зеркало из https://github.com/mozilla/gecko-dev.git
Bug 1350832
. P3 - rename variables and fix comments. r=kikuo
MozReview-Commit-ID: 1xA8doM1tAG --HG-- extra : rebase_source : fdeba5d0006a4875fdb96a620c98bab5dd80b580 extra : source : bcf51727f7416c0fe140b95f5875da6aca8ae0d1
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@ -88,15 +88,15 @@ using namespace mozilla::media;
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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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// If audio queue has less than this much 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 constexpr auto LOW_AUDIO_USECS = TimeUnit::FromMicroseconds(300000);
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static constexpr auto LOW_AUDIO_THRESHOLD = TimeUnit::FromMicroseconds(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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// LOW_AUDIO_THRESHOLD 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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static const int64_t AMPLE_AUDIO_USECS = 2000000;
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@ -116,7 +116,7 @@ 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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// If we increase our "low audio threshold" (see LOW_AUDIO_THRESHOLD 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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@ -814,20 +814,20 @@ private:
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TimeDuration decodeTime = TimeStamp::Now() - aDecodeStart;
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int64_t adjustedTime = THRESHOLD_FACTOR * DurationToUsecs(decodeTime);
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if (adjustedTime > mMaster->mLowAudioThresholdUsecs.ToMicroseconds()
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if (adjustedTime > mMaster->mLowAudioThreshold.ToMicroseconds()
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&& !mMaster->HasLowBufferedData())
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{
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mMaster->mLowAudioThresholdUsecs = TimeUnit::FromMicroseconds(
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mMaster->mLowAudioThreshold = TimeUnit::FromMicroseconds(
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std::min(adjustedTime, mMaster->mAmpleAudioThresholdUsecs));
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mMaster->mAmpleAudioThresholdUsecs =
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std::max(THRESHOLD_FACTOR * mMaster->mLowAudioThresholdUsecs.ToMicroseconds(),
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std::max(THRESHOLD_FACTOR * mMaster->mLowAudioThreshold.ToMicroseconds(),
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mMaster->mAmpleAudioThresholdUsecs);
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SLOG("Slow video decode, set "
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"mLowAudioThresholdUsecs=%" PRId64
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" mAmpleAudioThresholdUsecs=%" PRId64,
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mMaster->mLowAudioThresholdUsecs.ToMicroseconds(),
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mMaster->mLowAudioThreshold.ToMicroseconds(),
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mMaster->mAmpleAudioThresholdUsecs);
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}
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}
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@ -2299,7 +2299,7 @@ DecodingState::NeedToSkipToNextKeyframe()
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!Reader()->IsAsync()
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&& mMaster->IsAudioDecoding()
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&& (mMaster->GetDecodedAudioDuration()
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< mMaster->mLowAudioThresholdUsecs.ToMicroseconds() * mMaster->mPlaybackRate);
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< mMaster->mLowAudioThreshold.ToMicroseconds() * mMaster->mPlaybackRate);
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bool isLowOnDecodedVideo =
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(mMaster->GetClock() - mMaster->mDecodedVideoEndTime)
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* mMaster->mPlaybackRate
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@ -2594,7 +2594,7 @@ MediaDecoderStateMachine::MediaDecoderStateMachine(MediaDecoder* aDecoder,
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mDecodedAudioEndTime(0),
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mDecodedVideoEndTime(0),
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mPlaybackRate(1.0),
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mLowAudioThresholdUsecs(detail::LOW_AUDIO_USECS),
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mLowAudioThreshold(detail::LOW_AUDIO_THRESHOLD),
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mAmpleAudioThresholdUsecs(detail::AMPLE_AUDIO_USECS),
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mAudioCaptured(false),
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mMinimizePreroll(aDecoder->GetMinimizePreroll()),
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@ -583,11 +583,11 @@ private:
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// decode video frames, in order to reduce the chance of audio underruns.
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// Note that we don't ever reset this threshold, it only ever grows as
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// we detect that the decode can't keep up with rendering.
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media::TimeUnit mLowAudioThresholdUsecs;
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media::TimeUnit mLowAudioThreshold;
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// Our "ample" audio threshold. Once we've this much audio decoded, we
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// pause decoding. If we increase mLowAudioThresholdUsecs, we'll also
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// increase this too appropriately (we don't want mLowAudioThresholdUsecs
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// pause decoding. If we increase mLowAudioThreshold, we'll also
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// increase this too appropriately (we don't want mLowAudioThreshold
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// to be greater than ampleAudioThreshold, else we'd stop decoding!).
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// Note that we don't ever reset this threshold, it only ever grows as
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// we detect that the decode can't keep up with rendering.
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