mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
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951 lines
39 KiB
C++
951 lines
39 KiB
C++
/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* vim:set ts=2 sw=2 sts=2 et cindent: */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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/*
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Each media element for a media file has one thread called the "audio thread".
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The audio thread writes the decoded audio data to the audio
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hardware. This is done in a separate thread to ensure that the
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audio hardware gets a constant stream of data without
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interruption due to decoding or display. At some point
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AudioStream will be refactored to have a callback interface
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where it asks for data and this thread will no longer be
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needed.
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The element/state machine also has a MediaTaskQueue which runs in a
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SharedThreadPool that is shared with all other elements/decoders. The state
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machine dispatches tasks to this to call into the MediaDecoderReader to
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request decoded audio or video data. The Reader will callback with decoded
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sampled when it has them available, and the state machine places the decoded
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samples into its queues for the consuming threads to pull from.
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The MediaDecoderReader can choose to decode asynchronously, or synchronously
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and return requested samples synchronously inside it's Request*Data()
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functions via callback. Asynchronous decoding is preferred, and should be
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used for any new readers.
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Synchronisation of state between the thread is done via a monitor owned
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by MediaDecoder.
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The lifetime of the audio thread is controlled by the state machine when
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it runs on the shared state machine thread. When playback needs to occur
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the audio thread is created and an event dispatched to run it. The audio
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thread exits when audio playback is completed or no longer required.
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A/V synchronisation is handled by the state machine. It examines the audio
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playback time and compares this to the next frame in the queue of video
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frames. If it is time to play the video frame it is then displayed, otherwise
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it schedules the state machine to run again at the time of the next frame.
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Frame skipping is done in the following ways:
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1) The state machine will skip all frames in the video queue whose
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display time is less than the current audio time. This ensures
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the correct frame for the current time is always displayed.
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2) The decode tasks will stop decoding interframes and read to the
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next keyframe if it determines that decoding the remaining
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interframes will cause playback issues. It detects this by:
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a) If the amount of audio data in the audio queue drops
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below a threshold whereby audio may start to skip.
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b) If the video queue drops below a threshold where it
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will be decoding video data that won't be displayed due
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to the decode thread dropping the frame immediately.
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TODO: In future we should only do this when the Reader is decoding
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synchronously.
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When hardware accelerated graphics is not available, YCbCr conversion
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is done on the decode task queue when video frames are decoded.
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The decode task queue pushes decoded audio and videos frames into two
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separate queues - one for audio and one for video. These are kept
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separate to make it easy to constantly feed audio data to the audio
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hardware while allowing frame skipping of video data. These queues are
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threadsafe, and neither the decode, audio, or state machine should
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be able to monopolize them, and cause starvation of the other threads.
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Both queues are bounded by a maximum size. When this size is reached
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the decode tasks will no longer request video or audio depending on the
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queue that has reached the threshold. If both queues are full, no more
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decode tasks will be dispatched to the decode task queue, so other
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decoders will have an opportunity to run.
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During playback the audio thread will be idle (via a Wait() on the
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monitor) if the audio queue is empty. Otherwise it constantly pops
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audio data off the queue and plays it with a blocking write to the audio
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hardware (via AudioStream).
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*/
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#if !defined(MediaDecoderStateMachine_h__)
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#define MediaDecoderStateMachine_h__
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#include "mozilla/Attributes.h"
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#include "nsThreadUtils.h"
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#include "MediaDecoder.h"
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#include "mozilla/ReentrantMonitor.h"
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#include "MediaDecoderReader.h"
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#include "MediaDecoderOwner.h"
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#include "MediaMetadataManager.h"
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#include "MediaDataDecodedListener.h"
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class nsITimer;
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namespace mozilla {
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class AudioSegment;
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class VideoSegment;
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class MediaTaskQueue;
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class SharedThreadPool;
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class AudioSink;
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class MediaDecoderStateMachineScheduler;
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// GetCurrentTime is defined in winbase.h as zero argument macro forwarding to
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// GetTickCount() and conflicts with MediaDecoderStateMachine::GetCurrentTime
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// implementation.
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#ifdef GetCurrentTime
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#undef GetCurrentTime
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#endif
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/*
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The state machine class. This manages the decoding and seeking in the
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MediaDecoderReader on the decode task queue, and A/V sync on the shared
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state machine thread, and controls the audio "push" thread.
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All internal state is synchronised via the decoder monitor. State changes
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are either propagated by NotifyAll on the monitor (typically when state
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changes need to be propagated to non-state machine threads) or by scheduling
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the state machine to run another cycle on the shared state machine thread.
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See MediaDecoder.h for more details.
