|
&MediaDecoderReader::RequestVideoData,
|
|
skipToNextKeyFrame, currentTime)
|
|
->Then(OwnerThread(), __func__, this,
|
|
&MediaDecoderStateMachine::OnVideoDecoded,
|
|
&MediaDecoderStateMachine::OnVideoNotDecoded));
|
|
} else {
|
|
mVideoDataRequest.Begin(
|
|
InvokeAsync(DecodeTaskQueue(), mReader.get(), __func__,
|
|
&MediaDecoderReader::RequestVideoData,
|
|
skipToNextKeyFrame, currentTime)
|
|
->Then(OwnerThread(), __func__, mStartTimeRendezvous.get(),
|
|
&StartTimeRendezvous::ProcessFirstSample<VideoDataPromise, MediaData::VIDEO_DATA>,
|
|
&StartTimeRendezvous::FirstSampleRejected<MediaData::VIDEO_DATA>)
|
|
->CompletionPromise()
|
|
->Then(OwnerThread(), __func__, this,
|
|
&MediaDecoderStateMachine::OnVideoDecoded,
|
|
&MediaDecoderStateMachine::OnVideoNotDecoded));
|
|
}
|
|
}
|
|
|
|
void
|
|
MediaDecoderStateMachine::StartMediaSink()
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
if (!mMediaSink->IsStarted()) {
|
|
mAudioCompleted = false;
|
|
mMediaSink->Start(GetMediaTime(), mInfo);
|
|
|
|
auto videoPromise = mMediaSink->OnEnded(TrackInfo::kVideoTrack);
|
|
auto audioPromise = mMediaSink->OnEnded(TrackInfo::kAudioTrack);
|
|
|
|
if (audioPromise) {
|
|
mMediaSinkAudioPromise.Begin(audioPromise->Then(
|
|
OwnerThread(), __func__, this,
|
|
&MediaDecoderStateMachine::OnMediaSinkAudioComplete,
|
|
&MediaDecoderStateMachine::OnMediaSinkAudioError));
|
|
}
|
|
if (videoPromise) {
|
|
mMediaSinkVideoPromise.Begin(videoPromise->Then(
|
|
OwnerThread(), __func__, this,
|
|
&MediaDecoderStateMachine::OnMediaSinkVideoComplete,
|
|
&MediaDecoderStateMachine::OnMediaSinkVideoError));
|
|
}
|
|
}
|
|
}
|
|
|
|
int64_t MediaDecoderStateMachine::AudioDecodedUsecs()
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
NS_ASSERTION(HasAudio(),
|
|
"Should only call AudioDecodedUsecs() when we have audio");
|
|
// The amount of audio we have decoded is the amount of audio data we've
|
|
// already decoded and pushed to the hardware, plus the amount of audio
|
|
// data waiting to be pushed to the hardware.
|
|
int64_t pushed = mMediaSink->IsStarted() ? (AudioEndTime() - GetMediaTime()) : 0;
|
|
return pushed + AudioQueue().Duration();
|
|
}
|
|
|
|
bool MediaDecoderStateMachine::HasLowDecodedData(int64_t aAudioUsecs)
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
MOZ_ASSERT(mReader->UseBufferingHeuristics());
|
|
// We consider ourselves low on decoded data if we're low on audio,
|
|
// provided we've not decoded to the end of the audio stream, or
|
|
// if we're low on video frames, provided
|
|
// we've not decoded to the end of the video stream.
|
|
return ((IsAudioDecoding() && AudioDecodedUsecs() < aAudioUsecs) ||
|
|
(IsVideoDecoding() &&
|
|
static_cast<uint32_t>(VideoQueue().GetSize()) < LOW_VIDEO_FRAMES));
|
|
}
|
|
|
|
bool MediaDecoderStateMachine::OutOfDecodedAudio()
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
return IsAudioDecoding() && !AudioQueue().IsFinished() &&
|
|
AudioQueue().GetSize() == 0 &&
|
|
!mMediaSink->HasUnplayedFrames(TrackInfo::kAudioTrack);
|
|
}
|
|
|
|
bool MediaDecoderStateMachine::HasLowUndecodedData()
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
return HasLowUndecodedData(mLowDataThresholdUsecs);
|
|
}
|
|
|
|
bool MediaDecoderStateMachine::HasLowUndecodedData(int64_t aUsecs)
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
NS_ASSERTION(mState >= DECODER_STATE_DECODING && !IsDecodingFirstFrame(),
|
|
"Must have loaded first frame for mBuffered to be valid");
|
|
|
|
// If we don't have a duration, mBuffered is probably not going to have
|
|
// a useful buffered range. Return false here so that we don't get stuck in
|
|
// buffering mode for live streams.
|
|
if (Duration().IsInfinite()) {
|
|
return false;
|
|
}
|
|
|
|
if (mBuffered.Ref().IsInvalid()) {
|
|
return false;
|
|
}
|
|
|
|
int64_t endOfDecodedVideoData = INT64_MAX;
|
|
if (HasVideo() && !VideoQueue().AtEndOfStream()) {
|
|
endOfDecodedVideoData = VideoQueue().Peek() ? VideoQueue().Peek()->GetEndTime() : VideoEndTime();
|
|
}
|
|
int64_t endOfDecodedAudioData = INT64_MAX;
|
|
if (HasAudio() && !AudioQueue().AtEndOfStream()) {
|
|
// mDecodedAudioEndTime could be -1 when no audio samples are decoded.
|
|
// But that is fine since we consider ourself as low in decoded data when
|
|
// we don't have any decoded audio samples at all.
|
|
endOfDecodedAudioData = mDecodedAudioEndTime;
|
|
}
|
|
int64_t endOfDecodedData = std::min(endOfDecodedVideoData, endOfDecodedAudioData);
|
|
if (Duration().ToMicroseconds() < endOfDecodedData) {
|
|
// Our duration is not up to date. No point buffering.
|
|
return false;
|
|
}
|
|
media::TimeInterval interval(media::TimeUnit::FromMicroseconds(endOfDecodedData),
|
|
media::TimeUnit::FromMicroseconds(std::min(endOfDecodedData + aUsecs, Duration().ToMicroseconds())));
|
|
return endOfDecodedData != INT64_MAX && !mBuffered.Ref().Contains(interval);
|
|
}
|
|
|
|
void
|
|
MediaDecoderStateMachine::DecodeError()
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
|
|
if (IsShutdown()) {
|
|
// Already shutdown.
|
|
return;
|
|
}
|
|
|
|
// Change state to error, which will cause the state machine to wait until
|
|
// the MediaDecoder shuts it down.
|
|
SetState(DECODER_STATE_ERROR);
|
|
ScheduleStateMachine();
|
|
DECODER_WARN("Decode error, changed state to ERROR");
|
|
|
|
// MediaDecoder::DecodeError notifies the owner, and then shuts down the state
|
|
// machine.
