зеркало из https://github.com/mozilla/gecko-dev.git
1296 строки
47 KiB
C++
1296 строки
47 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 TaskQueue 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 "mozilla/ReentrantMonitor.h"
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#include "mozilla/RollingMean.h"
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#include "mozilla/StateMirroring.h"
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#include "nsThreadUtils.h"
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#include "MediaDecoder.h"
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#include "MediaDecoderReader.h"
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#include "MediaDecoderOwner.h"
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#include "MediaEventSource.h"
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#include "MediaMetadataManager.h"
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#include "MediaStatistics.h"
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#include "MediaTimer.h"
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#include "ImageContainer.h"
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namespace mozilla {
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namespace media {
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class MediaSink;
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}
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class AudioSegment;
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class DecodedStream;
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class TaskQueue;
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extern PRLogModuleInfo* gMediaDecoderLog;
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extern PRLogModuleInfo* gMediaSampleLog;
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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 propagated by scheduling the state machine to run another cycle on the
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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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NS_INLINE_DECL_THREADSAFE_REFCOUNTING(MediaDecoderStateMachine)
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public:
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typedef MediaDecoderReader::AudioDataPromise AudioDataPromise;
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typedef MediaDecoderReader::VideoDataPromise VideoDataPromise;
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typedef MediaDecoderOwner::NextFrameStatus NextFrameStatus;
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typedef mozilla::layers::ImageContainer::ProducerID ProducerID;
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typedef mozilla::layers::ImageContainer::FrameID FrameID;
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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();
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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_CDM,
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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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DECODER_STATE_ERROR
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};
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void AddOutputStream(ProcessedMediaStream* aStream, bool aFinishWhenEnded);
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// Remove an output stream added with AddOutputStream.
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void RemoveOutputStream(MediaStream* aStream);
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// Seeks to the decoder to aTarget asynchronously.
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RefPtr<MediaDecoder::SeekPromise> InvokeSeek(SeekTarget aTarget);
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// Set/Unset dormant state.
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void DispatchSetDormant(bool aDormant);
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void DispatchShutdown();
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void DispatchStartBuffering()
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{
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nsCOMPtr<nsIRunnable> runnable =
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NS_NewRunnableMethod(this, &MediaDecoderStateMachine::StartBuffering);
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OwnerThread()->Dispatch(runnable.forget());
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}
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void DispatchNotifyDataArrived(uint32_t aLength, int64_t aOffset, bool aThrottleUpdates)
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{
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mReader->DispatchNotifyDataArrived(aLength, aOffset, aThrottleUpdates);
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}
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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 DispatchMinimizePrerollUntilPlaybackStarts()
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{
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RefPtr<MediaDecoderStateMachine> self = this;
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nsCOMPtr<nsIRunnable> r = NS_NewRunnableFunction([self] () -> void
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{
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MOZ_ASSERT(self->OnTaskQueue());
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self->mMinimizePreroll = true;
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// Make sure that this arrives before playback starts, otherwise this won't
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// have the intended effect.
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MOZ_DIAGNOSTIC_ASSERT(self->mPlayState == MediaDecoder::PLAY_STATE_LOADING);
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});
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OwnerThread()->Dispatch(r.forget());
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}
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// Set the media fragment end time. aEndTime is in microseconds.
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void DispatchSetFragmentEndTime(int64_t aEndTime)
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{
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RefPtr<MediaDecoderStateMachine> self = this;
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nsCOMPtr<nsIRunnable> r = NS_NewRunnableFunction([self, aEndTime] () {
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self->mFragmentEndTime = aEndTime;
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});
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OwnerThread()->Dispatch(r.forget());
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}
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void DispatchAudioOffloading(bool aAudioOffloading)
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{
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RefPtr<MediaDecoderStateMachine> self = this;
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nsCOMPtr<nsIRunnable> r = NS_NewRunnableFunction([=] () {
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if (self->mAudioOffloading != aAudioOffloading) {
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self->mAudioOffloading = aAudioOffloading;
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self->ScheduleStateMachine();
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}
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});
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OwnerThread()->Dispatch(r.forget());
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}
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// Drop reference to decoder. Only called during shutdown dance.
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void BreakCycles() {
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MOZ_ASSERT(NS_IsMainThread());
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if (mReader) {
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mReader->BreakCycles();
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}
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mResource = nullptr;
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mDecoder = nullptr;
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}
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TimedMetadataEventSource& TimedMetadataEvent() {
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return mMetadataManager.TimedMetadataEvent();
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}
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// Immutable after construction - may be called on any thread.