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*/
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class MediaDecoderStateMachine
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{
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friend class AudioSink;
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NS_INLINE_DECL_THREADSAFE_REFCOUNTING(MediaDecoderStateMachine)
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public:
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typedef MediaDecoder::DecodedStreamData DecodedStreamData;
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MediaDecoderStateMachine(MediaDecoder* aDecoder,
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MediaDecoderReader* aReader,
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bool aRealTime = false);
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nsresult Init(MediaDecoderStateMachine* aCloneDonor);
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// Enumeration for the valid decoding states
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enum State {
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DECODER_STATE_DECODING_NONE,
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DECODER_STATE_DECODING_METADATA,
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DECODER_STATE_WAIT_FOR_RESOURCES,
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DECODER_STATE_DORMANT,
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DECODER_STATE_DECODING,
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DECODER_STATE_SEEKING,
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DECODER_STATE_BUFFERING,
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DECODER_STATE_COMPLETED,
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DECODER_STATE_SHUTDOWN
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};
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State GetState() {
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AssertCurrentThreadInMonitor();
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return mState;
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}
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// Set the audio volume. The decoder monitor must be obtained before
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// calling this.
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void SetVolume(double aVolume);
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void SetAudioCaptured(bool aCapture);
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// Check if the decoder needs to become dormant state.
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bool IsDormantNeeded();
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// Set/Unset dormant state.
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void SetDormant(bool aDormant);
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void Shutdown();
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// Called from the main thread to get the duration. The decoder monitor
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// must be obtained before calling this. It is in units of microseconds.
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int64_t GetDuration();
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// Called from the main thread to set the duration of the media resource
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// if it is able to be obtained via HTTP headers. Called from the
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// state machine thread to set the duration if it is obtained from the
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// media metadata. The decoder monitor must be obtained before calling this.
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// aDuration is in microseconds.
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void SetDuration(int64_t aDuration);
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// Called while decoding metadata to set the end time of the media
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// resource. The decoder monitor must be obtained before calling this.
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// aEndTime is in microseconds.
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void SetMediaEndTime(int64_t aEndTime);
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// Called from main thread to update the duration with an estimated value.
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// The duration is only changed if its significantly different than the
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// the current duration, as the incoming duration is an estimate and so
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// often is unstable as more data is read and the estimate is updated.
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// Can result in a durationchangeevent. aDuration is in microseconds.
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void UpdateEstimatedDuration(int64_t aDuration);
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// Functions used by assertions to ensure we're calling things
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// on the appropriate threads.
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bool OnDecodeThread() const;
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bool OnStateMachineThread() const;
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MediaDecoderOwner::NextFrameStatus GetNextFrameStatus();
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// Cause state transitions. These methods obtain the decoder monitor
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// to synchronise the change of state, and to notify other threads
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// that the state has changed.
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void Play();
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// Seeks to the decoder to aTarget asynchronously.
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void Seek(const SeekTarget& aTarget);
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// Returns the current playback position in seconds.
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// Called from the main thread to get the current frame time. The decoder
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// monitor must be obtained before calling this.
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double GetCurrentTime() const;
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// Clear the flag indicating that a playback position change event
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// is currently queued. This is called from the main thread and must
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// be called with the decode monitor held.
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void ClearPositionChangeFlag();
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// Update the playback position. This can result in a timeupdate event
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// and an invalidate of the frame being dispatched asynchronously if
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// there is no such event currently queued.
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// Only called on the decoder thread. Must be called with
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// the decode monitor held.
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void UpdatePlaybackPosition(int64_t aTime);
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// Causes the state machine to switch to buffering state, and to
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// immediately stop playback and buffer downloaded data. Must be called
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// with the decode monitor held. Called on the state machine thread and
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// the main thread.
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void StartBuffering();
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// This is called on the state machine thread and audio thread.
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// The decoder monitor must be obtained before calling this.
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bool HasAudio() const {
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AssertCurrentThreadInMonitor();
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return mInfo.HasAudio();
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}
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// This is called on the state machine thread and audio thread.
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// The decoder monitor must be obtained before calling this.
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bool HasVideo() const {
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AssertCurrentThreadInMonitor();
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return mInfo.HasVideo();
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}
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// Should be called by main thread.
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bool HaveNextFrameData();
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// Must be called with the decode monitor held.
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bool IsBuffering() const {
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AssertCurrentThreadInMonitor();
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return mState == DECODER_STATE_BUFFERING;
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}
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// Must be called with the decode monitor held.
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bool IsSeeking() const {
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AssertCurrentThreadInMonitor();
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return mState == DECODER_STATE_SEEKING;
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}
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nsresult GetBuffered(dom::TimeRanges* aBuffered);
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void SetPlaybackRate(double aPlaybackRate);
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void SetPreservesPitch(bool aPreservesPitch);
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size_t SizeOfVideoQueue() {
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if (mReader) {
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return mReader->SizeOfVideoQueueInBytes();
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}
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return 0;
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}
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size_t SizeOfAudioQueue() {
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if (mReader) {
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return mReader->SizeOfAudioQueueInBytes();
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}
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return 0;
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}
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void NotifyDataArrived(const char* aBuffer, uint32_t aLength, int64_t aOffset);
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// Returns the shared state machine thread.
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nsIEventTarget* GetStateMachineThread() const;
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// Calls ScheduleStateMachine() after taking the decoder lock. Also
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// notifies the decoder thread in case it's waiting on the decoder lock.
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void ScheduleStateMachineWithLockAndWakeDecoder();
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// Schedules the shared state machine thread to run the state machine
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// in aUsecs microseconds from now, if it's not already scheduled to run
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// earlier, in which case the request is discarded.