|
|
nsCOMPtr<nsIRunnable> event =
|
|
NS_NewRunnableMethod(mDecoder, &MediaDecoder::DecodeError);
|
|
AbstractThread::MainThread()->Dispatch(event.forget());
|
|
}
|
|
|
|
void
|
|
MediaDecoderStateMachine::OnMetadataRead(MetadataHolder* aMetadata)
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
MOZ_ASSERT(mState == DECODER_STATE_DECODING_METADATA);
|
|
mMetadataRequest.Complete();
|
|
|
|
if (mPendingDormant) {
|
|
SetDormant(mPendingDormant.ref());
|
|
return;
|
|
}
|
|
|
|
// Set mode to PLAYBACK after reading metadata.
|
|
mResource->SetReadMode(MediaCacheStream::MODE_PLAYBACK);
|
|
mDecoder->DispatchSetMediaSeekable(mReader->IsMediaSeekable());
|
|
mInfo = aMetadata->mInfo;
|
|
mMetadataTags = aMetadata->mTags.forget();
|
|
RefPtr<MediaDecoderStateMachine> self = this;
|
|
|
|
// Set up the start time rendezvous if it doesn't already exist (which is
|
|
// generally the case, unless we're coming out of dormant mode).
|
|
if (!mStartTimeRendezvous) {
|
|
mStartTimeRendezvous = new StartTimeRendezvous(OwnerThread(), HasAudio(), HasVideo(),
|
|
mReader->ForceZeroStartTime() || IsRealTime());
|
|
|
|
mStartTimeRendezvous->AwaitStartTime()->Then(OwnerThread(), __func__,
|
|
[self] () -> void {
|
|
NS_ENSURE_TRUE_VOID(!self->IsShutdown());
|
|
self->mReader->DispatchSetStartTime(self->StartTime());
|
|
},
|
|
[] () -> void { NS_WARNING("Setting start time on reader failed"); }
|
|
);
|
|
}
|
|
|
|
if (mInfo.mMetadataDuration.isSome()) {
|
|
RecomputeDuration();
|
|
} else if (mInfo.mUnadjustedMetadataEndTime.isSome()) {
|
|
mStartTimeRendezvous->AwaitStartTime()->Then(OwnerThread(), __func__,
|
|
[self] () -> void {
|
|
NS_ENSURE_TRUE_VOID(!self->IsShutdown());
|
|
TimeUnit unadjusted = self->mInfo.mUnadjustedMetadataEndTime.ref();
|
|
TimeUnit adjustment = TimeUnit::FromMicroseconds(self->StartTime());
|
|
self->mInfo.mMetadataDuration.emplace(unadjusted - adjustment);
|
|
self->RecomputeDuration();
|
|
}, [] () -> void { NS_WARNING("Adjusting metadata end time failed"); }
|
|
);
|
|
}
|
|
|
|
if (HasVideo()) {
|
|
DECODER_LOG("Video decode isAsync=%d HWAccel=%d videoQueueSize=%d",
|
|
mReader->IsAsync(),
|
|
mReader->VideoIsHardwareAccelerated(),
|
|
GetAmpleVideoFrames());
|
|
}
|
|
|
|
// In general, we wait until we know the duration before notifying the decoder.
|
|
// However, we notify unconditionally in this case without waiting for the start
|
|
// time, since the caller might be waiting on metadataloaded to be fired before
|
|
// feeding in the CDM, which we need to decode the first frame (and
|
|
// thus get the metadata). We could fix this if we could compute the start
|
|
// time by demuxing without necessaring decoding.
|
|
bool waitingForCDM =
|
|
#ifdef MOZ_EME
|
|
mInfo.IsEncrypted() && !mCDMProxy;
|
|
#else
|
|
false;
|
|
#endif
|
|
mNotifyMetadataBeforeFirstFrame = mDuration.Ref().isSome() || waitingForCDM;
|
|
if (mNotifyMetadataBeforeFirstFrame) {
|
|
EnqueueLoadedMetadataEvent();
|
|
}
|
|
|
|
if (waitingForCDM) {
|
|
// Metadata parsing was successful but we're still waiting for CDM caps
|
|
// to become available so that we can build the correct decryptor/decoder.
|
|
SetState(DECODER_STATE_WAIT_FOR_CDM);
|
|
return;
|
|
}
|
|
|
|
StartDecoding();
|
|
|
|
ScheduleStateMachine();
|
|
}
|
|
|
|
void
|
|
MediaDecoderStateMachine::OnMetadataNotRead(ReadMetadataFailureReason aReason)
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
MOZ_ASSERT(mState == DECODER_STATE_DECODING_METADATA);
|
|
mMetadataRequest.Complete();
|
|
DECODER_WARN("Decode metadata failed, shutting down decoder");
|
|
DecodeError();
|
|
}
|
|
|
|
void
|
|
MediaDecoderStateMachine::EnqueueLoadedMetadataEvent()
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
nsAutoPtr<MediaInfo> info(new MediaInfo());
|
|
*info = mInfo;
|
|
MediaDecoderEventVisibility visibility = mSentLoadedMetadataEvent?
|
|
MediaDecoderEventVisibility::Suppressed :
|
|
MediaDecoderEventVisibility::Observable;
|
|
nsCOMPtr<nsIRunnable> metadataLoadedEvent =
|
|
new MetadataEventRunner(mDecoder, info, mMetadataTags, visibility);
|
|
AbstractThread::MainThread()->Dispatch(metadataLoadedEvent.forget());
|
|
mSentLoadedMetadataEvent = true;
|
|
}
|
|
|
|
void
|
|
MediaDecoderStateMachine::EnqueueFirstFrameLoadedEvent()
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
nsAutoPtr<MediaInfo> info(new MediaInfo());
|
|
*info = mInfo;
|
|
MediaDecoderEventVisibility visibility = mSentFirstFrameLoadedEvent?
|
|
MediaDecoderEventVisibility::Suppressed :
|
|
MediaDecoderEventVisibility::Observable;
|
|
nsCOMPtr<nsIRunnable> event =
|
|
new FirstFrameLoadedEventRunner(mDecoder, info, visibility);
|
|
AbstractThread::MainThread()->Dispatch(event.forget());
|
|
mSentFirstFrameLoadedEvent = true;
|
|
}
|
|
|
|
bool
|
|
MediaDecoderStateMachine::IsDecodingFirstFrame()
|
|
{
|
|
return mState == DECODER_STATE_DECODING && mDecodingFirstFrame;
|
|
}
|
|
|
|
void
|
|
MediaDecoderStateMachine::AdjustAudioThresholds()
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
|
|
// Experiments show that we need to buffer more if audio is captured to avoid
|
|
// audio glitch. See bug 1188643 comment 16 for the details.
|
|
int64_t divisor = mAudioCaptured ? NO_VIDEO_AMPLE_AUDIO_DIVISOR / 2
|
|
: NO_VIDEO_AMPLE_AUDIO_DIVISOR;
|
|
|
|
// We're playing audio only. We don't need to worry about slow video
|
|
// decodes causing audio underruns, so don't buffer so much audio in
|
|
// order to reduce memory usage.
|
|
if (HasAudio() && !HasVideo() && mSentFirstFrameLoadedEvent) {
|
|
mAmpleAudioThresholdUsecs = detail::AMPLE_AUDIO_USECS / divisor;
|
|
mLowAudioThresholdUsecs = detail::LOW_AUDIO_USECS / divisor;
|
|
mQuickBufferingLowDataThresholdUsecs =
|
|
detail::QUICK_BUFFERING_LOW_DATA_USECS / divisor;
|
|
|
|
// Check if we need to stop audio prerolling for thresholds changed.