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bool IsRealTime() const { return mRealTime; }
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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 OnTaskQueue() const;
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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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private:
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// Initialization that needs to happen on the task queue. This is the first
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// task that gets run on the task queue, and is dispatched from the MDSM
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// constructor immediately after the task queue is created.
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void InitializationTask();
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void SetDormant(bool aDormant);
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void SetAudioCaptured(bool aCaptured);
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RefPtr<MediaDecoder::SeekPromise> Seek(SeekTarget aTarget);
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void Shutdown();
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void FinishShutdown();
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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. Called on
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// the state machine thread.
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void StartBuffering();
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bool CanPlayThrough();
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MediaStatistics GetStatistics();
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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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MOZ_ASSERT(OnTaskQueue());
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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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MOZ_ASSERT(OnTaskQueue());
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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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MOZ_ASSERT(OnTaskQueue());
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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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MOZ_ASSERT(OnTaskQueue());
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return mState == DECODER_STATE_SEEKING;
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}
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// Returns the state machine task queue.
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TaskQueue* OwnerThread() const { return mTaskQueue; }
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// Schedules the shared state machine thread to run the state machine.
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//
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// The first variant coalesces multiple calls into a single state machine
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// cycle, the second variant does not. The second variant must be used when
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// not already on the state machine task queue.
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void ScheduleStateMachine();
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void ScheduleStateMachineCrossThread()
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{
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nsCOMPtr<nsIRunnable> task =
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NS_NewRunnableMethod(this, &MediaDecoderStateMachine::RunStateMachine);
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OwnerThread()->Dispatch(task.forget());
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}
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// Invokes ScheduleStateMachine to run in |aMicroseconds| microseconds,
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// unless it's already scheduled to run earlier, in which case the
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// request is discarded.
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void ScheduleStateMachineIn(int64_t aMicroseconds);
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void OnDelayedSchedule()
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{
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MOZ_ASSERT(OnTaskQueue());
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mDelayedScheduler.CompleteRequest();
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ScheduleStateMachine();
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}
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void NotReached() { MOZ_DIAGNOSTIC_ASSERT(false); }
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// Discard audio/video data that are already played by MSG.
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void DiscardStreamData();
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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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// 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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void OnAudioDecoded(MediaData* aAudioSample);
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void OnVideoDecoded(MediaData* aVideoSample);
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void OnNotDecoded(MediaData::Type aType, MediaDecoderReader::NotDecodedReason aReason);
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void OnAudioNotDecoded(MediaDecoderReader::NotDecodedReason aReason)
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{
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MOZ_ASSERT(OnTaskQueue());
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OnNotDecoded(MediaData::AUDIO_DATA, aReason);
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}
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void OnVideoNotDecoded(MediaDecoderReader::NotDecodedReason aReason)
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{
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MOZ_ASSERT(OnTaskQueue());
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OnNotDecoded(MediaData::VIDEO_DATA, aReason);
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}
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// Resets all state related to decoding and playback, emptying all buffers
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// and aborting all pending operations on the decode task queue.
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void Reset();
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protected:
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virtual ~MediaDecoderStateMachine();
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void SetState(State aState);
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void BufferedRangeUpdated();
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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(MediaData* aSample, MediaData::Type aSampleType);
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void PushFront(MediaData* aSample, MediaData::Type aSampleType);
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void OnAudioPopped(const RefPtr<MediaData>& aSample);
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void OnVideoPopped(const RefPtr<MediaData>& aSample);
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void VolumeChanged();
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void LogicalPlaybackRateChanged();
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void PreservesPitchChanged();
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MediaQueue<MediaData>& AudioQueue() { return mAudioQueue; }
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MediaQueue<MediaData>& VideoQueue() { return mVideoQueue; }
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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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// 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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// 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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//
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// May not be invoked when mReader->UseBufferingHeuristics() is false.
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bool HasLowDecodedData(int64_t aAudioUsecs);
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bool OutOfDecodedAudio();
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bool OutOfDecodedVideo()
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{
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MOZ_ASSERT(OnTaskQueue());
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return IsVideoDecoding() && !VideoQueue().IsFinished() && VideoQueue().GetSize() <= 1;
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}
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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(int64_t 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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// Recomputes mNextFrameStatus, possibly dispatching notifications to interested
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// parties.
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void UpdateNextFrameStatus();
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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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// If aTimeStamp is non-null, set *aTimeStamp to the TimeStamp corresponding
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// to the returned stream time.