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nsresult ScheduleStateMachine(int64_t aUsecs = 0);
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// Callback function registered with MediaDecoderStateMachineScheduler
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// to run state machine cycles.
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static nsresult TimeoutExpired(void* aClosure);
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// Set the media fragment end time. aEndTime is in microseconds.
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void SetFragmentEndTime(int64_t aEndTime);
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// Drop reference to decoder. Only called during shutdown dance.
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void BreakCycles() {
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if (mReader) {
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mReader->BreakCycles();
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}
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mDecoder = nullptr;
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}
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// If we're playing into a MediaStream, record the current point in the
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// MediaStream and the current point in our media resource so later we can
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// convert MediaStream playback positions to media resource positions. Best to
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// call this while we're not playing (while the MediaStream is blocked). Can
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// be called on any thread with the decoder monitor held.
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void SetSyncPointForMediaStream();
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int64_t GetCurrentTimeViaMediaStreamSync() const;
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// Copy queued audio/video data in the reader to any output MediaStreams that
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// need it.
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void SendStreamData();
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void FinishStreamData();
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bool HaveEnoughDecodedAudio(int64_t aAmpleAudioUSecs);
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bool HaveEnoughDecodedVideo();
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// Returns true if the state machine has shutdown or is in the process of
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// shutting down. The decoder monitor must be held while calling this.
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bool IsShutdown();
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void QueueMetadata(int64_t aPublishTime, MediaInfo* aInfo, MetadataTags* aTags);
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// Returns true if we're currently playing. The decoder monitor must
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// be held.
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bool IsPlaying() const;
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// Dispatch DoNotifyWaitingForResourcesStatusChanged task to mDecodeTaskQueue.
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// Called when the reader may have acquired the hardware resources required
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// to begin decoding. The decoder monitor must be held while calling this.
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void NotifyWaitingForResourcesStatusChanged();
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// Notifies the state machine that should minimize the number of samples
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// decoded we preroll, until playback starts. The first time playback starts
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// the state machine is free to return to prerolling normally. Note
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// "prerolling" in this context refers to when we decode and buffer decoded
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// samples in advance of when they're needed for playback.
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void SetMinimizePrerollUntilPlaybackStarts();
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void OnAudioDecoded(AudioData* aSample);
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void OnVideoDecoded(VideoData* aSample);
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void OnNotDecoded(MediaData::Type aType, RequestSampleCallback::NotDecodedReason aReason);
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void OnSeekCompleted(nsresult aResult);
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private:
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void AcquireMonitorAndInvokeDecodeError();
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protected:
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virtual ~MediaDecoderStateMachine();
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void AssertCurrentThreadInMonitor() const { mDecoder->GetReentrantMonitor().AssertCurrentThreadIn(); }
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void SetState(State aState);
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// Inserts MediaData* samples into their respective MediaQueues.
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// aSample must not be null.
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void Push(AudioData* aSample);
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void Push(VideoData* aSample);
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class WakeDecoderRunnable : public nsRunnable {
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public:
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explicit WakeDecoderRunnable(MediaDecoderStateMachine* aSM)
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: mMutex("WakeDecoderRunnable"), mStateMachine(aSM) {}
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NS_IMETHOD Run() MOZ_OVERRIDE
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{
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nsRefPtr<MediaDecoderStateMachine> stateMachine;
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{
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// Don't let Run() (called by media stream graph thread) race with
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// Revoke() (called by decoder state machine thread)
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MutexAutoLock lock(mMutex);
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if (!mStateMachine)
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return NS_OK;
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stateMachine = mStateMachine;
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}
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stateMachine->ScheduleStateMachineWithLockAndWakeDecoder();
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return NS_OK;
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}
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void Revoke()
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{
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MutexAutoLock lock(mMutex);
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mStateMachine = nullptr;
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}
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Mutex mMutex;
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// Protected by mMutex.
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// We don't use an owning pointer here, because keeping mStateMachine alive
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// would mean in some cases we'd have to destroy mStateMachine from this
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// object, which would be problematic since MediaDecoderStateMachine can
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// only be destroyed on the main thread whereas this object can be destroyed
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// on the media stream graph thread.
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MediaDecoderStateMachine* mStateMachine;
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};
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WakeDecoderRunnable* GetWakeDecoderRunnable();
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MediaQueue<AudioData>& AudioQueue() { return mAudioQueue; }
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MediaQueue<VideoData>& VideoQueue() { return mVideoQueue; }
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nsresult FinishDecodeMetadata();
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RefPtr<MediaDataDecodedListener<MediaDecoderStateMachine>> mMediaDecodedListener;
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nsAutoPtr<MetadataTags> mMetadataTags;
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// True if our buffers of decoded audio are not full, and we should
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// decode more.
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bool NeedToDecodeAudio();
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// Decodes some audio. This should be run on the decode task queue.
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void DecodeAudio();
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// True if our buffers of decoded video are not full, and we should
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// decode more.
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bool NeedToDecodeVideo();
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// Decodes some video. This should be run on the decode task queue.