|
|
if (mIsAudioPrerolling && DonePrerollingAudio()) {
|
|
StopPrerollingAudio();
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
MediaDecoderStateMachine::FinishDecodeFirstFrame()
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
DECODER_LOG("FinishDecodeFirstFrame");
|
|
|
|
if (!IsRealTime() && !mSentFirstFrameLoadedEvent) {
|
|
mMediaSink->Redraw();
|
|
}
|
|
|
|
// If we don't know the duration by this point, we assume infinity, per spec.
|
|
if (mDuration.Ref().isNothing()) {
|
|
mDuration = Some(TimeUnit::FromInfinity());
|
|
}
|
|
|
|
DECODER_LOG("Media duration %lld, "
|
|
"transportSeekable=%d, mediaSeekable=%d",
|
|
Duration().ToMicroseconds(), mResource->IsTransportSeekable(), mMediaSeekable.Ref());
|
|
|
|
// Get potentially updated metadata
|
|
mReader->ReadUpdatedMetadata(&mInfo);
|
|
|
|
if (!mNotifyMetadataBeforeFirstFrame) {
|
|
// If we didn't have duration and/or start time before, we should now.
|
|
EnqueueLoadedMetadataEvent();
|
|
}
|
|
EnqueueFirstFrameLoadedEvent();
|
|
|
|
mDecodingFirstFrame = false;
|
|
}
|
|
|
|
void
|
|
MediaDecoderStateMachine::SeekCompleted()
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
MOZ_ASSERT(mState == DECODER_STATE_SEEKING);
|
|
|
|
int64_t seekTime = mCurrentSeek.mTarget.mTime;
|
|
int64_t newCurrentTime = seekTime;
|
|
|
|
// Setup timestamp state.
|
|
RefPtr<MediaData> video = VideoQueue().PeekFront();
|
|
if (seekTime == Duration().ToMicroseconds()) {
|
|
newCurrentTime = seekTime;
|
|
} else if (HasAudio()) {
|
|
MediaData* audio = AudioQueue().PeekFront();
|
|
// Though we adjust the newCurrentTime in audio-based, and supplemented
|
|
// by video. For better UX, should NOT bind the slide position to
|
|
// the first audio data timestamp directly.
|
|
// While seeking to a position where there's only either audio or video, or
|
|
// seeking to a position lies before audio or video, we need to check if
|
|
// seekTime is bounded in suitable duration. See Bug 1112438.
|
|
int64_t videoStart = video ? video->mTime : seekTime;
|
|
int64_t audioStart = audio ? audio->mTime : seekTime;
|
|
newCurrentTime = std::min(audioStart, videoStart);
|
|
} else {
|
|
newCurrentTime = video ? video->mTime : seekTime;
|
|
}
|
|
|
|
if (mDecodingFirstFrame) {
|
|
// We were resuming from dormant, or initiated a seek early.
|
|
// We can fire loadeddata now.
|
|
FinishDecodeFirstFrame();
|
|
}
|
|
|
|
// Change state to DECODING or COMPLETED now. SeekingStopped will
|
|
// call MediaDecoderStateMachine::Seek to reset our state to SEEKING
|
|
// if we need to seek again.
|
|
|
|
bool isLiveStream = mResource->IsLiveStream();
|
|
if (mPendingSeek.Exists()) {
|
|
// A new seek target came in while we were processing the old one. No rest
|
|
// for the seeking.
|
|
DECODER_LOG("A new seek came along while we were finishing the old one - staying in SEEKING");
|
|
SetState(DECODER_STATE_SEEKING);
|
|
} else if (GetMediaTime() == Duration().ToMicroseconds() && !isLiveStream) {
|
|
// Seeked to end of media, move to COMPLETED state. Note we don't do
|
|
// this when playing a live stream, since the end of media will advance
|
|
// once we download more data!
|
|
DECODER_LOG("Changed state from SEEKING (to %lld) to COMPLETED", seekTime);
|
|
// Explicitly set our state so we don't decode further, and so
|
|
// we report playback ended to the media element.
|
|
SetState(DECODER_STATE_COMPLETED);
|
|
DispatchDecodeTasksIfNeeded();
|
|
} else {
|
|
DECODER_LOG("Changed state from SEEKING (to %lld) to DECODING", seekTime);
|
|
StartDecoding();
|
|
}
|
|
|
|
// Ensure timestamps are up to date.
|
|
UpdatePlaybackPositionInternal(newCurrentTime);
|
|
|
|
// Try to decode another frame to detect if we're at the end...
|
|
DECODER_LOG("Seek completed, mCurrentPosition=%lld", mCurrentPosition.Ref());
|
|
|
|
// Reset quick buffering status. This ensures that if we began the
|
|
// seek while quick-buffering, we won't bypass quick buffering mode
|
|
// if we need to buffer after the seek.
|
|
mQuickBuffering = false;
|
|
|
|
mCurrentSeek.Resolve(mState == DECODER_STATE_COMPLETED, __func__);
|
|
ScheduleStateMachine();
|
|
|
|
if (video) {
|
|
mMediaSink->Redraw();
|
|
nsCOMPtr<nsIRunnable> event =
|
|
NS_NewRunnableMethod(mDecoder, &MediaDecoder::Invalidate);
|
|
AbstractThread::MainThread()->Dispatch(event.forget());
|
|
}
|
|
}
|
|
|
|
class DecoderDisposer
|
|
{
|
|
public:
|
|
NS_INLINE_DECL_THREADSAFE_REFCOUNTING(DecoderDisposer)
|
|
DecoderDisposer(MediaDecoder* aDecoder, MediaDecoderStateMachine* aStateMachine)
|
|
: mDecoder(aDecoder), mStateMachine(aStateMachine) {}
|
|
|
|
void OnTaskQueueShutdown()
|
|
{
|
|
MOZ_ASSERT(NS_IsMainThread());
|
|
MOZ_ASSERT(mStateMachine);
|
|
MOZ_ASSERT(mDecoder);
|
|
mStateMachine->BreakCycles();
|
|
mDecoder->BreakCycles();
|
|
mStateMachine = nullptr;
|
|
mDecoder = nullptr;
|
|
}
|
|
|
|
private:
|
|
virtual ~DecoderDisposer() {}
|
|
RefPtr<MediaDecoder> mDecoder;
|
|
RefPtr<MediaDecoderStateMachine> mStateMachine;
|
|
};
|
|
|
|
void
|
|
MediaDecoderStateMachine::DispatchShutdown()
|
|
{
|
|
mStreamSink->BeginShutdown();
|
|
nsCOMPtr<nsIRunnable> runnable =
|
|
NS_NewRunnableMethod(this, &MediaDecoderStateMachine::Shutdown);
|
|
OwnerThread()->Dispatch(runnable.forget());
|
|
}
|
|
|
|
void
|
|
MediaDecoderStateMachine::FinishShutdown()
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
|
|
// The reader's listeners hold references to the state machine,
|
|
// creating a cycle which keeps the state machine and its shared
|
|
// thread pools alive. So break it here.