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int64_t GetClock(TimeStamp* aTimeStamp = nullptr) const;
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nsresult DropAudioUpToSeekTarget(MediaData* aSample);
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nsresult DropVideoUpToSeekTarget(MediaData* 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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// Decode monitor must be held. To determine if MDSM needs to turn off HW
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// acceleration.
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void CheckFrameValidity(VideoData* aData);
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// Sets VideoQueue images into the VideoFrameContainer. Called on the shared
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// state machine thread. Decode monitor must be held. The first aMaxFrames
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// (at most) are set.
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// aClockTime and aClockTimeStamp are used as the baseline for deriving
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// timestamps for the frames; when omitted, aMaxFrames must be 1 and
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// a null timestamp is passed to the VideoFrameContainer.
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// If the VideoQueue is empty, this does nothing.
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void RenderVideoFrames(int32_t aMaxFrames, int64_t aClockTime = 0,
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const TimeStamp& aClickTimeStamp = TimeStamp());
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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 UpdateRenderedVideoFrames();
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media::MediaSink* CreateAudioSink();
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// Stops the media sink and shut it down.
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// The decoder monitor must be held with exactly one lock count.
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// Called on the state machine thread.
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void StopMediaSink();
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// Create and start the media sink.
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// The decoder monitor must be held with exactly one lock count.
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// Called on the state machine thread.
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void StartMediaSink();
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// Notification method invoked when mPlayState changes.
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void PlayStateChanged();
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// Notification method invoked when mLogicallySeeking changes.
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void LogicallySeekingChanged();
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// Notification method invoked when mSameOriginMedia changes.
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void SameOriginMediaChanged();
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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();
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// If the conditions are right, sets internal state which causes playback
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// of media to begin or resume.
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// Must be called with the decode monitor held.
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|
void MaybeStartPlayback();
|
|
|
|
// 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.
|
|
void MaybeStartBuffering();
|
|
|
|
// 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();
|
|
|
|
// 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 LoadedMetadataEvent.
|
|
// This is threadsafe and can be called on any thread.
|
|
// The decoder monitor must be held.
|
|
void EnqueueLoadedMetadataEvent();
|
|
|
|
void EnqueueFirstFrameLoadedEvent();
|
|
|
|
// Clears any previous seeking state and initiates a new see on the decoder.
|
|
// The decoder monitor must be held.
|
|
void InitiateSeek();
|
|
|
|
nsresult DispatchAudioDecodeTaskIfNeeded();
|
|
|
|
// Ensures a task 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();
|
|
// Start a task to decode audio.
|
|
// The decoder monitor must be held.
|
|
void RequestAudioData();
|
|
|
|
nsresult DispatchVideoDecodeTaskIfNeeded();
|
|
|
|
// Ensures a task 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();
|
|
// Start a task to decode video.
|
|
// The decoder monitor must be held.
|
|
void RequestVideoData();
|
|
|
|
// 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 than the "current playback position",
|
|
// which is in the range [0,duration].
|
|
int64_t GetMediaTime() const {
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
return mCurrentPosition;
|
|
}
|
|
|
|
// 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();
|
|
|
|
// Promise callbacks for metadata reading.
|
|
void OnMetadataRead(MetadataHolder* aMetadata);
|
|
void OnMetadataNotRead(ReadMetadataFailureReason aReason);
|
|
|
|
// Checks whether we're finished decoding first audio and/or video packets.
|
|
// If so will trigger firing loadeddata event.
|
|
// If there are any queued seek, will change state to DECODER_STATE_SEEKING
|
|
// and return true.
|
|
bool MaybeFinishDecodeFirstFrame();
|
|
// Return true if we are currently decoding the first frames.
|
|
bool IsDecodingFirstFrame();
|
|
void FinishDecodeFirstFrame();
|
|
|
|
// 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();
|
|
|
|
// 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();
|
|
|
|
private:
|
|
// Resolved by the MediaSink to signal that all outstanding work is complete
|
|
// and the sink is shutting down.
|
|
void OnMediaSinkComplete();
|
|
|
|
// Rejected by the MediaSink to signal errors.
|
|
void OnMediaSinkError();
|
|
|
|
// Return true if the video decoder's decode speed can not catch up the
|
|
// play time.
|
|
bool NeedToSkipToNextKeyframe();
|
|
|
|
void AdjustAudioThresholds();
|
|
|
|
// 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.
|
|
RefPtr<MediaDecoder> mDecoder;
|
|
|
|
// Task queue for running the state machine.
