зеркало из https://github.com/mozilla/gecko-dev.git
583 строки
22 KiB
C++
583 строки
22 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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#if !defined(MediaDecoderStateMachine_h__)
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# define MediaDecoderStateMachine_h__
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# include "AudioDeviceInfo.h"
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# include "ImageContainer.h"
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# include "MediaDecoder.h"
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# include "MediaDecoderOwner.h"
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# include "MediaDecoderStateMachineBase.h"
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# include "MediaFormatReader.h"
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# include "MediaQueue.h"
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# include "MediaSink.h"
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# include "MediaStatistics.h"
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# include "MediaTimer.h"
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# include "SeekJob.h"
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# include "mozilla/Attributes.h"
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# include "mozilla/ReentrantMonitor.h"
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# include "mozilla/StateMirroring.h"
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# include "nsThreadUtils.h"
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namespace mozilla {
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class AbstractThread;
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class AudioSegment;
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class DecodedStream;
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class DOMMediaStream;
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class ReaderProxy;
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class TaskQueue;
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extern LazyLogModule gMediaDecoderLog;
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DDLoggedTypeDeclName(MediaDecoderStateMachine);
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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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class MediaDecoderStateMachine
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: public MediaDecoderStateMachineBase,
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public DecoderDoctorLifeLogger<MediaDecoderStateMachine> {
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NS_INLINE_DECL_THREADSAFE_REFCOUNTING(MediaDecoderStateMachine, override)
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using TrackSet = MediaFormatReader::TrackSet;
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public:
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typedef mozilla::layers::ImageContainer::FrameID FrameID;
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MediaDecoderStateMachine(MediaDecoder* aDecoder, MediaFormatReader* aReader);
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nsresult Init(MediaDecoder* aDecoder) override;
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// Enumeration for the valid decoding states
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enum State {
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DECODER_STATE_DECODING_METADATA,
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DECODER_STATE_DORMANT,
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DECODER_STATE_DECODING_FIRSTFRAME,
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DECODER_STATE_DECODING,
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DECODER_STATE_LOOPING_DECODING,
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DECODER_STATE_SEEKING_ACCURATE,
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DECODER_STATE_SEEKING_FROMDORMANT,
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DECODER_STATE_SEEKING_NEXTFRAMESEEKING,
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DECODER_STATE_SEEKING_VIDEOONLY,
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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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RefPtr<GenericPromise> RequestDebugInfo(
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dom::MediaDecoderStateMachineDebugInfo& aInfo) override;
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size_t SizeOfVideoQueue() const override;
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size_t SizeOfAudioQueue() const override;
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// Sets the video decode mode. Used by the suspend-video-decoder feature.
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void SetVideoDecodeMode(VideoDecodeMode aMode) override;
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RefPtr<GenericPromise> InvokeSetSink(
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const RefPtr<AudioDeviceInfo>& aSink) override;
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void InvokeSuspendMediaSink() override;
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void InvokeResumeMediaSink() override;
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private:
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class StateObject;
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class DecodeMetadataState;
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class DormantState;
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class DecodingFirstFrameState;
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class DecodingState;
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class LoopingDecodingState;
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class SeekingState;
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class AccurateSeekingState;
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class NextFrameSeekingState;
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class NextFrameSeekingFromDormantState;
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class VideoOnlySeekingState;
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class BufferingState;
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class CompletedState;
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class ShutdownState;
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static const char* ToStateStr(State aState);
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const char* ToStateStr();
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void GetDebugInfo(dom::MediaDecoderStateMachineDebugInfo& aInfo);
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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(MediaDecoder* aDecoder) override;
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RefPtr<MediaDecoder::SeekPromise> Seek(const SeekTarget& aTarget) override;
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RefPtr<ShutdownPromise> Shutdown() override;
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RefPtr<ShutdownPromise> 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(const media::TimeUnit& aTime);
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// Schedules the shared state machine thread to run the state machine.
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void ScheduleStateMachine();
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// Invokes ScheduleStateMachine to run in |aTime|,
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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(const media::TimeUnit& aTime);
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bool HaveEnoughDecodedAudio() const;
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bool HaveEnoughDecodedVideo() const;
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// The check is used to store more video frames than usual when playing 4K+
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// video.
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bool IsVideoDataEnoughComparedWithAudio() const;
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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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// Sets mMediaSeekable to false.
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void SetMediaNotSeekable();
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// Resets all states related to decoding and aborts all pending requests
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// to the decoders.