|
|
|
|
// Prevent dangling pointers by disconnecting the listeners.
|
|
mAudioQueueListener.Disconnect();
|
|
mVideoQueueListener.Disconnect();
|
|
mMetadataManager.Disconnect();
|
|
|
|
// Disconnect canonicals and mirrors before shutting down our task queue.
|
|
mBuffered.DisconnectIfConnected();
|
|
mEstimatedDuration.DisconnectIfConnected();
|
|
mExplicitDuration.DisconnectIfConnected();
|
|
mPlayState.DisconnectIfConnected();
|
|
mNextPlayState.DisconnectIfConnected();
|
|
mLogicallySeeking.DisconnectIfConnected();
|
|
mVolume.DisconnectIfConnected();
|
|
mLogicalPlaybackRate.DisconnectIfConnected();
|
|
mPreservesPitch.DisconnectIfConnected();
|
|
mSameOriginMedia.DisconnectIfConnected();
|
|
mPlaybackBytesPerSecond.DisconnectIfConnected();
|
|
mPlaybackRateReliable.DisconnectIfConnected();
|
|
mDecoderPosition.DisconnectIfConnected();
|
|
mMediaSeekable.DisconnectIfConnected();
|
|
|
|
mDuration.DisconnectAll();
|
|
mIsShutdown.DisconnectAll();
|
|
mNextFrameStatus.DisconnectAll();
|
|
mCurrentPosition.DisconnectAll();
|
|
mPlaybackOffset.DisconnectAll();
|
|
|
|
// Shut down the watch manager before shutting down our task queue.
|
|
mWatchManager.Shutdown();
|
|
|
|
MOZ_ASSERT(mState == DECODER_STATE_SHUTDOWN,
|
|
"How did we escape from the shutdown state?");
|
|
// We must daisy-chain these events to destroy the decoder. We must
|
|
// destroy the decoder on the main thread, but we can't destroy the
|
|
// decoder while this thread holds the decoder monitor. We can't
|
|
// dispatch an event to the main thread to destroy the decoder from
|
|
// here, as the event may run before the dispatch returns, and we
|
|
// hold the decoder monitor here. We also want to guarantee that the
|
|
// state machine is destroyed on the main thread, and so the
|
|
// event runner running this function (which holds a reference to the
|
|
// state machine) needs to finish and be released in order to allow
|
|
// that. So we dispatch an event to run after this event runner has
|
|
// finished and released its monitor/references. That event then will
|
|
// dispatch an event to the main thread to release the decoder and
|
|
// state machine.
|
|
DECODER_LOG("Shutting down state machine task queue");
|
|
RefPtr<DecoderDisposer> disposer = new DecoderDisposer(mDecoder, this);
|
|
OwnerThread()->BeginShutdown()->Then(AbstractThread::MainThread(), __func__,
|
|
disposer.get(),
|
|
&DecoderDisposer::OnTaskQueueShutdown,
|
|
&DecoderDisposer::OnTaskQueueShutdown);
|
|
}
|
|
|
|
nsresult MediaDecoderStateMachine::RunStateMachine()
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
|
|
mDelayedScheduler.Reset(); // Must happen on state machine task queue.
|
|
mDispatchedStateMachine = false;
|
|
|
|
MediaResource* resource = mResource;
|
|
NS_ENSURE_TRUE(resource, NS_ERROR_NULL_POINTER);
|
|
|
|
switch (mState) {
|
|
case DECODER_STATE_ERROR:
|
|
case DECODER_STATE_SHUTDOWN:
|
|
case DECODER_STATE_DORMANT:
|
|
case DECODER_STATE_WAIT_FOR_CDM:
|
|
return NS_OK;
|
|
|
|
case DECODER_STATE_DECODING_NONE: {
|
|
SetState(DECODER_STATE_DECODING_METADATA);
|
|
ScheduleStateMachine();
|
|
return NS_OK;
|
|
}
|
|
|
|
case DECODER_STATE_DECODING_METADATA: {
|
|
if (!mMetadataRequest.Exists()) {
|
|
DECODER_LOG("Dispatching AsyncReadMetadata");
|
|
// Set mode to METADATA since we are about to read metadata.
|
|
mResource->SetReadMode(MediaCacheStream::MODE_METADATA);
|
|
mMetadataRequest.Begin(InvokeAsync(DecodeTaskQueue(), mReader.get(), __func__,
|
|
&MediaDecoderReader::AsyncReadMetadata)
|
|
->Then(OwnerThread(), __func__, this,
|
|
&MediaDecoderStateMachine::OnMetadataRead,
|
|
&MediaDecoderStateMachine::OnMetadataNotRead));
|
|
|
|
}
|
|
return NS_OK;
|
|
}
|
|
|
|
case DECODER_STATE_DECODING: {
|
|
if (IsDecodingFirstFrame()) {
|
|
// We haven't completed decoding our first frames, we can't start
|
|
// playback yet.
|
|
return NS_OK;
|
|
}
|
|
if (mPlayState != MediaDecoder::PLAY_STATE_PLAYING && IsPlaying())
|
|
{
|
|
// We're playing, but the element/decoder is in paused state. Stop
|
|
// playing!
|
|
StopPlayback();
|
|
}
|
|
|
|
// Start playback if necessary so that the clock can be properly queried.
|
|
MaybeStartPlayback();
|
|
|
|
UpdatePlaybackPositionPeriodically();
|
|
NS_ASSERTION(!IsPlaying() ||
|
|
mLogicallySeeking ||
|
|
IsStateMachineScheduled(),
|
|
"Must have timer scheduled");
|
|
return NS_OK;
|
|
}
|
|
|
|
case DECODER_STATE_BUFFERING: {
|
|
TimeStamp now = TimeStamp::Now();
|
|
NS_ASSERTION(!mBufferingStart.IsNull(), "Must know buffering start time.");
|
|
|
|
// With buffering heuristics we will remain in the buffering state if
|
|
// we've not decoded enough data to begin playback, or if we've not
|
|
// downloaded a reasonable amount of data inside our buffering time.
