зеркало из https://github.com/mozilla/gecko-dev.git
496 строки
20 KiB
C++
496 строки
20 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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/* ***** BEGIN LICENSE BLOCK *****
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* Version: ML 1.1/GPL 2.0/LGPL 2.1
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*
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* The contents of this file are subject to the Mozilla Public License Version
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* 1.1 (the "License"); you may not use this file except in compliance with
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* the License. You may obtain a copy of the License at
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* http://www.mozilla.org/MPL/
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*
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* Software distributed under the License is distributed on an "AS IS" basis,
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* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
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* for the specific language governing rights and limitations under the
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* License.
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*
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* The Original Code is Mozilla code.
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*
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* The Initial Developer of the Original Code is the Mozilla Foundation.
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* Portions created by the Initial Developer are Copyright (C) 2010
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* the Initial Developer. All Rights Reserved.
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*
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* Contributor(s):
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* Chris Double <chris.double@double.co.nz>
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* Chris Pearce <chris@pearce.org.nz>
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*
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* Alternatively, the contents of this file may be used under the terms of
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* either the GNU General Public License Version 2 or later (the "GPL"), or
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* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
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* in which case the provisions of the GPL or the LGPL are applicable instead
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* of those above. If you wish to allow use of your version of this file only
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* under the terms of either the GPL or the LGPL, and not to allow others to
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* use your version of this file under the terms of the MPL, indicate your
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* decision by deleting the provisions above and replace them with the notice
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* and other provisions required by the GPL or the LGPL. If you do not delete
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* the provisions above, a recipient may use your version of this file under
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* the terms of any one of the MPL, the GPL or the LGPL.
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*
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* ***** END LICENSE BLOCK ***** */
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/*
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Each video element for a media file has two additional threads beyond
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those needed by nsBuiltinDecoder.
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1) The Audio thread writes the decoded audio data to the audio
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hardware. This is done in a seperate 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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libsydneyaudio will be refactored to have a callback interface
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where it asks for data and an extra thread will no longer be
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needed.
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2) The decode thread. This thread reads from the media stream and
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decodes the Theora and Vorbis data. It places the decoded data in
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a queue for the other threads to pull from.
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All file reads and seeks must occur on either the state machine thread
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or the decode thread. Synchronisation is done via a monitor owned by
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nsBuiltinDecoder.
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The decode thread and the audio thread are created and destroyed in
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the state machine thread. When playback needs to occur they are
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created and events dispatched to them to start them. These events exit
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when decoding is completed or no longer required (during seeking or
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shutdown).
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The decode thread has its own monitor to ensure that its internal
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state is independent of the other threads, and to ensure that it's not
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hogging the nsBuiltinDecoder monitor while decoding.
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a/v synchronisation is handled by the state machine thread. It
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examines the audio playback time and compares this to the next frame
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in the queue of frames. If it is time to play the video frame it is
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then displayed.
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Frame skipping is done in the following ways:
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1) The state machine thread 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 thread 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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YCbCr conversion is done on the decode thread when it is time to display
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the video frame. This means frames that are skipped will not have the
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YCbCr conversion done, improving playback.
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The decode thread 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 sound
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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 thread 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 thread will no longer decode video or audio depending on the
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queue that has reached the threshold.
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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 an
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item off the queue and plays it with a blocking write to the audio
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hardware (via nsAudioStream and libsydneyaudio).
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The decode thread idles if the video queue is empty or if it is
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not yet time to display the next frame.
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*/
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#if !defined(nsBuiltinDecoderStateMachine_h__)
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#define nsBuiltinDecoderStateMachine_h__
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#include "prmem.h"
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#include "nsThreadUtils.h"
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#include "nsBuiltinDecoder.h"
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#include "nsBuiltinDecoderReader.h"
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#include "nsAudioAvailableEventManager.h"
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#include "nsHTMLMediaElement.h"
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#include "mozilla/Monitor.h"
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/*
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The playback state machine class. This manages the decoding in the
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nsBuiltinDecoderReader on the decode thread, seeking and in-sync-playback on the
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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. NotifyAll
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on the monitor is called when the state of the state machine is changed
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by the main thread. The following changes to state cause a notify:
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mState and data related to that state changed (mSeekTime, etc)
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Metadata Loaded
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First Frame Loaded
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Frame decoded
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data pushed or popped from the video and audio queues
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See nsBuiltinDecoder.h for more details.
