Bug 1157803 - Mirror mPlayState and mNextState to the state machine task queue and eliminate cross-thread access. r=jww

This commit is contained in:
Bobby Holley 2015-04-24 20:35:06 -07:00
Родитель 5d61139eec
Коммит cd25ae6fac
4 изменённых файлов: 47 добавлений и 37 удалений

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@ -596,8 +596,6 @@ MediaDecoder::MediaDecoder() :
mMediaSeekable(true),
mSameOriginMedia(false),
mReentrantMonitor("media.decoder"),
mPlayState(PLAY_STATE_LOADING, "MediaDecoder::mPlayState"),
mNextState(PLAY_STATE_PAUSED),
mIgnoreProgressData(false),
mInfiniteStream(false),
mOwner(nullptr),
@ -626,12 +624,18 @@ MediaDecoder::MediaDecoder() :
EnsureStateWatchingLog();
#endif
// Initialize canonicals.
mPlayState.Init(AbstractThread::MainThread(), PLAY_STATE_LOADING, "MediaDecoder::mPlayState (Canonical)");
mNextState.Init(AbstractThread::MainThread(), PLAY_STATE_PAUSED, "MediaDecoder::mNextState (Canonical)");
// Initialize mirrors.
mNextFrameStatus.Init(AbstractThread::MainThread(), MediaDecoderOwner::NEXT_FRAME_UNINITIALIZED,
"MediaDecoder::mNextFrameStatus (Mirror)");
mAudioChannel = AudioChannelService::GetDefaultAudioChannel();
// Initialize watchers.
mReadyStateWatchTarget->Watch(mPlayState);
mReadyStateWatchTarget->Watch(mNextFrameStatus);
}
@ -828,13 +832,6 @@ nsresult MediaDecoder::Seek(double aTime, SeekTarget::Type aSeekType)
return ScheduleStateMachineThread();
}
bool MediaDecoder::IsLogicallyPlaying()
{
GetReentrantMonitor().AssertCurrentThreadIn();
return mPlayState == PLAY_STATE_PLAYING ||
mNextState == PLAY_STATE_PLAYING;
}
double MediaDecoder::GetCurrentTime()
{
MOZ_ASSERT(NS_IsMainThread());

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@ -703,12 +703,6 @@ public:
}
layers::ImageContainer* GetImageContainer() override;
// Return the current state. Can be called on any thread. If called from
// a non-main thread, the decoder monitor must be held.
PlayState GetState() {
return mPlayState;
}
// Fire timeupdate events if needed according to the time constraints
// outlined in the specification.
void FireTimeUpdate();
@ -847,13 +841,6 @@ public:
MediaDecoderOwner* GetOwner() override;
// Returns true if we're logically playing, that is, if the Play() has
// been called and Pause() has not or we have not yet reached the end
// of media. This is irrespective of the seeking state; if the owner
// calls Play() and then Seek(), we still count as logically playing.
// The decoder monitor must be held.
bool IsLogicallyPlaying();
#ifdef MOZ_EME
// This takes the decoder monitor.
virtual nsresult SetCDMProxy(CDMProxy* aProxy) override;
@ -1149,15 +1136,18 @@ protected:
// OR on the main thread.
// Any change to the state on the main thread must call NotifyAll on the
// monitor so the decode thread can wake up.
Watchable<PlayState> mPlayState;
Canonical<PlayState>::Holder mPlayState;
// The state to change to after a seek or load operation.
// This can only be changed on the main thread while holding the decoder
// monitor. Thus, it can be safely read while holding the decoder monitor
// OR on the main thread.
// Any change to the state must call NotifyAll on the monitor.
// This can only be PLAY_STATE_PAUSED or PLAY_STATE_PLAYING.
PlayState mNextState;
Canonical<PlayState>::Holder mNextState;
public:
AbstractCanonical<PlayState>* CanonicalPlayState() { return &mPlayState; }
AbstractCanonical<PlayState>* CanonicalNextPlayState() { return &mNextState; }
protected:
// Position to seek to when the seek notification is received by the
// decode thread.