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void DecodeVideo();
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// Returns true if we've got less than aAudioUsecs microseconds of decoded
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// and playable data. The decoder monitor must be held.
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bool HasLowDecodedData(int64_t aAudioUsecs);
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// Returns true if we're running low on data which is not yet decoded.
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// The decoder monitor must be held.
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bool HasLowUndecodedData();
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// Returns true if we have less than aUsecs of undecoded data available.
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bool HasLowUndecodedData(double aUsecs);
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// Returns the number of unplayed usecs of audio we've got decoded and/or
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// pushed to the hardware waiting to play. This is how much audio we can
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// play without having to run the audio decoder. The decoder monitor
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// must be held.
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int64_t AudioDecodedUsecs();
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// Returns true when there's decoded audio waiting to play.
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// The decoder monitor must be held.
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bool HasFutureAudio();
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// Returns true if we recently exited "quick buffering" mode.
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bool JustExitedQuickBuffering();
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// Dispatches an asynchronous event to update the media element's ready state.
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void UpdateReadyState();
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// Resets playback timing data. Called when we seek, on the decode thread.
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void ResetPlayback();
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// Orders the Reader to stop decoding, and blocks until the Reader
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// has stopped decoding and finished delivering samples, then calls
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// ResetPlayback() to discard all enqueued data.
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void FlushDecoding();
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// Called when AudioSink reaches the end. |mPlayStartTime| and
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// |mPlayDuration| are updated to provide a good base for calculating video
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// stream time.
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void ResyncAudioClock();
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// Returns the audio clock, if we have audio, or -1 if we don't.
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// Called on the state machine thread.
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int64_t GetAudioClock() const;
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// Get the video stream position, taking the |playbackRate| change into
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// account. This is a position in the media, not the duration of the playback
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// so far.
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int64_t GetVideoStreamPosition() const;
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// Return the current time, either the audio clock if available (if the media
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// has audio, and the playback is possible), or a clock for the video.
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// Called on the state machine thread.
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int64_t GetClock() const;
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nsresult DropAudioUpToSeekTarget(AudioData* aSample);
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nsresult DropVideoUpToSeekTarget(VideoData* aSample);
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void SetStartTime(int64_t aStartTimeUsecs);
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// Update only the state machine's current playback position (and duration,
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// if unknown). Does not update the playback position on the decoder or
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// media element -- use UpdatePlaybackPosition for that. Called on the state
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// machine thread, caller must hold the decoder lock.
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void UpdatePlaybackPositionInternal(int64_t aTime);
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// Pushes the image down the rendering pipeline. Called on the shared state
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// machine thread. The decoder monitor must *not* be held when calling this.
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void RenderVideoFrame(VideoData* aData, TimeStamp aTarget);
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// If we have video, display a video frame if it's time for display has
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// arrived, otherwise sleep until it's time for the next frame. Update the
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// current frame time as appropriate, and trigger ready state update. The
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// decoder monitor must be held with exactly one lock count. Called on the
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// state machine thread.
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void AdvanceFrame();
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// Stops the audio thread. The decoder monitor must be held with exactly
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// one lock count. Called on the state machine thread.
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void StopAudioThread();
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// Starts the audio thread. The decoder monitor must be held with exactly
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// one lock count. Called on the state machine thread.
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nsresult StartAudioThread();
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// Sets internal state which causes playback of media to pause.
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// The decoder monitor must be held.
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|
void StopPlayback();
|
|
|
|
// Sets internal state which causes playback of media to begin or resume.
|
|
// Must be called with the decode monitor held.
|
|
void StartPlayback();
|
|
|
|
// Moves the decoder into decoding state. Called on the state machine
|
|
// thread. The decoder monitor must be held.
|
|
void StartDecoding();
|
|
|
|
// Moves the decoder into the shutdown state, and dispatches an error
|
|
// event to the media element. This begins shutting down the decoder.
|
|
// The decoder monitor must be held. This is only called on the
|
|
// decode thread.
|
|
void DecodeError();
|
|
|
|
void StartWaitForResources();
|
|
|
|
// Dispatches a task to the decode task queue to begin decoding metadata.
|
|
// This is threadsafe and can be called on any thread.
|
|
// The decoder monitor must be held.
|
|
nsresult EnqueueDecodeMetadataTask();
|
|
|
|
// Dispatches a task to the decode task queue to seek the decoder.
|
|
// The decoder monitor must be held.
|
|
nsresult EnqueueDecodeSeekTask();
|
|
|
|
nsresult DispatchAudioDecodeTaskIfNeeded();
|
|
|
|
// Ensures a to decode audio has been dispatched to the decode task queue.
|
|
// If a task to decode has already been dispatched, this does nothing,
|
|
// otherwise this dispatches a task to do the decode.
|
|
// This is called on the state machine or decode threads.
|
|
// The decoder monitor must be held.
|
|
nsresult EnsureAudioDecodeTaskQueued();
|
|
|
|
nsresult DispatchVideoDecodeTaskIfNeeded();
|
|
|
|
// Ensures a to decode video has been dispatched to the decode task queue.