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*/
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class nsBuiltinDecoderStateMachine : public nsDecoderStateMachine
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{
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public:
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typedef mozilla::Monitor Monitor;
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typedef mozilla::TimeStamp TimeStamp;
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typedef mozilla::TimeDuration TimeDuration;
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nsBuiltinDecoderStateMachine(nsBuiltinDecoder* aDecoder, nsBuiltinDecoderReader* aReader);
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~nsBuiltinDecoderStateMachine();
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// nsDecoderStateMachine interface
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virtual nsresult Init(nsDecoderStateMachine* aCloneDonor);
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State GetState()
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{
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mDecoder->GetMonitor().AssertCurrentThreadIn();
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return mState;
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}
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virtual void SetVolume(float aVolume);
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virtual void Shutdown();
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virtual PRInt64 GetDuration();
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virtual void SetDuration(PRInt64 aDuration);
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virtual PRBool OnDecodeThread() {
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return IsCurrentThread(mDecodeThread);
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}
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virtual nsHTMLMediaElement::NextFrameStatus GetNextFrameStatus();
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virtual void Decode();
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virtual void Seek(float aTime);
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virtual float GetCurrentTime();
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virtual void ClearPositionChangeFlag();
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virtual void SetSeekable(PRBool aSeekable);
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virtual void UpdatePlaybackPosition(PRInt64 aTime);
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virtual void StartBuffering();
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// Load metadata Called on the state machine thread. The decoder monitor must be held with
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// exactly one lock count.
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virtual void LoadMetadata();
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// State machine thread run function. Polls the state, sends frames to be
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// displayed at appropriate times, and generally manages the decode.
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NS_IMETHOD Run();
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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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PRBool HasAudio() const {
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mDecoder->GetMonitor().AssertCurrentThreadIn();
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return mReader->GetInfo().mHasAudio;
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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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PRBool HasVideo() const {
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mDecoder->GetMonitor().AssertCurrentThreadIn();
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return mReader->GetInfo().mHasVideo;
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}
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// Should be called by main thread.
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PRBool HaveNextFrameData() const;
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// Must be called with the decode monitor held.
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PRBool IsBuffering() const {
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mDecoder->GetMonitor().AssertCurrentThreadIn();
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return mState == nsBuiltinDecoderStateMachine::DECODER_STATE_BUFFERING;
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}
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// Must be called with the decode monitor held.
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PRBool IsSeeking() const {
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mDecoder->GetMonitor().AssertCurrentThreadIn();
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return mState == nsBuiltinDecoderStateMachine::DECODER_STATE_SEEKING;
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}
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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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PRBool OnAudioThread() {
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return IsCurrentThread(mAudioThread);
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}
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PRBool OnStateMachineThread() {
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return mDecoder->OnStateMachineThread();
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}
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// Decode loop, called on the decode thread.
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void DecodeLoop();
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// The decoder object that created this state machine. The decoder
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// always outlives us since it controls our lifetime. This is accessed
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// read only on the AV, state machine, audio and main thread.
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nsBuiltinDecoder* mDecoder;
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// The decoder monitor must be obtained before modifying this state.
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// NotifyAll on the monitor must be called when the state is changed by
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// the main thread so the decoder thread can wake up.
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// Accessed on state machine, audio, main, and AV thread.
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State mState;
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nsresult GetBuffered(nsTimeRanges* aBuffered) {
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NS_ASSERTION(NS_IsMainThread(), "Only call on main thread");
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return mReader->GetBuffered(aBuffered, mStartTime);
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}
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void NotifyDataArrived(const char* aBuffer, PRUint32 aLength, PRUint32 aOffset) {
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NS_ASSERTION(NS_IsMainThread(), "Only call on main thread");
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mReader->NotifyDataArrived(aBuffer, aLength, aOffset);
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}
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PRInt64 GetEndMediaTime() const {
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mDecoder->GetMonitor().AssertCurrentThreadIn();
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return mEndTime;
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}
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protected:
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// Returns PR_TRUE if the decode is withing an estimated one tenth of a
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// second's worth of data of the download, i.e. the decode has almost
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// caught up with the download. If we can't estimate one tenth of a second's
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// worth of data, we'll return PR_TRUE if the decode is within 100KB of
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// the download.
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PRBool IsDecodeCloseToDownload();
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// Returns the number of unplayed ms 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.
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PRInt64 AudioDecodedMs() const;
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// Returns PR_TRUE when there's decoded audio waiting to play.
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// The decoder monitor must be held.