|
|
if (mReader->UseBufferingHeuristics()) {
|
|
TimeDuration elapsed = now - mBufferingStart;
|
|
bool isLiveStream = resource->IsLiveStream();
|
|
if ((isLiveStream || !CanPlayThrough()) &&
|
|
elapsed < TimeDuration::FromSeconds(mBufferingWait * mPlaybackRate) &&
|
|
(mQuickBuffering ? HasLowDecodedData(mQuickBufferingLowDataThresholdUsecs)
|
|
: HasLowUndecodedData(mBufferingWait * USECS_PER_S)) &&
|
|
mResource->IsExpectingMoreData())
|
|
{
|
|
DECODER_LOG("Buffering: wait %ds, timeout in %.3lfs %s",
|
|
mBufferingWait, mBufferingWait - elapsed.ToSeconds(),
|
|
(mQuickBuffering ? "(quick exit)" : ""));
|
|
ScheduleStateMachineIn(USECS_PER_S);
|
|
return NS_OK;
|
|
}
|
|
} else if (OutOfDecodedAudio() || OutOfDecodedVideo()) {
|
|
MOZ_ASSERT(mReader->IsWaitForDataSupported(),
|
|
"Don't yet have a strategy for non-heuristic + non-WaitForData");
|
|
DispatchDecodeTasksIfNeeded();
|
|
MOZ_ASSERT_IF(!mMinimizePreroll && OutOfDecodedAudio(), mAudioDataRequest.Exists() || mAudioWaitRequest.Exists());
|
|
MOZ_ASSERT_IF(!mMinimizePreroll && OutOfDecodedVideo(), mVideoDataRequest.Exists() || mVideoWaitRequest.Exists());
|
|
DECODER_LOG("In buffering mode, waiting to be notified: outOfAudio: %d, "
|
|
"mAudioStatus: %s, outOfVideo: %d, mVideoStatus: %s",
|
|
OutOfDecodedAudio(), AudioRequestStatus(),
|
|
OutOfDecodedVideo(), VideoRequestStatus());
|
|
return NS_OK;
|
|
}
|
|
|
|
DECODER_LOG("Changed state from BUFFERING to DECODING");
|
|
DECODER_LOG("Buffered for %.3lfs", (now - mBufferingStart).ToSeconds());
|
|
StartDecoding();
|
|
|
|
NS_ASSERTION(IsStateMachineScheduled(), "Must have timer scheduled");
|
|
return NS_OK;
|
|
}
|
|
|
|
case DECODER_STATE_SEEKING: {
|
|
if (mPendingSeek.Exists()) {
|
|
InitiateSeek();
|
|
}
|
|
return NS_OK;
|
|
}
|
|
|
|
case DECODER_STATE_COMPLETED: {
|
|
if (mPlayState != MediaDecoder::PLAY_STATE_PLAYING && IsPlaying()) {
|
|
StopPlayback();
|
|
}
|
|
// Play the remaining media. We want to run AdvanceFrame() at least
|
|
// once to ensure the current playback position is advanced to the
|
|
// end of the media, and so that we update the readyState.
|
|
if (VideoQueue().GetSize() > 1 ||
|
|
(HasAudio() && !mAudioCompleted) ||
|
|
(mAudioCaptured && !mStreamSink->IsFinished()))
|
|
{
|
|
// Start playback if necessary to play the remaining media.
|
|
MaybeStartPlayback();
|
|
UpdatePlaybackPositionPeriodically();
|
|
NS_ASSERTION(!IsPlaying() ||
|
|
mLogicallySeeking ||
|
|
IsStateMachineScheduled(),
|
|
"Must have timer scheduled");
|
|
return NS_OK;
|
|
}
|
|
|
|
// StopPlayback in order to reset the IsPlaying() state so audio
|
|
// is restarted correctly.
|
|
StopPlayback();
|
|
|
|
if (mState != DECODER_STATE_COMPLETED) {
|
|
// While we're presenting a frame we can change state. Whatever changed
|
|
// our state should have scheduled another state machine run.
|
|
NS_ASSERTION(IsStateMachineScheduled(), "Must have timer scheduled");
|
|
return NS_OK;
|
|
}
|
|
|
|
if (mPlayState == MediaDecoder::PLAY_STATE_PLAYING &&
|
|
!mSentPlaybackEndedEvent)
|
|
{
|
|
int64_t clockTime = std::max(AudioEndTime(), VideoEndTime());
|
|
clockTime = std::max(int64_t(0), std::max(clockTime, Duration().ToMicroseconds()));
|
|
UpdatePlaybackPosition(clockTime);
|
|
|
|
nsCOMPtr<nsIRunnable> event =
|
|
NS_NewRunnableMethod(mDecoder, &MediaDecoder::PlaybackEnded);
|
|
AbstractThread::MainThread()->Dispatch(event.forget());
|
|
|
|
mSentPlaybackEndedEvent = true;
|
|
|
|
// MediaSink::GetEndTime() must be called before stopping playback.
|
|
StopMediaSink();
|
|
}
|
|
|
|
return NS_OK;
|
|
}
|
|
}
|
|
|
|
return NS_OK;
|
|
}
|
|
|
|
void
|
|
MediaDecoderStateMachine::Reset()
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
DECODER_LOG("MediaDecoderStateMachine::Reset");
|
|
|
|
// We should be resetting because we're seeking, shutting down, or entering
|
|
// dormant state. We could also be in the process of going dormant, and have
|
|
// just switched to exiting dormant before we finished entering dormant,
|
|
// hence the DECODING_NONE case below.
|
|
MOZ_ASSERT(IsShutdown() ||
|
|
mState == DECODER_STATE_SEEKING ||
|
|
mState == DECODER_STATE_DORMANT ||
|
|
mState == DECODER_STATE_DECODING_NONE);
|
|
|
|
// Stop the audio thread. Otherwise, MediaSink might be accessing AudioQueue
|
|
// outside of the decoder monitor while we are clearing the queue and causes
|
|
// crash for no samples to be popped.
|
|
StopMediaSink();
|
|
|
|
mDecodedVideoEndTime = -1;
|
|
mDecodedAudioEndTime = -1;
|
|
mAudioCompleted = false;
|
|
AudioQueue().Reset();
|
|
VideoQueue().Reset();
|
|
mFirstVideoFrameAfterSeek = nullptr;
|
|
mDropAudioUntilNextDiscontinuity = true;
|
|
mDropVideoUntilNextDiscontinuity = true;
|
|
mDecodeToSeekTarget = false;
|
|
|
|
mMetadataRequest.DisconnectIfExists();
|
|
mAudioDataRequest.DisconnectIfExists();
|
|
mAudioWaitRequest.DisconnectIfExists();
|
|
mVideoDataRequest.DisconnectIfExists();
|
|
mVideoWaitRequest.DisconnectIfExists();
|
|
mSeekRequest.DisconnectIfExists();
|
|
|
|
mPlaybackOffset = 0;
|
|
|
|
nsCOMPtr<nsIRunnable> resetTask =
|
|
NS_NewRunnableMethod(mReader, &MediaDecoderReader::ResetDecode);
|
|
DecodeTaskQueue()->Dispatch(resetTask.forget());
|
|
}
|
|
|
|
void
|
|
MediaDecoderStateMachine::CheckFrameValidity(VideoData* aData)
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
|
|
// Update corrupt-frames statistics
|
|
if (aData->mImage && !aData->mImage->IsValid()) {
|
|
FrameStatistics& frameStats = mDecoder->GetFrameStatistics();
|
|
frameStats.NotifyCorruptFrame();
|
|
// If more than 10% of the last 30 frames have been corrupted, then try disabling
|
|
// hardware acceleration. We use 10 as the corrupt value because RollingMean<>
|
|
// only supports integer types.