|
|
// If a task to decode has already been dispatched, this does nothing,
|
|
// otherwise this dispatches a task to do the decode.
|
|
// The decoder monitor must be held.
|
|
nsresult EnsureVideoDecodeTaskQueued();
|
|
|
|
// Calls the reader's SetIdle(). This is only called in a task dispatched to
|
|
// the decode task queue, don't call it directly.
|
|
void SetReaderIdle();
|
|
|
|
// Re-evaluates the state and determines whether we need to dispatch
|
|
// events to run the decode, or if not whether we should set the reader
|
|
// to idle mode. This is threadsafe, and can be called from any thread.
|
|
// The decoder monitor must be held.
|
|
void DispatchDecodeTasksIfNeeded();
|
|
|
|
// Returns the "media time". This is the absolute time which the media
|
|
// playback has reached. i.e. this returns values in the range
|
|
// [mStartTime, mEndTime], and mStartTime will not be 0 if the media does
|
|
// not start at 0. Note this is different to the value returned
|
|
// by GetCurrentTime(), which is in the range [0,duration].
|
|
int64_t GetMediaTime() const {
|
|
AssertCurrentThreadInMonitor();
|
|
return mStartTime + mCurrentFrameTime;
|
|
}
|
|
|
|
// Returns an upper bound on the number of microseconds of audio that is
|
|
// decoded and playable. This is the sum of the number of usecs of audio which
|
|
// is decoded and in the reader's audio queue, and the usecs of unplayed audio
|
|
// which has been pushed to the audio hardware for playback. Note that after
|
|
// calling this, the audio hardware may play some of the audio pushed to
|
|
// hardware, so this can only be used as a upper bound. The decoder monitor
|
|
// must be held when calling this. Called on the decode thread.
|
|
int64_t GetDecodedAudioDuration();
|
|
|
|
// Load metadata. Called on the decode thread. The decoder monitor
|
|
// must be held with exactly one lock count.
|
|
nsresult DecodeMetadata();
|
|
|
|
// Wraps the call to DecodeMetadata(), signals a DecodeError() on failure.
|
|
void CallDecodeMetadata();
|
|
|
|
// Checks whether we're finished decoding metadata, and switches to DECODING
|
|
// state if so.
|
|
void MaybeFinishDecodeMetadata();
|
|
|
|
// Seeks to mSeekTarget. Called on the decode thread. The decoder monitor
|
|
// must be held with exactly one lock count.
|
|
void DecodeSeek();
|
|
|
|
void CheckIfSeekComplete();
|
|
bool IsAudioSeekComplete();
|
|
bool IsVideoSeekComplete();
|
|
|
|
// Completes the seek operation, moves onto the next appropriate state.
|
|
void SeekCompleted();
|
|
|
|
// Queries our state to see whether the decode has finished for all streams.
|
|
// If so, we move into DECODER_STATE_COMPLETED and schedule the state machine
|
|
// to run.
|
|
// The decoder monitor must be held.
|
|
void CheckIfDecodeComplete();
|
|
|
|
// Copy audio from an AudioData packet to aOutput. This may require
|
|
// inserting silence depending on the timing of the audio packet.
|
|
void SendStreamAudio(AudioData* aAudio, DecodedStreamData* aStream,
|
|
AudioSegment* aOutput);
|
|
|
|
// State machine thread run function. Defers to RunStateMachine().
|
|
nsresult CallRunStateMachine();
|
|
|
|
// Performs one "cycle" of the state machine. Polls the state, and may send
|
|
// a video frame to be displayed, and generally manages the decode. Called
|
|
// periodically via timer to ensure the video stays in sync.
|
|
nsresult RunStateMachine();
|
|
|
|
bool IsStateMachineScheduled() const;
|
|
|
|
// Returns true if we're not playing and the decode thread has filled its
|
|
// decode buffers and is waiting. We can shut the decode thread down in this
|
|
// case as it may not be needed again.
|
|
bool IsPausedAndDecoderWaiting();
|
|
|
|
// These return true if the respective stream's decode has not yet reached
|
|
// the end of stream.
|
|
bool IsAudioDecoding();
|
|
bool IsVideoDecoding();
|
|
|
|
// Set the time that playback started from the system clock.
|
|
// Can only be called on the state machine thread.
|
|
void SetPlayStartTime(const TimeStamp& aTimeStamp);
|
|
|
|
// Update mAudioEndTime.
|
|
void OnAudioEndTimeUpdate(int64_t aAudioEndTime);
|
|
|
|
// Update mDecoder's playback offset.
|
|
void OnPlaybackOffsetUpdate(int64_t aPlaybackOffset);
|
|
|
|
// Called by the AudioSink to signal that all outstanding work is complete
|
|
// and the sink is shutting down.
|
|
void OnAudioSinkComplete();
|
|
|
|
// Called by the AudioSink to signal errors.
|
|
void OnAudioSinkError();
|
|
|
|
// The state machine may move into DECODING_METADATA if we are in
|
|
// DECODER_STATE_WAIT_FOR_RESOURCES.
