зеркало из https://github.com/mozilla/gecko-dev.git
790 строки
28 KiB
C++
790 строки
28 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/StateMirroring.h"
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#include "nsAutoPtr.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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#include "SeekJob.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 AbstractThread;
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class AudioSegment;
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class DecodedStream;
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class MediaDecoderReaderWrapper;
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class OutputStreamManager;
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class TaskQueue;
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extern LazyLogModule gMediaDecoderLog;
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enum class MediaEventType : int8_t
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{
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PlaybackStarted,
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PlaybackStopped,
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PlaybackEnded,
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SeekStarted,
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Invalidate,
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EnterVideoSuspend,
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ExitVideoSuspend,
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StartVideoSuspendTimer,
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CancelVideoSuspendTimer,
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VideoOnlySeekBegin,
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VideoOnlySeekCompleted,
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};
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enum class VideoDecodeMode : uint8_t
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{
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Normal,
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Suspend
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};
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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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using TrackSet = MediaDecoderReader::TrackSet;
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public:
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typedef MediaDecoderOwner::NextFrameStatus NextFrameStatus;
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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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nsresult Init(MediaDecoder* aDecoder);
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// Enumeration for the valid decoding states
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enum State
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{
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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_FIRSTFRAME,
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DECODER_STATE_DECODING,
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DECODER_STATE_SEEKING,
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DECODER_STATE_BUFFERING,
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DECODER_STATE_COMPLETED,
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DECODER_STATE_SHUTDOWN
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};
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RefPtr<MediaDecoder::DebugInfoPromise> RequestDebugInfo();
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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(const SeekTarget& aTarget);
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void DispatchSetPlaybackRate(double aPlaybackRate)
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{
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OwnerThread()->DispatchStateChange(
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NewRunnableMethod<double>("MediaDecoderStateMachine::SetPlaybackRate",
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this,
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&MediaDecoderStateMachine::SetPlaybackRate,
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aPlaybackRate));
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}
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RefPtr<ShutdownPromise> BeginShutdown();
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// Set the media fragment end time.
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void DispatchSetFragmentEndTime(const media::TimeUnit& aEndTime)
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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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"MediaDecoderStateMachine::DispatchSetFragmentEndTime",
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[self, aEndTime]() {
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// A negative number means we don't have a fragment end time at all.
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self->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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OwnerThread()->Dispatch(r.forget());
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}
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// Drop reference to mResource. Only called during shutdown dance.
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void BreakCycles() {
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MOZ_ASSERT(NS_IsMainThread());
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mResource = 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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MediaEventSource<void>& OnMediaNotSeekable() const;
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MediaEventSourceExc<UniquePtr<MediaInfo>,
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UniquePtr<MetadataTags>,
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MediaDecoderEventVisibility>&
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MetadataLoadedEvent() { return mMetadataLoadedEvent; }
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MediaEventSourceExc<nsAutoPtr<MediaInfo>,
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MediaDecoderEventVisibility>&
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FirstFrameLoadedEvent() { return mFirstFrameLoadedEvent; }
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MediaEventSource<MediaEventType>&
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OnPlaybackEvent() { return mOnPlaybackEvent; }
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MediaEventSource<MediaResult>&
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OnPlaybackErrorEvent() { return mOnPlaybackErrorEvent; }
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MediaEventSource<DecoderDoctorEvent>&
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OnDecoderDoctorEvent() { return mOnDecoderDoctorEvent; }
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size_t SizeOfVideoQueue() const;
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size_t SizeOfAudioQueue() const;
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// Sets the video decode mode. Used by the suspend-video-decoder feature.