|
|
mCorruptFrames.insert(10);
|
|
if (mReader->VideoIsHardwareAccelerated() &&
|
|
frameStats.GetPresentedFrames() > 60 &&
|
|
mCorruptFrames.mean() >= 2 /* 20% */) {
|
|
nsCOMPtr<nsIRunnable> task =
|
|
NS_NewRunnableMethod(mReader, &MediaDecoderReader::DisableHardwareAcceleration);
|
|
DecodeTaskQueue()->Dispatch(task.forget());
|
|
mCorruptFrames.clear();
|
|
gfxCriticalNote << "Too many dropped/corrupted frames, disabling DXVA";
|
|
}
|
|
} else {
|
|
mCorruptFrames.insert(0);
|
|
}
|
|
}
|
|
|
|
int64_t
|
|
MediaDecoderStateMachine::GetClock(TimeStamp* aTimeStamp) const
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
int64_t clockTime = mMediaSink->GetPosition(aTimeStamp);
|
|
NS_ASSERTION(GetMediaTime() <= clockTime, "Clock should go forwards.");
|
|
return clockTime;
|
|
}
|
|
|
|
void
|
|
MediaDecoderStateMachine::UpdatePlaybackPositionPeriodically()
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
|
|
if (!IsPlaying() || mLogicallySeeking) {
|
|
return;
|
|
}
|
|
|
|
if (mAudioCaptured) {
|
|
DiscardStreamData();
|
|
}
|
|
|
|
// Cap the current time to the larger of the audio and video end time.
|
|
// This ensures that if we're running off the system clock, we don't
|
|
// advance the clock to after the media end time.
|
|
if (VideoEndTime() != -1 || AudioEndTime() != -1) {
|
|
|
|
const int64_t clockTime = GetClock();
|
|
// Skip frames up to the frame at the playback position, and figure out
|
|
// the time remaining until it's time to display the next frame and drop
|
|
// the current frame.
|
|
NS_ASSERTION(clockTime >= 0, "Should have positive clock time.");
|
|
|
|
// These will be non -1 if we've displayed a video frame, or played an audio frame.
|
|
int64_t t = std::min(clockTime, std::max(VideoEndTime(), AudioEndTime()));
|
|
// FIXME: Bug 1091422 - chained ogg files hit this assertion.
|
|
//MOZ_ASSERT(t >= GetMediaTime());
|
|
if (t > GetMediaTime()) {
|
|
UpdatePlaybackPosition(t);
|
|
}
|
|
}
|
|
// Note we have to update playback position before releasing the monitor.
|
|
// Otherwise, MediaDecoder::AddOutputStream could kick in when we are outside
|
|
// the monitor and get a staled value from GetCurrentTimeUs() which hits the
|
|
// assertion in GetClock().
|
|
|
|
int64_t delay = std::max<int64_t>(1, AUDIO_DURATION_USECS / mPlaybackRate);
|
|
ScheduleStateMachineIn(delay);
|
|
}
|
|
|
|
nsresult
|
|
MediaDecoderStateMachine::DropVideoUpToSeekTarget(MediaData* aSample)
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
RefPtr<VideoData> video(aSample->As<VideoData>());
|
|
MOZ_ASSERT(video);
|
|
DECODER_LOG("DropVideoUpToSeekTarget() frame [%lld, %lld]",
|
|
video->mTime, video->GetEndTime());
|
|
MOZ_ASSERT(mCurrentSeek.Exists());
|
|
const int64_t target = mCurrentSeek.mTarget.mTime;
|
|
|
|
// If the frame end time is less than the seek target, we won't want
|
|
// to display this frame after the seek, so discard it.
|
|
if (target >= video->GetEndTime()) {
|
|
DECODER_LOG("DropVideoUpToSeekTarget() pop video frame [%lld, %lld] target=%lld",
|
|
video->mTime, video->GetEndTime(), target);
|
|
mFirstVideoFrameAfterSeek = video;
|
|
} else {
|
|
if (target >= video->mTime && video->GetEndTime() >= target) {
|
|
// The seek target lies inside this frame's time slice. Adjust the frame's
|
|
// start time to match the seek target. We do this by replacing the
|
|
// first frame with a shallow copy which has the new timestamp.
|
|
RefPtr<VideoData> temp = VideoData::ShallowCopyUpdateTimestamp(video, target);
|
|
video = temp;
|
|
}
|
|
mFirstVideoFrameAfterSeek = nullptr;
|
|
|
|
DECODER_LOG("DropVideoUpToSeekTarget() found video frame [%lld, %lld] containing target=%lld",
|
|
video->mTime, video->GetEndTime(), target);
|
|
|
|
PushFront(video, MediaData::VIDEO_DATA);
|
|
}
|
|
|
|
return NS_OK;
|
|
}
|
|
|
|
nsresult
|
|
MediaDecoderStateMachine::DropAudioUpToSeekTarget(MediaData* aSample)
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
RefPtr<AudioData> audio(aSample->As<AudioData>());
|
|
MOZ_ASSERT(audio &&
|
|
mCurrentSeek.Exists() &&
|
|
mCurrentSeek.mTarget.mType == SeekTarget::Accurate);
|
|
|
|
CheckedInt64 sampleDuration =
|
|
FramesToUsecs(audio->mFrames, mInfo.mAudio.mRate);
|
|
if (!sampleDuration.isValid()) {
|
|
return NS_ERROR_FAILURE;
|
|
}
|
|
|
|
if (audio->mTime + sampleDuration.value() <= mCurrentSeek.mTarget.mTime) {
|
|
// Our seek target lies after the frames in this AudioData. Don't
|
|
// push it onto the audio queue, and keep decoding forwards.
|
|
return NS_OK;
|
|
}
|
|
|
|
if (audio->mTime > mCurrentSeek.mTarget.mTime) {
|
|
// The seek target doesn't lie in the audio block just after the last
|
|
// audio frames we've seen which were before the seek target. This
|
|
// could have been the first audio data we've seen after seek, i.e. the
|
|
// seek terminated after the seek target in the audio stream. Just
|
|
// abort the audio decode-to-target, the state machine will play
|
|
// silence to cover the gap. Typically this happens in poorly muxed
|
|
// files.
|
|
DECODER_WARN("Audio not synced after seek, maybe a poorly muxed file?");
|
|
Push(audio, MediaData::AUDIO_DATA);
|
|
return NS_OK;
|
|
}
|
|
|
|
// The seek target lies somewhere in this AudioData's frames, strip off
|
|
// any frames which lie before the seek target, so we'll begin playback
|
|
// exactly at the seek target.
|
|
NS_ASSERTION(mCurrentSeek.mTarget.mTime >= audio->mTime,
|
|
"Target must at or be after data start.");
|
|
NS_ASSERTION(mCurrentSeek.mTarget.mTime < audio->mTime + sampleDuration.value(),
|
|
"Data must end after target.");
|
|
|
|
CheckedInt64 framesToPrune =
|
|
UsecsToFrames(mCurrentSeek.mTarget.mTime - audio->mTime, mInfo.mAudio.mRate);
|
|
if (!framesToPrune.isValid()) {
|
|
return NS_ERROR_FAILURE;
|
|
}
|
|
if (framesToPrune.value() > audio->mFrames) {
|
|
// We've messed up somehow. Don't try to trim frames, the |frames|
|
|
// variable below will overflow.