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PRBool HasFutureAudio() const;
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// Waits on the decoder Monitor for aMs. If the decoder monitor is awoken
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// by a Notify() call, we'll continue waiting, unless we've moved into
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// shutdown state. This enables us to ensure that we wait for a specified
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// time, and that the myriad of Notify()s we do an the decoder monitor
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// don't cause the audio thread to be starved. The decoder monitor must
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// be locked.
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void Wait(PRUint32 aMs);
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// Dispatches an asynchronous event to update the media element's ready state.
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void UpdateReadyState();
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// Resets playback timing data. Called when we seek, on the state machine
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// thread.
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void ResetPlayback();
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// Returns the audio clock, if we have audio, or -1 if we don't.
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// Called on the state machine thread.
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PRInt64 GetAudioClock();
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// Returns the presentation time of the first sample or frame in the media.
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// If the media has video, it returns the first video frame. The decoder
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// monitor must be held with exactly one lock count. Called on the state
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// machine thread.
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VideoData* FindStartTime();
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// Finds the end time of the last frame of data in the file, storing the value
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// in mEndTime if successful. The decoder must be held with exactly one lock
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// count. Called on the state machine thread.
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void FindEndTime();
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// Performs YCbCr to RGB conversion, and pushes the image down the
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// rendering pipeline. Called on the state machine thread.
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void RenderVideoFrame(VideoData* aData);
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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 sample. Update
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// the current frame time as appropriate, and trigger ready state update.
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// The decoder monitor must be held with exactly one lock count. Called
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// on the state machine thread.
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void AdvanceFrame();
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// Pushes up to aSamples samples of silence onto the audio hardware. Returns
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// the number of samples acutally pushed to the hardware. This pushes up to
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// 32KB worth of samples to the hardware before returning, so must be called
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// in a loop to ensure that the desired number of samples are pushed to the
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// hardware. This ensures that the playback position advances smoothly, and
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// guarantees that we don't try to allocate an impossibly large chunk of
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// memory in order to play back silence. Called on the audio thread.
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PRUint32 PlaySilence(PRUint32 aSamples, PRUint32 aChannels,
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PRUint64 aSampleOffset);
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// Pops an audio chunk from the front of the audio queue, and pushes its
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// sound data to the audio hardware. MozAudioAvailable sample data is also
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// queued here. Called on the audio thread.
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PRUint32 PlayFromAudioQueue(PRUint64 aSampleOffset, PRUint32 aChannels);
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// Stops the decode threads. The decoder monitor must be held with exactly
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// one lock count. Called on the state machine thread.
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void StopDecodeThreads();
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// Starts the decode threads. The decoder monitor must be held with exactly
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// one lock count. Called on the state machine thread.
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nsresult StartDecodeThreads();
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// The main loop for the audio thread. Sent to the thread as
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// an nsRunnableMethod. This continually does blocking writes to
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// to audio stream to play audio data.
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void AudioLoop();
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// Stop or pause playback of media. This has two modes, denoted by
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// aMode being either AUDIO_PAUSE or AUDIO_SHUTDOWN.
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//
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// AUDIO_PAUSE: Suspends the audio stream to be resumed later.
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// This does not close the OS based audio stream
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//
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// AUDIO_SHUTDOWN: Closes and destroys the audio stream and
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// releases any OS resources.
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//
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// The decoder monitor must be held with exactly one lock count. Called
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// on the state machine thread.
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enum eStopMode {AUDIO_PAUSE, AUDIO_SHUTDOWN};
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void StopPlayback(eStopMode aMode);
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// Resume playback of media. Must be called with the decode monitor held.
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// This resumes a paused audio stream. The decoder monitor must be held with
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// exactly one lock count. Called on the state machine thread.
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void StartPlayback();
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// Returns PR_TRUE if we're currently playing. The decoder monitor must
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// be held.
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PRBool IsPlaying();
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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 to the value returned
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// by GetCurrentTime(), which is in the range [0,duration].
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PRInt64 GetMediaTime() const {
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mDecoder->GetMonitor().AssertCurrentThreadIn();
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return mStartTime + mCurrentFrameTime;
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}
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// Monitor on mAudioStream. This monitor must be held in order to delete
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// or use the audio stream. This stops us destroying the audio stream
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// while it's being used on another thread (typically when it's being
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// written to on the audio thread).
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Monitor mAudioMonitor;
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// The size of the decoded YCbCr frame.
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// Accessed on state machine thread.
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PRUint32 mCbCrSize;
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// Accessed on state machine thread.
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nsAutoArrayPtr<unsigned char> mCbCrBuffer;
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// Thread for pushing audio onto the audio hardware.
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// The "audio push thread".