|
|
void DoNotifyWaitingForResourcesStatusChanged();
|
|
|
|
// The decoder object that created this state machine. The state machine
|
|
// holds a strong reference to the decoder to ensure that the decoder stays
|
|
// alive once media element has started the decoder shutdown process, and has
|
|
// dropped its reference to the decoder. This enables the state machine to
|
|
// keep using the decoder's monitor until the state machine has finished
|
|
// shutting down, without fear of the monitor being destroyed. After
|
|
// shutting down, the state machine will then release this reference,
|
|
// causing the decoder to be destroyed. This is accessed on the decode,
|
|
// state machine, audio and main threads.
|
|
nsRefPtr<MediaDecoder> mDecoder;
|
|
|
|
// Used to schedule state machine cycles. This should never outlive
|
|
// the life cycle of the state machine.
|
|
const nsAutoPtr<MediaDecoderStateMachineScheduler> mScheduler;
|
|
|
|
// Time at which the last video sample was requested. If it takes too long
|
|
// before the sample arrives, we will increase the amount of audio we buffer.
|
|
// This is necessary for legacy synchronous decoders to prevent underruns.
|
|
TimeStamp mVideoDecodeStartTime;
|
|
|
|
// Queue of audio frames. This queue is threadsafe, and is accessed from
|
|
// the audio, decoder, state machine, and main threads.
|
|
MediaQueue<AudioData> mAudioQueue;
|
|
|
|
// Queue of video frames. This queue is threadsafe, and is accessed from
|
|
// the decoder, state machine, and main threads.
|
|
MediaQueue<VideoData> mVideoQueue;
|
|
|
|
// The decoder monitor must be obtained before modifying this state.
|
|
// NotifyAll on the monitor must be called when the state is changed so
|
|
// that interested threads can wake up and alter behaviour if appropriate
|
|
// Accessed on state machine, audio, main, and AV thread.
|
|
State mState;
|
|
|
|
// The task queue in which we run decode tasks. This is referred to as
|
|
// the "decode thread", though in practise tasks can run on a different
|
|
// thread every time they're called.
|
|
RefPtr<MediaTaskQueue> mDecodeTaskQueue;
|
|
|
|
// The time that playback started from the system clock. This is used for
|
|
// timing the presentation of video frames when there's no audio.
|
|
// Accessed only via the state machine thread. Must be set via SetPlayStartTime.
|
|
TimeStamp mPlayStartTime;
|
|
|
|
// When we start writing decoded data to a new DecodedDataStream, or we
|
|
// restart writing due to PlaybackStarted(), we record where we are in the
|
|
// MediaStream and what that corresponds to in the media.
|
|
int64_t mSyncPointInMediaStream; // microseconds
|
|
int64_t mSyncPointInDecodedStream; // microseconds
|
|
|
|
// The amount of time we've spent playing already the media. The current
|
|
// playback position is therefore |Now() - mPlayStartTime +
|
|
// mPlayDuration|, which must be adjusted by mStartTime if used with media
|
|
// timestamps. Accessed only via the state machine thread.
|
|
int64_t mPlayDuration;
|
|
|
|
// Time that buffering started. Used for buffering timeout and only
|
|
// accessed on the state machine thread. This is null while we're not
|
|
// buffering.
|
|
TimeStamp mBufferingStart;
|
|
|
|
// Start time of the media, in microseconds. This is the presentation
|
|
// time of the first frame decoded from the media, and is used to calculate
|
|
// duration and as a bounds for seeking. Accessed on state machine, decode,
|
|
// and main threads. Access controlled by decoder monitor.
|
|
int64_t mStartTime;
|
|
|
|
// Time of the last frame in the media, in microseconds. This is the
|
|
// end time of the last frame in the media. Accessed on state
|
|
// machine, decode, and main threads. Access controlled by decoder monitor.
|
|
int64_t mEndTime;
|
|
|
|
// Position to seek to in microseconds when the seek state transition occurs.
|
|
// The decoder monitor lock must be obtained before reading or writing
|
|
// this value. Accessed on main and decode thread.
|
|
SeekTarget mSeekTarget;
|
|
|
|
// The position that we're currently seeking to. This differs from
|
|
// mSeekTarget, as mSeekTarget is the target we'll seek to next, whereas
|
|
// mCurrentSeekTarget is the position that the decode is in the process
|
|
// of seeking to.
|
|
// The decoder monitor lock must be obtained before reading or writing
|
|
// this value.
|
|
SeekTarget mCurrentSeekTarget;
|
|
|
|
// Media Fragment end time in microseconds. Access controlled by decoder monitor.
|
|
int64_t mFragmentEndTime;
|
|
|
|
// The audio sink resource. Used on state machine and audio threads.
|
|
RefPtr<AudioSink> mAudioSink;
|
|
|
|
// The reader, don't call its methods with the decoder monitor held.
|
|
// This is created in the state machine's constructor.
|
|
nsRefPtr<MediaDecoderReader> mReader;
|
|
|
|
// Accessed only on the state machine thread.
|
|
// Not an nsRevocableEventPtr since we must Revoke() it well before
|
|
// this object is destroyed, anyway.