|
|
RefPtr<TaskQueue> mTaskQueue;
|
|
|
|
// State-watching manager.
|
|
WatchManager<MediaDecoderStateMachine> mWatchManager;
|
|
|
|
// Producer ID to help ImageContainer distinguish different streams of
|
|
// FrameIDs. A unique and immutable value per MDSM.
|
|
const ProducerID mProducerID;
|
|
|
|
// True is we are decoding a realtime stream, like a camera stream.
|
|
const bool mRealTime;
|
|
|
|
// True if we've dispatched a task to run the state machine but the task has
|
|
// yet to run.
|
|
bool mDispatchedStateMachine;
|
|
|
|
// Used to dispatch another round schedule with specific target time.
|
|
DelayedScheduler mDelayedScheduler;
|
|
|
|
// StartTimeRendezvous is a helper class that quarantines the first sample
|
|
// until it gets a sample from both channels, such that we can be guaranteed
|
|
// to know the start time by the time On{Audio,Video}Decoded is called.
|
|
class StartTimeRendezvous {
|
|
public:
|
|
typedef MediaDecoderReader::AudioDataPromise AudioDataPromise;
|
|
typedef MediaDecoderReader::VideoDataPromise VideoDataPromise;
|
|
typedef MozPromise<bool, bool, /* isExclusive = */ false> HaveStartTimePromise;
|
|
|
|
NS_INLINE_DECL_THREADSAFE_REFCOUNTING(StartTimeRendezvous);
|
|
StartTimeRendezvous(AbstractThread* aOwnerThread, bool aHasAudio, bool aHasVideo,
|
|
bool aForceZeroStartTime)
|
|
: mOwnerThread(aOwnerThread)
|
|
{
|
|
if (aForceZeroStartTime) {
|
|
mAudioStartTime.emplace(0);
|
|
mVideoStartTime.emplace(0);
|
|
return;
|
|
}
|
|
|
|
if (!aHasAudio) {
|
|
mAudioStartTime.emplace(INT64_MAX);
|
|
}
|
|
|
|
if (!aHasVideo) {
|
|
mVideoStartTime.emplace(INT64_MAX);
|
|
}
|
|
}
|
|
|
|
void Destroy()
|
|
{
|
|
mAudioStartTime = Some(mAudioStartTime.refOr(INT64_MAX));
|
|
mVideoStartTime = Some(mVideoStartTime.refOr(INT64_MAX));
|
|
mHaveStartTimePromise.RejectIfExists(false, __func__);
|
|
}
|
|
|
|
RefPtr<HaveStartTimePromise> AwaitStartTime()
|
|
{
|
|
if (HaveStartTime()) {
|
|
return HaveStartTimePromise::CreateAndResolve(true, __func__);
|
|
}
|
|
return mHaveStartTimePromise.Ensure(__func__);
|
|
}
|
|
|
|
template<typename PromiseType>
|
|
struct PromiseSampleType {
|
|
typedef typename PromiseType::ResolveValueType::element_type Type;
|
|
};
|
|
|
|
template<typename PromiseType, MediaData::Type SampleType>
|
|
RefPtr<PromiseType> ProcessFirstSample(typename PromiseSampleType<PromiseType>::Type* aData)
|
|
{
|
|
typedef typename PromiseSampleType<PromiseType>::Type DataType;
|
|
typedef typename PromiseType::Private PromisePrivate;
|
|
MOZ_ASSERT(mOwnerThread->IsCurrentThreadIn());
|
|
|
|
MaybeSetChannelStartTime<SampleType>(aData->mTime);
|
|
|
|
RefPtr<PromisePrivate> p = new PromisePrivate(__func__);
|
|
RefPtr<DataType> data = aData;
|
|
RefPtr<StartTimeRendezvous> self = this;
|
|
AwaitStartTime()->Then(mOwnerThread, __func__,
|
|
[p, data, self] () -> void {
|
|
MOZ_ASSERT(self->mOwnerThread->IsCurrentThreadIn());
|
|
p->Resolve(data, __func__);
|
|
},
|
|
[p] () -> void { p->Reject(MediaDecoderReader::CANCELED, __func__); });
|
|
|
|
return p.forget();
|
|
}
|
|
|
|
template<MediaData::Type SampleType>
|
|
void FirstSampleRejected(MediaDecoderReader::NotDecodedReason aReason)
|
|
{
|
|
MOZ_ASSERT(mOwnerThread->IsCurrentThreadIn());
|
|
if (aReason == MediaDecoderReader::DECODE_ERROR) {
|
|
mHaveStartTimePromise.RejectIfExists(false, __func__);
|
|
} else if (aReason == MediaDecoderReader::END_OF_STREAM) {
|
|
MOZ_LOG(gMediaDecoderLog, LogLevel::Debug,
|
|
("StartTimeRendezvous=%p SampleType(%d) Has no samples.", this, SampleType));
|
|
MaybeSetChannelStartTime<SampleType>(INT64_MAX);
|
|
}
|
|
}
|
|
|
|
bool HaveStartTime() { return mAudioStartTime.isSome() && mVideoStartTime.isSome(); }
|
|
int64_t StartTime()
|
|
{
|
|
int64_t time = std::min(mAudioStartTime.ref(), mVideoStartTime.ref());
|
|
return time == INT64_MAX ? 0 : time;
|
|
}
|
|
private:
|
|
virtual ~StartTimeRendezvous() {}
|
|
|
|
template<MediaData::Type SampleType>
|
|
void MaybeSetChannelStartTime(int64_t aStartTime)
|
|
{
|
|
if (ChannelStartTime(SampleType).isSome()) {
|
|
// If we're initialized with aForceZeroStartTime=true, the channel start
|
|
// times are already set.