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void SetVideoDecodeMode(VideoDecodeMode aMode);
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private:
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class StateObject;
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class DecodeMetadataState;
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class WaitForCDMState;
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class DormantState;
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class DecodingFirstFrameState;
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class DecodingState;
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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 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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static const char* ToStr(NextFrameStatus aStatus);
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const char* ToStateStr();
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nsCString GetDebugInfo();
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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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// 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);
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void SetAudioCaptured(bool aCaptured);
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RefPtr<MediaDecoder::SeekPromise> Seek(const SeekTarget& aTarget);
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RefPtr<ShutdownPromise> Shutdown();
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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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bool CanPlayThrough();
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MediaStatistics GetStatistics();
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bool HasAudio() const { return mInfo.ref().HasAudio(); }
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bool HasVideo() const { return mInfo.ref().HasVideo(); }
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const MediaInfo& Info() const { return mInfo.ref(); }
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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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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();
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bool HaveEnoughDecodedVideo();
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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(TrackSet aTracks = TrackSet(TrackInfo::kAudioTrack,
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TrackInfo::kVideoTrack));
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void SetVideoDecodeModeInternal(VideoDecodeMode aMode);
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protected:
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virtual ~MediaDecoderStateMachine();
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void BufferedRangeUpdated();
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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 VolumeChanged();
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void SetPlaybackRate(double aPlaybackRate);
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void PreservesPitchChanged();
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MediaQueue<AudioData>& AudioQueue() { return mAudioQueue; }
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MediaQueue<VideoData>& VideoQueue() { 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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{
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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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void UpdateNextFrameStatus(NextFrameStatus aStatus);
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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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media::MediaSink* CreateAudioSink();
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// Always create mediasink which contains an AudioSink or StreamSink inside.
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already_AddRefed<media::MediaSink> CreateMediaSink(bool aAudioCaptured);
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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 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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// Moves the decoder into the shutdown state, and dispatches an error
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// event to the media element. This begins shutting down the decoder.
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// The decoder monitor must be held. This is only called on the
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// decode thread.
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void DecodeError(const MediaResult& aError);
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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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void RequestVideoData(const media::TimeUnit& aCurrentTime);
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void WaitForData(MediaData::Type aType);
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bool IsRequestingAudioData() const { return mAudioDataRequest.Exists(); }
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bool IsRequestingVideoData() const { return mVideoDataRequest.Exists(); }
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bool IsWaitingAudioData() const { return mAudioWaitRequest.Exists(); }
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bool IsWaitingVideoData() const { return mVideoWaitRequest.Exists(); }
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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 position",
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// which is in the range [0,duration].
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media::TimeUnit GetMediaTime() const
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{
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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();
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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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void* const mDecoderID;
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const RefPtr<AbstractThread> mAbstractMainThread;
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const RefPtr<FrameStatistics> mFrameStats;
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const RefPtr<VideoFrameContainer> mVideoFrameContainer;
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const dom::AudioChannel mAudioChannel;
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// Task queue for running the state machine.
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RefPtr<TaskQueue> mTaskQueue;
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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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{
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MOZ_ASSERT(OnTaskQueue());
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return mDuration.Ref().ref();
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}
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// Recomputes the canonical duration from various sources.
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void RecomputeDuration();
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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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// 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;
|
|
}
|
|
|
|
// Media Fragment end time.
|
|
media::TimeUnit mFragmentEndTime = media::TimeUnit::Invalid();
|
|
|
|
// The media sink resource. Used on the state machine thread.
|
|
RefPtr<media::MediaSink> mMediaSink;
|
|
|
|
const RefPtr<MediaDecoderReaderWrapper> 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.
|
|
media::TimeUnit AudioEndTime() const;
|
|
|
|
// The end time of the last rendered video frame that's been sent to
|
|
// compositor.
|
|
media::TimeUnit VideoEndTime() 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.
|
|
media::TimeUnit mDecodedAudioEndTime;
|
|
|
|
// The end time of the last decoded video frame. Used to check if we are low
|
|
// on decoded video data.
|
|
media::TimeUnit mDecodedVideoEndTime;
|
|
|
|
// Playback rate. 1.0 : normal speed, 0.5 : two times slower.
|
|
double mPlaybackRate;
|
|
|
|
// 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.