|
|
// Protected by decoder monitor except during the SHUTDOWN state after the
|
|
// decoder thread has been stopped.
|
|
nsRevocableEventPtr<WakeDecoderRunnable> mPendingWakeDecoder;
|
|
|
|
// The time of the current frame in microseconds. This is referenced from
|
|
// 0 which is the initial playback position. Set by the state machine
|
|
// thread, and read-only from the main thread to get the current
|
|
// time value. Synchronised via decoder monitor.
|
|
int64_t mCurrentFrameTime;
|
|
|
|
// The presentation time of the first audio frame that was played in
|
|
// microseconds. We can add this to the audio stream position to determine
|
|
// the current audio time. Accessed on audio and state machine thread.
|
|
// Synchronized by decoder monitor.
|
|
int64_t mAudioStartTime;
|
|
|
|
// The end time of the last audio frame that's been pushed onto the audio
|
|
// hardware in microseconds. This will approximately be the end time of the
|
|
// audio stream, unless another frame is pushed to the hardware.
|
|
int64_t mAudioEndTime;
|
|
|
|
// The presentation end time of the last video frame which has been displayed
|
|
// in microseconds. Accessed from the state machine thread.
|
|
int64_t mVideoFrameEndTime;
|
|
|
|
// Volume of playback. 0.0 = muted. 1.0 = full volume. Read/Written
|
|
// from the state machine and main threads. Synchronised via decoder
|
|
// monitor.
|
|
double mVolume;
|
|
|
|
// Playback rate. 1.0 : normal speed, 0.5 : two times slower. Synchronized via
|
|
// decoder monitor.
|
|
double mPlaybackRate;
|
|
|
|
// Pitch preservation for the playback rate. Synchronized via decoder monitor.
|
|
bool mPreservesPitch;
|
|
|
|
// Time at which we started decoding. Synchronised via decoder monitor.
|
|
TimeStamp mDecodeStartTime;
|
|
|
|
// The maximum number of second we spend buffering when we are short on
|
|
// unbuffered data.
|
|
uint32_t mBufferingWait;
|
|
int64_t mLowDataThresholdUsecs;
|
|
|
|
// If we've got more than mAmpleVideoFrames decoded video frames waiting in
|
|
// the video queue, we will not decode any more video frames until some have
|
|
// been consumed by the play state machine thread.
|
|
uint32_t mAmpleVideoFrames;
|
|
|
|
// Low audio threshold. If we've decoded less than this much audio we
|
|
// consider our audio decode "behind", and we may skip video decoding
|
|
// in order to allow our audio decoding to catch up. We favour audio
|
|
// decoding over video. We increase this threshold if we're slow to
|
|
// decode video frames, in order to reduce the chance of audio underruns.
|
|
// Note that we don't ever reset this threshold, it only ever grows as
|
|
// we detect that the decode can't keep up with rendering.
|
|
int64_t mLowAudioThresholdUsecs;
|
|
|
|
// Our "ample" audio threshold. Once we've this much audio decoded, we
|
|
// pause decoding. If we increase mLowAudioThresholdUsecs, we'll also
|
|
// increase this too appropriately (we don't want mLowAudioThresholdUsecs
|
|
// to be greater than ampleAudioThreshold, else we'd stop decoding!).
|
|
// Note that we don't ever reset this threshold, it only ever grows as
|
|
// we detect that the decode can't keep up with rendering.
|
|
int64_t mAmpleAudioThresholdUsecs;
|
|
|
|
// At the start of decoding we want to "preroll" the decode until we've
|
|
// got a few frames decoded before we consider whether decode is falling
|
|
// behind. Otherwise our "we're falling behind" logic will trigger
|
|
// unneccessarily if we start playing as soon as the first sample is
|
|
// decoded. These two fields store how many video frames and audio
|
|
// samples we must consume before are considered to be finished prerolling.
|
|
uint32_t mAudioPrerollUsecs;
|
|
uint32_t mVideoPrerollFrames;
|
|
|
|
// This temporarily stores the first frame we decode after we seek.
|
|
// This is so that if we hit end of stream while we're decoding to reach
|
|
// the seek target, we will still have a frame that we can display as the
|
|
// last frame in the media.
|
|
nsAutoPtr<VideoData> mFirstVideoFrameAfterSeek;
|
|
|
|
// When we start decoding (either for the first time, or after a pause)
|
|
// we may be low on decoded data. We don't want our "low data" logic to
|
|
// kick in and decide that we're low on decoded data because the download
|
|
// can't keep up with the decode, and cause us to pause playback. So we
|
|
// have a "preroll" stage, where we ignore the results of our "low data"
|
|
// logic during the first few frames of our decode. This occurs during
|
|
// playback. The flags below are true when the corresponding stream is
|
|
// being "prerolled".
|
|
bool mIsAudioPrerolling;
|
|
bool mIsVideoPrerolling;
|
|
|
|
// True when we have dispatched a task to the decode task queue to request
|
|
// decoded audio/video, and/or we are waiting for the requested sample to be
|
|
// returned by callback from the Reader.