|
|
return;
|
|
}
|
|
|
|
MOZ_LOG(gMediaDecoderLog, LogLevel::Debug,
|
|
("StartTimeRendezvous=%p Setting SampleType(%d) start time to %lld",
|
|
this, SampleType, aStartTime));
|
|
|
|
ChannelStartTime(SampleType).emplace(aStartTime);
|
|
if (HaveStartTime()) {
|
|
mHaveStartTimePromise.ResolveIfExists(true, __func__);
|
|
}
|
|
}
|
|
|
|
Maybe<int64_t>& ChannelStartTime(MediaData::Type aType)
|
|
{
|
|
return aType == MediaData::AUDIO_DATA ? mAudioStartTime : mVideoStartTime;
|
|
}
|
|
|
|
MozPromiseHolder<HaveStartTimePromise> mHaveStartTimePromise;
|
|
RefPtr<AbstractThread> mOwnerThread;
|
|
Maybe<int64_t> mAudioStartTime;
|
|
Maybe<int64_t> mVideoStartTime;
|
|
};
|
|
RefPtr<StartTimeRendezvous> mStartTimeRendezvous;
|
|
|
|
bool HaveStartTime() { return mStartTimeRendezvous && mStartTimeRendezvous->HaveStartTime(); }
|
|
int64_t StartTime() { return mStartTimeRendezvous->StartTime(); }
|
|
|
|
// 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<MediaData> mAudioQueue;
|
|
// Queue of video frames. This queue is threadsafe, and is accessed from
|
|
// the decoder, state machine, and main threads.
|
|
MediaQueue<MediaData> mVideoQueue;
|
|
|
|
// The decoder monitor must be obtained before modifying this state.
|
|
// Accessed on state machine, audio, main, and AV thread.
|
|
Watchable<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.
|
|
TaskQueue* DecodeTaskQueue() const { return mReader->OwnerThread(); }
|
|
|
|
// 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;
|
|
|
|
media::TimeUnit Duration() const { MOZ_ASSERT(OnTaskQueue()); return mDuration.Ref().ref(); }
|
|
|
|
// Recomputes the canonical duration from various sources.
|
|
void RecomputeDuration();
|
|
|
|
|
|
// FrameID which increments every time a frame is pushed to our queue.
|
|
FrameID mCurrentFrameID;
|
|
|
|
// The highest timestamp that our position has reached. Monotonically
|
|
// increasing.
|
|
Watchable<media::TimeUnit> mObservedDuration;
|
|
|
|
// 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;
|
|
}
|
|
|
|
struct SeekJob {
|
|
void Steal(SeekJob& aOther)
|
|
{
|
|
MOZ_DIAGNOSTIC_ASSERT(!Exists());
|
|
mTarget = aOther.mTarget;
|
|
aOther.mTarget.Reset();
|
|
mPromise = Move(aOther.mPromise);
|
|
}
|
|
|
|
bool Exists()
|
|
{
|
|
MOZ_ASSERT(mTarget.IsValid() == !mPromise.IsEmpty());
|
|
return mTarget.IsValid();
|
|
}
|
|
|
|
void Resolve(bool aAtEnd, const char* aCallSite)
|
|
{
|
|
mTarget.Reset();
|
|
MediaDecoder::SeekResolveValue val(aAtEnd, mTarget.mEventVisibility);
|
|
mPromise.Resolve(val, aCallSite);
|
|
}
|
|
|
|
void RejectIfExists(const char* aCallSite)
|
|
{
|
|
mTarget.Reset();
|
|
mPromise.RejectIfExists(true, aCallSite);
|
|
}
|
|
|
|
~SeekJob()
|
|
{
|
|
MOZ_DIAGNOSTIC_ASSERT(!mTarget.IsValid());
|
|
MOZ_DIAGNOSTIC_ASSERT(mPromise.IsEmpty());
|
|
}
|
|
|
|
SeekTarget mTarget;
|
|
MozPromiseHolder<MediaDecoder::SeekPromise> mPromise;
|
|
};
|
|
|
|
// Queued seek - moves to mPendingSeek when DecodeFirstFrame completes.