|
|
DECODER_WARN("Can't prune more frames that we have!");
|
|
return NS_ERROR_FAILURE;
|
|
}
|
|
uint32_t frames = audio->mFrames - static_cast<uint32_t>(framesToPrune.value());
|
|
uint32_t channels = audio->mChannels;
|
|
nsAutoArrayPtr<AudioDataValue> audioData(new AudioDataValue[frames * channels]);
|
|
memcpy(audioData.get(),
|
|
audio->mAudioData.get() + (framesToPrune.value() * channels),
|
|
frames * channels * sizeof(AudioDataValue));
|
|
CheckedInt64 duration = FramesToUsecs(frames, mInfo.mAudio.mRate);
|
|
if (!duration.isValid()) {
|
|
return NS_ERROR_FAILURE;
|
|
}
|
|
RefPtr<AudioData> data(new AudioData(audio->mOffset,
|
|
mCurrentSeek.mTarget.mTime,
|
|
duration.value(),
|
|
frames,
|
|
audioData.forget(),
|
|
channels,
|
|
audio->mRate));
|
|
PushFront(data, MediaData::AUDIO_DATA);
|
|
|
|
return NS_OK;
|
|
}
|
|
|
|
void MediaDecoderStateMachine::UpdateNextFrameStatus()
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
|
|
MediaDecoderOwner::NextFrameStatus status;
|
|
const char* statusString;
|
|
if (mState <= DECODER_STATE_WAIT_FOR_CDM || IsDecodingFirstFrame()) {
|
|
status = MediaDecoderOwner::NEXT_FRAME_UNAVAILABLE;
|
|
statusString = "NEXT_FRAME_UNAVAILABLE";
|
|
} else if (IsBuffering()) {
|
|
status = MediaDecoderOwner::NEXT_FRAME_UNAVAILABLE_BUFFERING;
|
|
statusString = "NEXT_FRAME_UNAVAILABLE_BUFFERING";
|
|
} else if (IsSeeking()) {
|
|
status = MediaDecoderOwner::NEXT_FRAME_UNAVAILABLE_SEEKING;
|
|
statusString = "NEXT_FRAME_UNAVAILABLE_SEEKING";
|
|
} else if (HaveNextFrameData()) {
|
|
status = MediaDecoderOwner::NEXT_FRAME_AVAILABLE;
|
|
statusString = "NEXT_FRAME_AVAILABLE";
|
|
} else {
|
|
status = MediaDecoderOwner::NEXT_FRAME_UNAVAILABLE;
|
|
statusString = "NEXT_FRAME_UNAVAILABLE";
|
|
}
|
|
|
|
if (status != mNextFrameStatus) {
|
|
DECODER_LOG("Changed mNextFrameStatus to %s", statusString);
|
|
}
|
|
|
|
mNextFrameStatus = status;
|
|
}
|
|
|
|
bool MediaDecoderStateMachine::JustExitedQuickBuffering()
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
return !mDecodeStartTime.IsNull() &&
|
|
mQuickBuffering &&
|
|
(TimeStamp::Now() - mDecodeStartTime) < TimeDuration::FromMicroseconds(QUICK_BUFFER_THRESHOLD_USECS);
|
|
}
|
|
|
|
bool
|
|
MediaDecoderStateMachine::CanPlayThrough()
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
return IsRealTime() || GetStatistics().CanPlayThrough();
|
|
}
|
|
|
|
MediaStatistics
|
|
MediaDecoderStateMachine::GetStatistics()
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
MediaStatistics result;
|
|
result.mDownloadRate = mResource->GetDownloadRate(&result.mDownloadRateReliable);
|
|
result.mDownloadPosition = mResource->GetCachedDataEnd(mDecoderPosition);
|
|
result.mTotalBytes = mResource->GetLength();
|
|
result.mPlaybackRate = mPlaybackBytesPerSecond;
|
|
result.mPlaybackRateReliable = mPlaybackRateReliable;
|
|
result.mDecoderPosition = mDecoderPosition;
|
|
result.mPlaybackPosition = mPlaybackOffset;
|
|
return result;
|
|
}
|
|
|
|
void MediaDecoderStateMachine::StartBuffering()
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
|
|
if (mState != DECODER_STATE_DECODING) {
|
|
// We only move into BUFFERING state if we're actually decoding.
|
|
// If we're currently doing something else, we don't need to buffer,
|
|
// and more importantly, we shouldn't overwrite mState to interrupt
|
|
// the current operation, as that could leave us in an inconsistent
|
|
// state!
|
|
return;
|
|
}
|
|
|
|
if (IsPlaying()) {
|
|
StopPlayback();
|
|
}
|
|
|
|
TimeDuration decodeDuration = TimeStamp::Now() - mDecodeStartTime;
|
|
// Go into quick buffering mode provided we've not just left buffering using
|
|
// a "quick exit". This stops us flip-flopping between playing and buffering
|
|
// when the download speed is similar to the decode speed.
|
|
mQuickBuffering =
|
|
!JustExitedQuickBuffering() &&
|
|
decodeDuration < UsecsToDuration(QUICK_BUFFER_THRESHOLD_USECS);
|
|
mBufferingStart = TimeStamp::Now();
|
|
|
|
SetState(DECODER_STATE_BUFFERING);
|
|
DECODER_LOG("Changed state from DECODING to BUFFERING, decoded for %.3lfs",
|
|
decodeDuration.ToSeconds());
|
|
MediaStatistics stats = GetStatistics();
|
|
DECODER_LOG("Playback rate: %.1lfKB/s%s download rate: %.1lfKB/s%s",
|
|
stats.mPlaybackRate/1024, stats.mPlaybackRateReliable ? "" : " (unreliable)",
|
|
stats.mDownloadRate/1024, stats.mDownloadRateReliable ? "" : " (unreliable)");
|
|
}
|
|
|
|
void
|
|
MediaDecoderStateMachine::ScheduleStateMachine()
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
if (mDispatchedStateMachine) {
|
|
return;
|
|
}
|
|
mDispatchedStateMachine = true;
|
|
|
|
nsCOMPtr<nsIRunnable> task =
|
|
NS_NewRunnableMethod(this, &MediaDecoderStateMachine::RunStateMachine);
|
|
OwnerThread()->Dispatch(task.forget());
|
|
}
|
|
|
|
void
|
|
MediaDecoderStateMachine::ScheduleStateMachineIn(int64_t aMicroseconds)
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue()); // mDelayedScheduler.Ensure() may Disconnect()
|
|
// the promise, which must happen on the state
|
|
// machine task queue.
|
|
MOZ_ASSERT(aMicroseconds > 0);
|
|
if (mDispatchedStateMachine) {
|
|
return;
|
|
}
|
|
|
|
// Real-time weirdness.
|
|
if (IsRealTime()) {
|
|
aMicroseconds = std::min(aMicroseconds, int64_t(40000));
|
|
}
|
|
|
|
TimeStamp now = TimeStamp::Now();
|
|
TimeStamp target = now + TimeDuration::FromMicroseconds(aMicroseconds);
|
|
|
|
SAMPLE_LOG("Scheduling state machine for %lf ms from now", (target - now).ToMilliseconds());
|
|
|
|
RefPtr<MediaDecoderStateMachine> self = this;
|
|
mDelayedScheduler.Ensure(target, [self] () {
|
|
self->OnDelayedSchedule();
|
|
}, [self] () {
|
|
self->NotReached();
|
|
});
|
|
}
|
|
|
|
bool MediaDecoderStateMachine::OnTaskQueue() const
|
|
{
|
|
return OwnerThread()->IsCurrentThreadIn();
|
|
}
|
|
|
|
bool MediaDecoderStateMachine::IsStateMachineScheduled() const
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
return mDispatchedStateMachine || mDelayedScheduler.IsScheduled();
|
|
}
|
|
|
|
void
|
|
MediaDecoderStateMachine::LogicalPlaybackRateChanged()
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
|
|
if (mLogicalPlaybackRate == 0) {
|
|
// This case is handled in MediaDecoder by pausing playback.