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void ResetDecode(const TrackSet& aTracks = TrackSet(TrackInfo::kAudioTrack,
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TrackInfo::kVideoTrack));
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void SetVideoDecodeModeInternal(VideoDecodeMode aMode);
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// Set new sink device and restart MediaSink if playback is started.
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// Returned promise will be resolved with true if the playback is
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// started and false if playback is stopped after setting the new sink.
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// Returned promise will be rejected with value NS_ERROR_ABORT
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// if the action fails or it is not supported.
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// If there are multiple pending requests only the last one will be
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// executed, for all previous requests the promise will be resolved
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// with true or false similar to above.
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RefPtr<GenericPromise> SetSink(const RefPtr<AudioDeviceInfo>& aDevice);
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// Shutdown MediaSink on suspend to clean up resources.
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void SuspendMediaSink();
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// Create a new MediaSink, it must have been stopped first.
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void ResumeMediaSink();
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protected:
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virtual ~MediaDecoderStateMachine();
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void BufferedRangeUpdated() override;
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void VolumeChanged() override;
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void PreservesPitchChanged() override;
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void PlayStateChanged() override;
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void LoopingChanged() override;
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void UpdateSecondaryVideoContainer() override;
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void ReaderSuspendedChanged();
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// Inserts a sample into the Audio/Video queue.
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// aSample must not be null.
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void PushAudio(AudioData* aSample);
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void PushVideo(VideoData* aSample);
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void OnAudioPopped(const RefPtr<AudioData>& aSample);
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void OnVideoPopped(const RefPtr<VideoData>& aSample);
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void AudioAudibleChanged(bool aAudible);
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void SetPlaybackRate(double aPlaybackRate) override;
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void SetIsLiveStream(bool aIsLiveStream) override {
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mIsLiveStream = aIsLiveStream;
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}
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void SetCanPlayThrough(bool aCanPlayThrough) override {
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mCanPlayThrough = aCanPlayThrough;
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}
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void SetFragmentEndTime(const media::TimeUnit& aEndTime) override {
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// A negative number means we don't have a fragment end time at all.
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mFragmentEndTime = aEndTime >= media::TimeUnit::Zero()
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? aEndTime
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: media::TimeUnit::Invalid();
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}
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void StreamNameChanged();
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void UpdateOutputCaptured();
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void OutputTracksChanged();
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void OutputPrincipalChanged();
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MediaQueue<AudioData>& AudioQueue() { return mAudioQueue; }
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MediaQueue<VideoData>& VideoQueue() { return mVideoQueue; }
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const MediaQueue<AudioData>& AudioQueue() const { return mAudioQueue; }
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const MediaQueue<VideoData>& VideoQueue() const { return mVideoQueue; }
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// True if we are low in decoded audio/video data.
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// May not be invoked when mReader->UseBufferingHeuristics() is false.
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bool HasLowDecodedData();
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bool HasLowDecodedAudio();
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bool HasLowDecodedVideo();
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bool OutOfDecodedAudio();
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bool OutOfDecodedVideo() {
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MOZ_ASSERT(OnTaskQueue());
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return IsVideoDecoding() && VideoQueue().GetSize() <= 1;
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}
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// Returns true if we're running low on buffered data.
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bool HasLowBufferedData();
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// Returns true if we have less than aThreshold of buffered data available.
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bool HasLowBufferedData(const media::TimeUnit& aThreshold);
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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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media::TimeUnit GetClock(TimeStamp* aTimeStamp = nullptr) const;
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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(const media::TimeUnit& aTime);
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// Update playback position and trigger next update by default time period.
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// Called on the state machine thread.
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void UpdatePlaybackPositionPeriodically();
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MediaSink* CreateAudioSink();
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// Always create mediasink which contains an AudioSink or DecodedStream
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// inside.
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already_AddRefed<MediaSink> CreateMediaSink();
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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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// If start fails an NS_ERROR_FAILURE is returned.
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nsresult StartMediaSink();
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// Notification method invoked when mIsVisible changes.
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void VisibilityChanged();
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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();
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void EnqueueFirstFrameLoadedEvent();
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// Start a task to decode audio.
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void RequestAudioData();
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// Start a task to decode video.
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// @param aRequestNextVideoKeyFrame
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// If aRequestNextKeyFrame is true, will request data for the next keyframe
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// after aCurrentTime.