|
|
SeekJob mQueuedSeek;
|
|
|
|
// Position to seek to in microseconds when the seek state transition occurs.
|
|
SeekJob mPendingSeek;
|
|
|
|
// The position that we're currently seeking to.
|
|
SeekJob mCurrentSeek;
|
|
|
|
// Media Fragment end time in microseconds. Access controlled by decoder monitor.
|
|
int64_t mFragmentEndTime;
|
|
|
|
// The media sink resource. Used on the state machine thread.
|
|
RefPtr<media::MediaSink> mMediaSink;
|
|
|
|
// The reader, don't call its methods with the decoder monitor held.
|
|
// This is created in the state machine's constructor.
|
|
RefPtr<MediaDecoderReader> mReader;
|
|
|
|
// The end time of the last audio frame that's been pushed onto the media sink
|
|
// in microseconds. This will approximately be the end time
|
|
// of the audio stream, unless another frame is pushed to the hardware.
|
|
int64_t AudioEndTime() const;
|
|
|
|
// The end time of the last decoded audio frame. This signifies the end of
|
|
// decoded audio data. Used to check if we are low in decoded data.
|
|
int64_t mDecodedAudioEndTime;
|
|
|
|
// The presentation end time of the last video frame which has been displayed
|
|
// in microseconds. Accessed from the state machine thread.
|
|
int64_t mVideoFrameEndTime;
|
|
|
|
// The end time of the last decoded video frame. Used to check if we are low
|
|
// on decoded video data.
|
|
int64_t mDecodedVideoEndTime;
|
|
|
|
// Playback rate. 1.0 : normal speed, 0.5 : two times slower.
|
|
double mPlaybackRate;
|
|
|
|
// 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 this number of 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.
|
|
// Must hold monitor.
|
|
uint32_t GetAmpleVideoFrames() const;
|
|
|
|
// 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;
|
|
|
|
// If we're quick buffering, we'll remain in buffering mode while we have less than
|
|
// QUICK_BUFFERING_LOW_DATA_USECS of decoded data available.
|
|
int64_t mQuickBufferingLowDataThresholdUsecs;
|
|
|
|
// 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 AudioPrerollUsecs() const
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
if (IsRealTime()) {
|
|
return 0;
|
|
}
|
|
|
|
uint32_t result = mLowAudioThresholdUsecs * 2;
|
|
MOZ_ASSERT(result <= mAmpleAudioThresholdUsecs, "Prerolling will never finish");
|
|
return result;
|
|
}
|
|
|
|
uint32_t VideoPrerollFrames() const
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
return IsRealTime() ? 0 : GetAmpleVideoFrames() / 2;
|
|
}
|
|
|
|
bool DonePrerollingAudio()
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
return !IsAudioDecoding() ||
|
|
GetDecodedAudioDuration() >= AudioPrerollUsecs() * mPlaybackRate;
|
|
}
|
|
|
|
bool DonePrerollingVideo()
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
return !IsVideoDecoding() ||
|
|
static_cast<uint32_t>(VideoQueue().GetSize()) >=
|
|
VideoPrerollFrames() * mPlaybackRate + 1;
|
|
}
|
|
|
|
void StopPrerollingAudio()
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
if (mIsAudioPrerolling) {
|
|
mIsAudioPrerolling = false;
|
|
ScheduleStateMachine();
|
|
}
|
|
}
|
|
|
|
void StopPrerollingVideo()
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
if (mIsVideoPrerolling) {
|
|
mIsVideoPrerolling = false;
|
|
ScheduleStateMachine();
|
|
}
|
|
}
|
|
|
|
// 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.