|
|
media::TimeUnit mLowAudioThreshold;
|
|
|
|
// Our "ample" audio threshold. Once we've this much audio decoded, we
|
|
// pause decoding. If we increase mLowAudioThreshold, we'll also
|
|
// increase this too appropriately (we don't want mLowAudioThreshold
|
|
// to be greater than mAmpleAudioThreshold, 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.
|
|
media::TimeUnit mAmpleAudioThreshold;
|
|
|
|
// Only one of a given pair of ({Audio,Video}DataPromise, WaitForDataPromise)
|
|
// should exist at any given moment.
|
|
using AudioDataPromise = MediaDecoderReader::AudioDataPromise;
|
|
using VideoDataPromise = MediaDecoderReader::VideoDataPromise;
|
|
using WaitForDataPromise = MediaDecoderReader::WaitForDataPromise;
|
|
MozPromiseRequestHolder<AudioDataPromise> mAudioDataRequest;
|
|
MozPromiseRequestHolder<VideoDataPromise> mVideoDataRequest;
|
|
MozPromiseRequestHolder<WaitForDataPromise> mAudioWaitRequest;
|
|
MozPromiseRequestHolder<WaitForDataPromise> mVideoWaitRequest;
|
|
|
|
const char* AudioRequestStatus() const;
|
|
const char* VideoRequestStatus() const;
|
|
|
|
void OnSuspendTimerResolved();
|
|
void CancelSuspendTimer();
|
|
|
|
// 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.
|
|
bool mAudioCaptured;
|
|
|
|
// True if all audio frames are already rendered.
|
|
bool mAudioCompleted = false;
|
|
|
|
// True if all video frames are already rendered.
|
|
bool mVideoCompleted = false;
|
|
|
|
// 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;
|
|
|
|
// Stores presentation info required for playback.
|
|
Maybe<MediaInfo> mInfo;
|
|
|
|
mozilla::MediaMetadataManager mMetadataManager;
|
|
|
|
// True if we've decoded first frames (thus having the start time) and
|
|
// notified the FirstFrameLoaded event. Note we can't initiate seek until the
|
|
// start time is known which happens when the first frames are decoded or we
|
|
// are playing an MSE stream (the start time is always assumed 0).
|
|
bool mSentFirstFrameLoadedEvent;
|
|
|
|
// True if video decoding is suspended.
|
|
bool mVideoDecodeSuspended;
|
|
|
|
// True if the media is seekable (i.e. supports random access).
|
|
bool mMediaSeekable = true;
|
|
|
|
// True if the media is seekable only in buffered ranges.
|
|
bool mMediaSeekableOnlyInBufferedRanges = false;
|
|
|
|
// Track enabling video decode suspension via timer
|
|
DelayedScheduler mVideoDecodeSuspendTimer;
|
|
|
|
// Data about MediaStreams that are being fed by the decoder.
|
|
const RefPtr<OutputStreamManager> mOutputStreamManager;
|
|
|
|
// Media data resource from the decoder.
|
|
RefPtr<MediaResource> mResource;
|
|
|
|
// Track the current video decode mode.
|
|
VideoDecodeMode mVideoDecodeMode;
|
|
|
|
// Track the complete & error for audio/video separately
|
|
MozPromiseRequestHolder<GenericPromise> mMediaSinkAudioPromise;
|
|
MozPromiseRequestHolder<GenericPromise> mMediaSinkVideoPromise;
|
|
|
|
MediaEventListener mAudioQueueListener;
|
|
MediaEventListener mVideoQueueListener;
|
|
MediaEventListener mAudibleListener;
|
|
MediaEventListener mOnMediaNotSeekable;
|
|
|
|
MediaEventProducerExc<UniquePtr<MediaInfo>,
|
|
UniquePtr<MetadataTags>,
|
|
MediaDecoderEventVisibility> mMetadataLoadedEvent;
|
|
MediaEventProducerExc<nsAutoPtr<MediaInfo>,
|
|
MediaDecoderEventVisibility> mFirstFrameLoadedEvent;
|
|
|
|
MediaEventProducer<MediaEventType> mOnPlaybackEvent;
|
|
MediaEventProducer<MediaResult> mOnPlaybackErrorEvent;
|
|
|
|
MediaEventProducer<DecoderDoctorEvent> mOnDecoderDoctorEvent;
|
|
|
|
void OnCDMProxyReady(RefPtr<CDMProxy> aProxy);
|
|
void OnCDMProxyNotReady();
|
|
RefPtr<CDMProxy> mCDMProxy;
|
|
MozPromiseRequestHolder<MediaDecoder::CDMProxyPromise> mCDMProxyPromise;
|
|
|
|
const bool mIsMSE;
|
|
|
|
private:
|
|
// The buffered range. Mirrored from the decoder thread.