|
|
bool mAudioRequestPending;
|
|
bool mVideoRequestPending;
|
|
|
|
// True if we shouldn't play our audio (but still write it to any capturing
|
|
// streams). When this is true, mStopAudioThread is always true and
|
|
// the audio thread will never start again after it has stopped.
|
|
bool mAudioCaptured;
|
|
|
|
// True if an event to notify about a change in the playback
|
|
// position has been queued, but not yet run. It is set to false when
|
|
// the event is run. This allows coalescing of these events as they can be
|
|
// produced many times per second. Synchronised via decoder monitor.
|
|
// Accessed on main and state machine threads.
|
|
bool mPositionChangeQueued;
|
|
|
|
// True if the audio playback thread has finished. It is finished
|
|
// when either all the audio frames have completed playing, or we've moved
|
|
// into shutdown state, and the threads are to be
|
|
// destroyed. Written by the audio playback thread and read and written by
|
|
// the state machine thread. Synchronised via decoder monitor.
|
|
// When data is being sent to a MediaStream, this is true when all data has
|
|
// been written to the MediaStream.
|
|
bool mAudioCompleted;
|
|
|
|
// True if mDuration has a value obtained from an HTTP header, or from
|
|
// the media index/metadata. Accessed on the state machine thread.
|
|
bool mGotDurationFromMetaData;
|
|
|
|
// True if we've dispatched an event to the decode task queue to call
|
|
// DecodeThreadRun(). We use this flag to prevent us from dispatching
|
|
// unneccessary runnables, since the decode thread runs in a loop.
|
|
bool mDispatchedEventToDecode;
|
|
|
|
// False while audio thread should be running. Accessed state machine
|
|
// and audio threads. Syncrhonised by decoder monitor.
|
|
bool mStopAudioThread;
|
|
|
|
// If this is true while we're in buffering mode, we can exit early,
|
|
// as it's likely we may be able to playback. This happens when we enter
|
|
// buffering mode soon after the decode starts, because the decode-ahead
|
|
// ran fast enough to exhaust all data while the download is starting up.
|
|
// Synchronised via decoder monitor.
|
|
bool mQuickBuffering;
|
|
|
|
// True if we should not decode/preroll unnecessary samples, unless we're
|
|
// played. "Prerolling" in this context refers to when we decode and
|
|
// buffer decoded samples in advance of when they're needed for playback.
|
|
// This flag is set for preload=metadata media, and means we won't
|
|
// decode more than the first video frame and first block of audio samples
|
|
// for that media when we startup, or after a seek. When Play() is called,
|
|
// we reset this flag, as we assume the user is playing the media, so
|
|
// prerolling is appropriate then. This flag is used to reduce the overhead
|
|
// of prerolling samples for media elements that may not play, both
|
|
// memory and CPU overhead.
|
|
bool mMinimizePreroll;
|
|
|
|
// True if the decode thread has gone filled its buffers and is now
|
|
// waiting to be awakened before it continues decoding. Synchronized
|
|
// by the decoder monitor.
|
|
bool mDecodeThreadWaiting;
|
|
|
|
// These two flags are true when we need to drop decoded samples that
|
|
// we receive up to the next discontinuity. We do this when we seek;
|
|
// the first sample in each stream after the seek is marked as being
|
|
// a "discontinuity".
|
|
bool mDropAudioUntilNextDiscontinuity;
|
|
bool mDropVideoUntilNextDiscontinuity;
|
|
|
|
// True if we need to decode forwards to the seek target inside
|
|
// mCurrentSeekTarget.
|
|
bool mDecodeToSeekTarget;
|
|
|
|
// True if we've issued Seek() to the reader, but haven't yet received
|
|
// OnSeekCompleted. We should avoid trying to decode more audio/video
|
|
// until this completes.
|
|
bool mWaitingForDecoderSeek;
|
|
|
|
// We record the playback position before we seek in order to
|
|
// determine where the seek terminated relative to the playback position
|
|
// we were at before the seek.
|
|
int64_t mCurrentTimeBeforeSeek;
|
|
|
|
// Stores presentation info required for playback. The decoder monitor
|
|
// must be held when accessing this.
|
|
MediaInfo mInfo;
|
|
|
|
mozilla::MediaMetadataManager mMetadataManager;
|
|
|
|
MediaDecoderOwner::NextFrameStatus mLastFrameStatus;
|
|
|
|
// True if we are back from DECODER_STATE_DORMANT state, and we can skip
|
|
// SetStartTime because the mStartTime already set before. Also we don't need
|
|
// to decode any audio/video since the MediaDecoder will trigger a seek
|
|
// operation soon.
|
|
// mDecodingFrozenAtStateMetadata: turn on/off at
|
|
// SetDormant/FinishDecodeMetadata.
|
|
// mDecodingFrozenAtStateDecoding: turn on/off at
|
|
// SetDormant/Seek,Play.
|
|
bool mDecodingFrozenAtStateMetadata;
|
|
bool mDecodingFrozenAtStateDecoding;
|
|
};
|
|
|
|
} // namespace mozilla;
|
|
#endif
|