|
|
RefPtr<MediaData> 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;
|
|
|
|
// Only one of a given pair of ({Audio,Video}DataPromise, WaitForDataPromise)
|
|
// should exist at any given moment.
|
|
|
|
MozPromiseRequestHolder<MediaDecoderReader::AudioDataPromise> mAudioDataRequest;
|
|
MozPromiseRequestHolder<MediaDecoderReader::WaitForDataPromise> mAudioWaitRequest;
|
|
const char* AudioRequestStatus()
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
if (mAudioDataRequest.Exists()) {
|
|
MOZ_DIAGNOSTIC_ASSERT(!mAudioWaitRequest.Exists());
|
|
return "pending";
|
|
} else if (mAudioWaitRequest.Exists()) {
|
|
return "waiting";
|
|
}
|
|
return "idle";
|
|
}
|
|
|
|
MozPromiseRequestHolder<MediaDecoderReader::WaitForDataPromise> mVideoWaitRequest;
|
|
MozPromiseRequestHolder<MediaDecoderReader::VideoDataPromise> mVideoDataRequest;
|
|
const char* VideoRequestStatus()
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
if (mVideoDataRequest.Exists()) {
|
|
MOZ_DIAGNOSTIC_ASSERT(!mVideoWaitRequest.Exists());
|
|
return "pending";
|
|
} else if (mVideoWaitRequest.Exists()) {
|
|
return "waiting";
|
|
}
|
|
return "idle";
|
|
}
|
|
|
|
MozPromiseRequestHolder<MediaDecoderReader::WaitForDataPromise>& WaitRequestRef(MediaData::Type aType)
|
|
{
|
|
MOZ_ASSERT(OnTaskQueue());
|
|
return aType == MediaData::AUDIO_DATA ? mAudioWaitRequest : mVideoWaitRequest;
|
|
}
|
|
|
|
// True if we shouldn't play our audio (but still write it to any capturing
|
|
// streams). When this is true, the audio thread will never start again after
|
|
// it has stopped.
|
|
Watchable<bool> mAudioCaptured;
|
|
|
|
// 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.
|
|
Watchable<bool> mAudioCompleted;
|
|
|
|
// Flag whether we notify metadata before decoding the first frame or after.
|
|
//
|
|
// Note that the odd semantics here are designed to replicate the current
|
|
// behavior where we notify the decoder each time we come out of dormant, but
|
|
// send suppressed event visibility for those cases. This code can probably be
|
|
// simplified.
|
|
bool mNotifyMetadataBeforeFirstFrame;
|
|
|
|
// 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;
|
|
|
|
// 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;
|
|
|
|
// Track the current seek promise made by the reader.
|
|
MozPromiseRequestHolder<MediaDecoderReader::SeekPromise> mSeekRequest;
|
|
|
|
// 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;
|
|
|
|
// Track our request for metadata from the reader.
|
|
MozPromiseRequestHolder<MediaDecoderReader::MetadataPromise> mMetadataRequest;
|
|
|
|
// Stores presentation info required for playback. The decoder monitor
|
|
// must be held when accessing this.
|
|
MediaInfo mInfo;
|
|
|
|
nsAutoPtr<MetadataTags> mMetadataTags;
|
|
|
|
mozilla::MediaMetadataManager mMetadataManager;
|
|
|
|
mozilla::RollingMean<uint32_t, uint32_t> mCorruptFrames;
|
|
|
|
// True if we need to call FinishDecodeFirstFrame() upon frame decoding
|
|
// successeeding.
|
|
bool mDecodingFirstFrame;
|
|
|
|
// True if we are back from DECODER_STATE_DORMANT state and
|
|
// LoadedMetadataEvent was already sent.
|
|
bool mSentLoadedMetadataEvent;
|
|
// True if we are back from DECODER_STATE_DORMANT state and
|
|
// FirstFrameLoadedEvent was already sent, then 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.
|
|
Watchable<bool> mSentFirstFrameLoadedEvent;
|
|
|
|
bool mSentPlaybackEndedEvent;
|
|
|
|
// The SourceMediaStream we are using to feed the mOutputStreams. This stream
|
|
// is never exposed outside the decoder.
|
|
// Only written on the main thread while holding the monitor. Therefore it
|
|
// can be read on any thread while holding the monitor, or on the main thread
|
|
// without holding the monitor.
|
|
RefPtr<DecodedStream> mStreamSink;
|
|
|
|
// Media data resource from the decoder.