|
|
return;
|
|
}
|
|
|
|
mPlaybackRate = mLogicalPlaybackRate;
|
|
mMediaSink->SetPlaybackRate(mPlaybackRate);
|
|
|
|
ScheduleStateMachine();
|
|
}
|
|
|
|
void MediaDecoderStateMachine::PreservesPitchChanged()
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
mMediaSink->SetPreservesPitch(mPreservesPitch);
|
|
}
|
|
|
|
bool MediaDecoderStateMachine::IsShutdown()
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
return mIsShutdown;
|
|
}
|
|
|
|
int64_t
|
|
MediaDecoderStateMachine::AudioEndTime() const
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
if (mMediaSink->IsStarted()) {
|
|
return mMediaSink->GetEndTime(TrackInfo::kAudioTrack);
|
|
}
|
|
MOZ_ASSERT(!HasAudio());
|
|
return -1;
|
|
}
|
|
|
|
int64_t
|
|
MediaDecoderStateMachine::VideoEndTime() const
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
if (mMediaSink->IsStarted()) {
|
|
return mMediaSink->GetEndTime(TrackInfo::kVideoTrack);
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
void
|
|
MediaDecoderStateMachine::OnMediaSinkVideoComplete()
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
VERBOSE_LOG("[%s]", __func__);
|
|
|
|
mMediaSinkVideoPromise.Complete();
|
|
ScheduleStateMachine();
|
|
}
|
|
|
|
void
|
|
MediaDecoderStateMachine::OnMediaSinkVideoError()
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
VERBOSE_LOG("[%s]", __func__);
|
|
|
|
mMediaSinkVideoPromise.Complete();
|
|
if (HasAudio()) {
|
|
return;
|
|
}
|
|
DecodeError();
|
|
}
|
|
|
|
void MediaDecoderStateMachine::OnMediaSinkAudioComplete()
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
VERBOSE_LOG("[%s]", __func__);
|
|
|
|
mMediaSinkAudioPromise.Complete();
|
|
// Set true only when we have audio.
|
|
mAudioCompleted = mInfo.HasAudio();
|
|
// To notify PlaybackEnded as soon as possible.
|
|
ScheduleStateMachine();
|
|
}
|
|
|
|
void MediaDecoderStateMachine::OnMediaSinkAudioError()
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
VERBOSE_LOG("[%s]", __func__);
|
|
|
|
mMediaSinkAudioPromise.Complete();
|
|
// Set true only when we have audio.
|
|
mAudioCompleted = mInfo.HasAudio();
|
|
|
|
// Make the best effort to continue playback when there is video.
|
|
if (HasVideo()) {
|
|
return;
|
|
}
|
|
|
|
// Otherwise notify media decoder/element about this error for it makes
|
|
// no sense to play an audio-only file without sound output.
|
|
DecodeError();
|
|
}
|
|
|
|
#ifdef MOZ_EME
|
|
void
|
|
MediaDecoderStateMachine::OnCDMProxyReady(RefPtr<CDMProxy> aProxy)
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
mCDMProxyPromise.Complete();
|
|
mCDMProxy = aProxy;
|
|
mReader->SetCDMProxy(aProxy);
|
|
if (mState == DECODER_STATE_WAIT_FOR_CDM) {
|
|
StartDecoding();
|
|
}
|
|
}
|
|
|
|
void
|
|
MediaDecoderStateMachine::OnCDMProxyNotReady()
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
mCDMProxyPromise.Complete();
|
|
}
|
|
#endif
|
|
|
|
void
|
|
MediaDecoderStateMachine::SetAudioCaptured(bool aCaptured)
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
|
|
if (aCaptured == mAudioCaptured) {
|
|
return;
|
|
}
|
|
|
|
// Backup current playback parameters.
|
|
MediaSink::PlaybackParams params = mMediaSink->GetPlaybackParams();
|
|
|
|
// Stop and shut down the existing sink.
|
|
StopMediaSink();
|
|
mMediaSink->Shutdown();
|
|
|
|
// Create a new sink according to whether audio is captured.
|
|
mMediaSink = CreateMediaSink(aCaptured);
|
|
|
|
// Restore playback parameters.
|
|
mMediaSink->SetPlaybackParams(params);
|
|
|
|
// We don't need to call StartMediaSink() here because IsPlaying() is now
|
|
// always in sync with the playing state of MediaSink. It will be started in
|
|
// MaybeStartPlayback() in the next cycle if necessary.
|
|
|
|
mAudioCaptured = aCaptured;
|
|
ScheduleStateMachine();
|
|
}
|
|
|
|
uint32_t MediaDecoderStateMachine::GetAmpleVideoFrames() const
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
return (mReader->IsAsync() && mReader->VideoIsHardwareAccelerated())
|
|
? std::max<uint32_t>(sVideoQueueHWAccelSize, MIN_VIDEO_QUEUE_SIZE)
|
|
: std::max<uint32_t>(sVideoQueueDefaultSize, MIN_VIDEO_QUEUE_SIZE);
|
|
}
|
|
|
|
void MediaDecoderStateMachine::AddOutputStream(ProcessedMediaStream* aStream,
|
|
bool aFinishWhenEnded)
|
|
{
|
|
MOZ_ASSERT(NS_IsMainThread());
|
|
DECODER_LOG("AddOutputStream aStream=%p!", aStream);
|
|
mStreamSink->AddOutput(aStream, aFinishWhenEnded);
|
|
nsCOMPtr<nsIRunnable> r = NS_NewRunnableMethodWithArg<bool>(
|
|
this, &MediaDecoderStateMachine::SetAudioCaptured, true);
|
|
OwnerThread()->Dispatch(r.forget());
|
|
}
|
|
|
|
void MediaDecoderStateMachine::RemoveOutputStream(MediaStream* aStream)
|
|
{
|
|
MOZ_ASSERT(NS_IsMainThread());
|
|
DECODER_LOG("RemoveOutputStream=%p!", aStream);
|
|
mStreamSink->RemoveOutput(aStream);
|
|
if (!mStreamSink->HasConsumers()) {
|
|
nsCOMPtr<nsIRunnable> r = NS_NewRunnableMethodWithArg<bool>(
|
|
this, &MediaDecoderStateMachine::SetAudioCaptured, false);
|
|
OwnerThread()->Dispatch(r.forget());
|
|
}
|
|
}
|
|
|
|
} // namespace mozilla
|
|
|
|
// avoid redefined macro in unified build
|
|
#undef LOG
|
|
#undef DECODER_LOG
|
|
#undef VERBOSE_LOG
|
|
#undef DECODER_WARN
|
|
#undef DECODER_WARN_HELPER
|
|
|
|
#undef NS_DispatchToMainThread
|