|
|
Mirror<media::TimeIntervals> mBuffered;
|
|
|
|
// 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;
|
|
|
|
// Volume of playback. 0.0 = muted. 1.0 = full volume.
|
|
Mirror<double> mVolume;
|
|
|
|
// Pitch preservation for the playback rate.
|
|
Mirror<bool> mPreservesPitch;
|
|
|
|
// Whether to seek back to the start of the media resource
|
|
// upon reaching the end.
|
|
Mirror<bool> mLooping;
|
|
|
|
// True if the media is same-origin with the element. Data can only be
|
|
// passed to MediaStreams when this is true.
|
|
Mirror<bool> mSameOriginMedia;
|
|
|
|
// An identifier for the principal of the media. Used to track when
|
|
// main-thread induced principal changes get reflected on MSG thread.
|
|
Mirror<PrincipalHandle> mMediaPrincipalHandle;
|
|
|
|
// 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;
|
|
|
|
|
|
// Duration of the media. This is guaranteed to be non-null after we finish
|
|
// decoding the first frame.
|
|
Canonical<media::NullableTimeUnit> mDuration;
|
|
|
|
// 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, corresponding to the "current
|
|
// playback position" in HTML5. This is referenced from 0, which is the initial
|
|
// playback position.
|
|
Canonical<media::TimeUnit> mCurrentPosition;
|
|
|
|
// Current playback position in the stream in bytes.
|
|
Canonical<int64_t> mPlaybackOffset;
|
|
|
|
// Used to distinguish whether the audio is producing sound.
|
|
Canonical<bool> mIsAudioDataAudible;
|
|
|
|
public:
|
|
AbstractCanonical<media::TimeIntervals>* CanonicalBuffered() const;
|
|
|
|
AbstractCanonical<media::NullableTimeUnit>* CanonicalDuration()
|
|
{
|
|
return &mDuration;
|
|
}
|
|
AbstractCanonical<NextFrameStatus>* CanonicalNextFrameStatus()
|
|
{
|
|
return &mNextFrameStatus;
|
|
}
|
|
AbstractCanonical<media::TimeUnit>* CanonicalCurrentPosition()
|
|
{
|
|
return &mCurrentPosition;
|
|
}
|
|
AbstractCanonical<int64_t>* CanonicalPlaybackOffset()
|
|
{
|
|
return &mPlaybackOffset;
|
|
}
|
|
AbstractCanonical<bool>* CanonicalIsAudioDataAudible()
|
|
{
|
|
return &mIsAudioDataAudible;
|
|
}
|
|
|
|
#ifdef XP_WIN
|
|
// Whether we've called timeBeginPeriod(1) to request high resolution
|
|
// timers. We request high resolution timers when playback starts, and
|
|
// turn them off when playback is paused. Enabling high resolution
|
|
// timers can cause higher CPU usage and battery drain on Windows 7.
|
|
bool mHiResTimersRequested = false;
|
|
// Whether we should enable high resolution timers. This is initialized at
|
|
// MDSM construction, and mirrors the value of media.hi-res-timers.enabled.
|
|
const bool mShouldUseHiResTimers;
|
|
#endif
|
|
};
|
|
|
|
} // namespace mozilla
|
|
|
|
#endif
|