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void RequestVideoData(const media::TimeUnit& aCurrentTime,
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bool aRequestNextKeyFrame = false);
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void WaitForData(MediaData::Type aType);
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// Returns the "media time". This is the absolute time which the media
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// playback has reached. i.e. this returns values in the range
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// [mStartTime, mEndTime], and mStartTime will not be 0 if the media does
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// not start at 0. Note this is different than the "current playback
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// position", which is in the range [0,duration].
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media::TimeUnit GetMediaTime() const {
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MOZ_ASSERT(OnTaskQueue());
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return mCurrentPosition;
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}
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// Returns an upper bound on the number of microseconds of audio that is
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// decoded and playable. This is the sum of the number of usecs of audio which
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// is decoded and in the reader's audio queue, and the usecs of unplayed audio
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// which has been pushed to the audio hardware for playback. Note that after
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// calling this, the audio hardware may play some of the audio pushed to
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// hardware, so this can only be used as a upper bound. The decoder monitor
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// must be held when calling this. Called on the decode thread.
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media::TimeUnit GetDecodedAudioDuration() const;
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void FinishDecodeFirstFrame();
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// Performs one "cycle" of the state machine.
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void RunStateMachine();
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bool IsStateMachineScheduled() const;
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// These return true if the respective stream's decode has not yet reached
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// the end of stream.
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bool IsAudioDecoding();
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bool IsVideoDecoding();
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private:
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// Resolved by the MediaSink to signal that all audio/video outstanding
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// work is complete and identify which part(a/v) of the sink is shutting down.
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void OnMediaSinkAudioComplete();
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void OnMediaSinkVideoComplete();
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// Rejected by the MediaSink to signal errors for audio/video.
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void OnMediaSinkAudioError(nsresult aResult);
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void OnMediaSinkVideoError();
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// State-watching manager.
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WatchManager<MediaDecoderStateMachine> mWatchManager;
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// True if we've dispatched a task to run the state machine but the task has
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// yet to run.
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bool mDispatchedStateMachine;
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// Used to dispatch another round schedule with specific target time.
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DelayedScheduler mDelayedScheduler;
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// Queue of audio frames. This queue is threadsafe, and is accessed from
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// the audio, decoder, state machine, and main threads.
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MediaQueue<AudioData> mAudioQueue;
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// Queue of video frames. This queue is threadsafe, and is accessed from
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// the decoder, state machine, and main threads.
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MediaQueue<VideoData> mVideoQueue;
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UniquePtr<StateObject> mStateObj;
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media::TimeUnit Duration() const {
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MOZ_ASSERT(OnTaskQueue());
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return mDuration.Ref().ref();
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}
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// FrameID which increments every time a frame is pushed to our queue.
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FrameID mCurrentFrameID;
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// Media Fragment end time.
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media::TimeUnit mFragmentEndTime = media::TimeUnit::Invalid();
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// The media sink resource. Used on the state machine thread.
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RefPtr<MediaSink> mMediaSink;
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// The end time of the last audio frame that's been pushed onto the media sink
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// in microseconds. This will approximately be the end time
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// of the audio stream, unless another frame is pushed to the hardware.
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media::TimeUnit AudioEndTime() const;
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// The end time of the last rendered video frame that's been sent to
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// compositor.
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media::TimeUnit VideoEndTime() const;
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// The end time of the last decoded audio frame. This signifies the end of
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// decoded audio data. Used to check if we are low in decoded data.
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media::TimeUnit mDecodedAudioEndTime;
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// The end time of the last decoded video frame. Used to check if we are low
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// on decoded video data.
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media::TimeUnit mDecodedVideoEndTime;
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// If we've got more than this number of decoded video frames waiting in
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// the video queue, we will not decode any more video frames until some have
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// been consumed by the play state machine thread.
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// Must hold monitor.
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uint32_t GetAmpleVideoFrames() const;
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// Our "ample" audio threshold. Once we've this much audio decoded, we
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// pause decoding.
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media::TimeUnit mAmpleAudioThreshold;
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const char* AudioRequestStatus() const;
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const char* VideoRequestStatus() const;
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void OnSuspendTimerResolved();
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void CancelSuspendTimer();
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bool IsInSeamlessLooping() const;
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bool mCanPlayThrough = false;
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bool mIsLiveStream = false;
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// True if all audio frames are already rendered.
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bool mAudioCompleted = false;
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// True if all video frames are already rendered.
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bool mVideoCompleted = false;
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// True if video decoding is suspended.
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bool mVideoDecodeSuspended;
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// Track enabling video decode suspension via timer
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DelayedScheduler mVideoDecodeSuspendTimer;
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// Track the current video decode mode.