|
|
RefPtr<MediaResource> mResource;
|
|
|
|
MozPromiseRequestHolder<GenericPromise> mMediaSinkPromise;
|
|
|
|
MediaEventListener mAudioQueueListener;
|
|
MediaEventListener mVideoQueueListener;
|
|
|
|
// True if audio is offloading.
|
|
// Playback will not start when audio is offloading.
|
|
bool mAudioOffloading;
|
|
|
|
#ifdef MOZ_EME
|
|
void OnCDMProxyReady(RefPtr<CDMProxy> aProxy);
|
|
void OnCDMProxyNotReady();
|
|
RefPtr<CDMProxy> mCDMProxy;
|
|
MozPromiseRequestHolder<MediaDecoder::CDMProxyPromise> mCDMProxyPromise;
|
|
#endif
|
|
|
|
private:
|
|
// The buffered range. Mirrored from the decoder thread.
|
|
Mirror<media::TimeIntervals> mBuffered;
|
|
|
|
// The duration according to the demuxer's current estimate, mirrored from the main thread.
|
|
Mirror<media::NullableTimeUnit> mEstimatedDuration;
|
|
|
|
// The duration explicitly set by JS, mirrored from the main thread.
|
|
Mirror<Maybe<double>> mExplicitDuration;
|
|
|
|
// The current play state and next play state, mirrored from the main thread.
|
|
Mirror<MediaDecoder::PlayState> mPlayState;
|
|
Mirror<MediaDecoder::PlayState> mNextPlayState;
|
|
Mirror<bool> mLogicallySeeking;
|
|
|
|
// Volume of playback. 0.0 = muted. 1.0 = full volume.
|
|
Mirror<double> mVolume;
|
|
|
|
// TODO: The separation between mPlaybackRate and mLogicalPlaybackRate is a
|
|
// kludge to preserve existing fragile logic while converting this setup to
|
|
// state-mirroring. Some hero should clean this up.
|
|
Mirror<double> mLogicalPlaybackRate;
|
|
|
|
// Pitch preservation for the playback rate.
|
|
Mirror<bool> mPreservesPitch;
|
|
|
|
// True if the media is same-origin with the element. Data can only be
|
|
// passed to MediaStreams when this is true.
|
|
Mirror<bool> mSameOriginMedia;
|
|
|
|
// Estimate of the current playback rate (bytes/second).
|
|
Mirror<double> mPlaybackBytesPerSecond;
|
|
|
|
// True if mPlaybackBytesPerSecond is a reliable estimate.
|
|
Mirror<bool> mPlaybackRateReliable;
|
|
|
|
// Current decoding position in the stream.
|
|
Mirror<int64_t> mDecoderPosition;
|
|
|
|
// True if the media is seekable (i.e. supports random access).
|
|
Mirror<bool> mMediaSeekable;
|
|
|
|
// Duration of the media. This is guaranteed to be non-null after we finish
|
|
// decoding the first frame.
|
|
Canonical<media::NullableTimeUnit> mDuration;
|
|
|
|
// Whether we're currently in or transitioning to shutdown state.
|
|
Canonical<bool> mIsShutdown;
|
|
|
|
// The status of our next frame. Mirrored on the main thread and used to
|
|
// compute ready state.
|
|
Canonical<NextFrameStatus> mNextFrameStatus;
|
|
|
|
// The time of the current frame in microseconds, corresponding to the "current
|
|
// playback position" in HTML5. This is referenced from 0, which is the initial
|
|
// playback position.
|
|
Canonical<int64_t> mCurrentPosition;
|
|
|
|
// Current playback position in the stream in bytes.
|
|
Canonical<int64_t> mPlaybackOffset;
|
|
|
|
public:
|
|
AbstractCanonical<media::TimeIntervals>* CanonicalBuffered() {
|
|
return mReader->CanonicalBuffered();
|
|
}
|
|
AbstractCanonical<media::NullableTimeUnit>* CanonicalDuration() {
|
|
return &mDuration;
|
|
}
|
|
AbstractCanonical<bool>* CanonicalIsShutdown() {
|
|
return &mIsShutdown;
|
|
}
|
|
AbstractCanonical<NextFrameStatus>* CanonicalNextFrameStatus() {
|
|
return &mNextFrameStatus;
|
|
}
|
|
AbstractCanonical<int64_t>* CanonicalCurrentPosition() {
|
|
return &mCurrentPosition;
|
|
}
|
|
AbstractCanonical<int64_t>* CanonicalPlaybackOffset() {
|
|
return &mPlaybackOffset;
|
|
}
|
|
};
|
|
|
|
} // namespace mozilla
|
|
|
|
#endif
|