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@ -255,9 +255,16 @@ MediaDecoderStateMachine::MediaDecoderStateMachine(MediaDecoder* aDecoder,
MOZ_DIAGNOSTIC_ASSERT(pool);
mTaskQueue = new MediaTaskQueue(pool.forget(), /* aAssertTailDispatch = */ true);
// Initialize canonicals.
mNextFrameStatus.Init(mTaskQueue, MediaDecoderOwner::NEXT_FRAME_UNINITIALIZED,
"MediaDecoderStateMachine::mNextFrameStatus (Canonical)");
// Initialize mirrors.
mPlayState.Init(mTaskQueue, MediaDecoder::PLAY_STATE_LOADING, "MediaDecoderStateMachine::mPlayState (Mirror)",
aDecoder->CanonicalPlayState());
mNextPlayState.Init(mTaskQueue, MediaDecoder::PLAY_STATE_PAUSED, "MediaDecoderStateMachine::mNextPlayState (Mirror)",
aDecoder->CanonicalNextPlayState());
// Skip the initial notification we get when we Watch the value, since we're
// not on the right thread yet.
mNextFrameStatusUpdater->Watch(mState, /* aSkipInitialNotify = */ true);
@ -1222,7 +1229,7 @@ void MediaDecoderStateMachine::MaybeStartPlayback()
return;
}
bool playStatePermits = mDecoder->GetState() == MediaDecoder::PLAY_STATE_PLAYING;
bool playStatePermits = mPlayState == MediaDecoder::PLAY_STATE_PLAYING;
bool decodeStatePermits = mState == DECODER_STATE_DECODING || mState == DECODER_STATE_COMPLETED;
if (!playStatePermits || !decodeStatePermits || mIsAudioPrerolling || mIsVideoPrerolling) {
DECODER_LOG("Not starting playback [playStatePermits: %d, decodeStatePermits: %d, "
@ -1797,7 +1804,7 @@ MediaDecoderStateMachine::DispatchDecodeTasksIfNeeded()
MOZ_ASSERT(mState != DECODER_STATE_COMPLETED ||
(!needToDecodeAudio && !needToDecodeVideo));
bool needIdle = !mDecoder->IsLogicallyPlaying() &&
bool needIdle = !IsLogicallyPlaying() &&
mState != DECODER_STATE_SEEKING &&
!needToDecodeAudio &&
!needToDecodeVideo &&
@ -2513,7 +2520,9 @@ MediaDecoderStateMachine::FinishShutdown()
// mPendingWakeDecoder being needed again. Revoke it.
mPendingWakeDecoder = nullptr;
// Disconnect mirrors before shutting down our task queue.
// Disconnect canonicals and mirrors before shutting down our task queue.
mPlayState.DisconnectIfConnected();
mNextPlayState.DisconnectIfConnected();
mNextFrameStatus.DisconnectAll();
MOZ_ASSERT(mState == DECODER_STATE_SHUTDOWN,
@ -2616,8 +2625,7 @@ nsresult MediaDecoderStateMachine::RunStateMachine()
}
case DECODER_STATE_DECODING: {
if (mDecoder->GetState() != MediaDecoder::PLAY_STATE_PLAYING &&
IsPlaying())
if (mPlayState != MediaDecoder::PLAY_STATE_PLAYING && IsPlaying())
{
// We're playing, but the element/decoder is in paused state. Stop
// playing!
@ -2628,7 +2636,7 @@ nsresult MediaDecoderStateMachine::RunStateMachine()
MaybeStartPlayback();
AdvanceFrame();
NS_ASSERTION(mDecoder->GetState() != MediaDecoder::PLAY_STATE_PLAYING ||
NS_ASSERTION(mPlayState != MediaDecoder::PLAY_STATE_PLAYING ||
IsStateMachineScheduled() ||
mPlaybackRate == 0.0, "Must have timer scheduled");
return NS_OK;
@ -2696,9 +2704,8 @@ nsresult MediaDecoderStateMachine::RunStateMachine()
(mAudioCaptured && !mDecoder->GetDecodedStream()->IsFinished()))
{
AdvanceFrame();
NS_ASSERTION(mDecoder->GetState() != MediaDecoder::PLAY_STATE_PLAYING ||
mPlaybackRate == 0 ||
IsStateMachineScheduled(),
NS_ASSERTION(mPlayState != MediaDecoder::PLAY_STATE_PLAYING ||
mPlaybackRate == 0 || IsStateMachineScheduled(),
"Must have timer scheduled");
return NS_OK;
}
@ -2716,7 +2723,7 @@ nsresult MediaDecoderStateMachine::RunStateMachine()
StopAudioThread();
if (mDecoder->GetState() == MediaDecoder::PLAY_STATE_PLAYING &&
if (mPlayState == MediaDecoder::PLAY_STATE_PLAYING &&
!mSentPlaybackEndedEvent)
{
int64_t clockTime = std::max(mAudioEndTime, mVideoFrameEndTime);
@ -2896,7 +2903,7 @@ void MediaDecoderStateMachine::AdvanceFrame()
NS_ASSERTION(!HasAudio() || mAudioStartTime != -1,
"Should know audio start time if we have audio.");
if (mDecoder->GetState() != MediaDecoder::PLAY_STATE_PLAYING) {
if (mPlayState != MediaDecoder::PLAY_STATE_PLAYING) {
return;
}
@ -2953,7 +2960,7 @@ void MediaDecoderStateMachine::AdvanceFrame()
// Check to see if we don't have enough data to play up to the next frame.
// If we don't, switch to buffering mode.
if (mState == DECODER_STATE_DECODING &&
mDecoder->GetState() == MediaDecoder::PLAY_STATE_PLAYING &&
mPlayState == MediaDecoder::PLAY_STATE_PLAYING &&
mDecoder->IsExpectingMoreData()) {
bool shouldBuffer;
if (mReader->UseBufferingHeuristics()) {

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@ -885,6 +885,22 @@ public:
// as mStartTime and mEndTime could have been set separately.
bool mDurationSet;
// The current play state and next play state, mirrored from the main thread.
Mirror<MediaDecoder::PlayState>::Holder mPlayState;
Mirror<MediaDecoder::PlayState>::Holder mNextPlayState;
// Returns true if we're logically playing, that is, if the Play() has
// been called and Pause() has not or we have not yet reached the end
// of media. This is irrespective of the seeking state; if the owner
// calls Play() and then Seek(), we still count as logically playing.
// The decoder monitor must be held.
bool IsLogicallyPlaying()
{
MOZ_ASSERT(OnTaskQueue());
return mPlayState == MediaDecoder::PLAY_STATE_PLAYING ||
mNextPlayState == MediaDecoder::PLAY_STATE_PLAYING;
}
// The status of our next frame. Mirrored on the main thread and used to
// compute ready state.
WatcherHolder mNextFrameStatusUpdater;