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nsCOMPtr<nsIThread> mAudioThread;
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// Thread for decoding video in background. The "decode thread".
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nsCOMPtr<nsIThread> mDecodeThread;
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// The time that playback started from the system clock. This is used
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// for timing the display of audio frames when there's no audio.
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// Accessed only via the state machine thread.
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TimeStamp mPlayStartTime;
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// The amount of time we've spent playing already the media. The current
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// playback position is therefore (mPlayDuration + (now - mPlayStartTime)).
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// Accessed only via the state machine thread.
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TimeDuration mPlayDuration;
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// Time that buffering started. Used for buffering timeout and only
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// accessed on the state machine thread.
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TimeStamp mBufferingStart;
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// Download position where we should stop buffering. Only
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// accessed on the state machine thread.
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PRInt64 mBufferingEndOffset;
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// Start time of the media, in milliseconds. This is the presentation
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// time of the first sample decoded from the media, and is used to calculate
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// duration and as a bounds for seeking. Accessed on state machine and
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// main thread. Access controlled by decoder monitor.
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PRInt64 mStartTime;
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// Time of the last page in the media, in milliseconds. This is the
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// end time of the last sample in the media. Accessed on state
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// machine and main thread. Access controlled by decoder monitor.
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PRInt64 mEndTime;
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// Position to seek to in milliseconds when the seek state transition occurs.
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// The decoder monitor lock must be obtained before reading or writing
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// this value. Accessed on main and state machine thread.
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PRInt64 mSeekTime;
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// The audio stream resource. Used on the state machine, audio, and main
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// threads. You must hold the mAudioMonitor, and must NOT hold the decoder
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// monitor when using the audio stream!
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nsRefPtr<nsAudioStream> mAudioStream;
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// The reader, don't call its methods with the decoder monitor held.
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// This is created in the play state machine's constructor, and destroyed
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// in the play state machine's destructor.
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nsAutoPtr<nsBuiltinDecoderReader> mReader;
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// The time of the current frame in milliseconds. This is referenced from
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// 0 which is the initial playback position. Set by the state machine
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// thread, and read-only from the main thread to get the current
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// time value. Synchronised via decoder monitor.
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PRInt64 mCurrentFrameTime;
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// The presentation time of the first audio sample that was played. We can
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// add this to the audio stream position to determine the current audio time.
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// Accessed on audio and state machine thread. Synchronized by decoder monitor.
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PRInt64 mAudioStartTime;
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// The end time of the last audio sample that's been pushed onto the audio
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// hardware. This will approximately be the end time of the audio stream,
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// unless another sample is pushed to the hardware.
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PRInt64 mAudioEndTime;
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// The presentation end time of the last video frame which has been displayed.
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// Accessed from the state machine thread.
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PRInt64 mVideoFrameEndTime;
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// Volume of playback. 0.0 = muted. 1.0 = full volume. Read/Written
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// from the state machine and main threads. Synchronised via decoder
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// monitor.
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float mVolume;
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// PR_TRUE if the media resource can be seeked. Accessed from the state
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// machine and main threads. Synchronised via decoder monitor.
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PRPackedBool mSeekable;
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// PR_TRUE if an event to notify about a change in the playback
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// position has been queued, but not yet run. It is set to PR_FALSE when
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// the event is run. This allows coalescing of these events as they can be
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// produced many times per second. Synchronised via decoder monitor.
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// Accessed on main and state machine threads.
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PRPackedBool mPositionChangeQueued;
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// PR_TRUE if the audio playback thread has finished. It is finished
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// when either all the audio samples in the Vorbis bitstream have completed
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// playing, or we've moved into shutdown state, and the threads are to be
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// destroyed. Written by the audio playback thread and read and written by
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// the state machine thread. Synchronised via decoder monitor.
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PRPackedBool mAudioCompleted;
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// PR_TRUE if mDuration has a value obtained from an HTTP header, or from
|
|
// the media index/metadata. Accessed on the state machine thread.
|
|
PRPackedBool mGotDurationFromMetaData;
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|
|
|
// PR_FALSE while decode threads should be running. Accessed on audio,
|
|
// state machine and decode threads. Syncrhonised by decoder monitor.
|
|
PRPackedBool mStopDecodeThreads;
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|
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private:
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// Manager for queuing and dispatching MozAudioAvailable events. The
|
|
// event manager is accessed from the state machine and audio threads,
|
|
// and takes care of synchronizing access to its internal queue.
|
|
nsAudioAvailableEventManager mEventManager;
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|
};
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|
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#endif
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