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VideoDecodeMode mVideoDecodeMode;
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// Track the complete & error for audio/video separately
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MozPromiseRequestHolder<MediaSink::EndedPromise> mMediaSinkAudioEndedPromise;
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MozPromiseRequestHolder<MediaSink::EndedPromise> mMediaSinkVideoEndedPromise;
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MediaEventListener mAudioQueueListener;
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MediaEventListener mVideoQueueListener;
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MediaEventListener mAudibleListener;
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MediaEventListener mOnMediaNotSeekable;
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const bool mIsMSE;
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bool mSeamlessLoopingAllowed;
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// If media was in looping and had reached to the end before, then we need
|
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// to adjust sample time from clock time to media time.
|
|
void AdjustByLooping(media::TimeUnit& aTime) const;
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|
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// These are used for seamless looping. When looping has been enable at least
|
|
// once, `mOriginalDecodedDuration` would be set to the larger duration
|
|
// between two tracks.
|
|
media::TimeUnit mOriginalDecodedDuration;
|
|
Maybe<media::TimeUnit> mAudioTrackDecodedDuration;
|
|
Maybe<media::TimeUnit> mVideoTrackDecodedDuration;
|
|
|
|
bool HasLastDecodedData(MediaData::Type aType);
|
|
|
|
// Current playback position in the stream in bytes.
|
|
int64_t mPlaybackOffset = 0;
|
|
|
|
// For seamless looping video, we don't want to trigger skip-to-next-keyframe
|
|
// after reaching video EOS. Because we've reset the demuxer to 0, and are
|
|
// going to request data from start. If playback hasn't looped back, the media
|
|
// time would still be too large, which makes the reader think the playback is
|
|
// way behind and performs unnecessary skipping. Eg. Media is 10s long,
|
|
// reaching EOS at 8s, requesting data at 9s. Assume media's keyframe interval
|
|
// is 3s, which means keyframes will appear on 0s, 3s, 6s and 9s. If we use
|
|
// current time as a threshold, the reader sees the next key frame is 3s but
|
|
// the threashold is 9s, which usually happens when the decoding is too slow.
|
|
// But that is not the case for us, we should by pass thskip-to-next-keyframe
|
|
// logic until the media loops back.
|
|
bool mBypassingSkipToNextKeyFrameCheck = false;
|
|
|
|
private:
|
|
// Audio stream name
|
|
Mirror<nsAutoString> mStreamName;
|
|
|
|
// The device used with SetSink, or nullptr if no explicit device has been
|
|
// set.
|
|
Mirror<RefPtr<AudioDeviceInfo>> mSinkDevice;
|
|
|
|
// Whether all output should be captured into mOutputTracks, halted, or not
|
|
// captured.
|
|
Mirror<MediaDecoder::OutputCaptureState> mOutputCaptureState;
|
|
|
|
// A dummy track used to access the right MediaTrackGraph instance. Needed
|
|
// since there's no guarantee that output tracks are present.
|
|
Mirror<nsMainThreadPtrHandle<SharedDummyTrack>> mOutputDummyTrack;
|
|
|
|
// Tracks to capture data into.
|
|
Mirror<CopyableTArray<RefPtr<ProcessedMediaTrack>>> mOutputTracks;
|
|
|
|
// PrincipalHandle to feed with data captured into mOutputTracks.
|
|
Mirror<PrincipalHandle> mOutputPrincipal;
|
|
|
|
Canonical<CopyableTArray<RefPtr<ProcessedMediaTrack>>> mCanonicalOutputTracks;
|
|
Canonical<PrincipalHandle> mCanonicalOutputPrincipal;
|
|
|
|
// Track when MediaSink is supsended. When that happens some actions are
|
|
// restricted like starting the sink or changing sink id. The flag is valid
|
|
// after Initialization. TaskQueue thread only.
|
|
bool mIsMediaSinkSuspended = false;
|
|
|
|
public:
|
|
AbstractCanonical<CopyableTArray<RefPtr<ProcessedMediaTrack>>>*
|
|
CanonicalOutputTracks() {
|
|
return &mCanonicalOutputTracks;
|
|
}
|
|
AbstractCanonical<PrincipalHandle>* CanonicalOutputPrincipal() {
|
|
return &mCanonicalOutputPrincipal;
|
|
}
|
|
};
|
|
|
|
} // namespace mozilla
|
|
|
|
#endif
|