Bug 589626 - Backed out changeset bd972a6d344a a=backout

This commit is contained in:
Chris Pearce 2010-09-11 14:07:09 +12:00
Родитель 8eef5ab9a8
Коммит 93aeace101
4 изменённых файлов: 59 добавлений и 124 удалений

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@ -330,15 +330,6 @@ template <class T> class MediaQueue : private nsDeque {
return GetSize() == 0 && mEndOfStream;
}
// Returns PR_TRUE if the media queue has had its last sample added to it.
// This happens when the media stream has been completely decoded. Note this
// does not mean that the corresponding stream has finished playback.
PRBool IsFinished() {
MonitorAutoEnter mon(mMonitor);
return mEndOfStream;
}
// Informs the media queue that it won't be receiving any more samples.
void Finish() {
MonitorAutoEnter mon(mMonitor);
mEndOfStream = PR_TRUE;

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@ -99,11 +99,6 @@ const PRUint32 SILENCE_BYTES_CHUNK = 32 * 1024;
// less than LOW_VIDEO_FRAMES frames.
static const PRUint32 LOW_VIDEO_FRAMES = 1;
// If we've got more than AMPLE_VIDEO_FRAMES 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.
static const PRUint32 AMPLE_VIDEO_FRAMES = 10;
// Arbitrary "frame duration" when playing only audio.
static const int AUDIO_DURATION_MS = 40;
@ -167,20 +162,19 @@ nsBuiltinDecoderStateMachine::~nsBuiltinDecoderStateMachine()
PRBool nsBuiltinDecoderStateMachine::HasFutureAudio() const {
mDecoder->GetMonitor().AssertCurrentThreadIn();
NS_ASSERTION(HasAudio(), "Should only call HasFutureAudio() when we have audio");
// We've got audio ready to play if:
// 1. We've not completed playback of audio, and
// 2. we either have more than the threshold of decoded audio available, or
// we've completely decoded all audio (but not finished playing it yet
// as per 1).
return !mAudioCompleted &&
(AudioDecodedMs() > LOW_AUDIO_MS || mReader->mAudioQueue.IsFinished());
PRBool aboveLowAudioThreshold = PR_FALSE;
if (mAudioEndTime != -1) {
aboveLowAudioThreshold = mAudioEndTime - GetMediaTime() > LOW_AUDIO_MS;
}
return HasAudio() &&
!mAudioCompleted &&
(mReader->mAudioQueue.GetSize() > 0 || aboveLowAudioThreshold);
}
PRBool nsBuiltinDecoderStateMachine::HaveNextFrameData() const {
mDecoder->GetMonitor().AssertCurrentThreadIn();
return (!HasAudio() || HasFutureAudio()) &&
(!HasVideo() || mReader->mVideoQueue.GetSize() > 0);
return ((!HasAudio() || mReader->mAudioQueue.AtEndOfStream()) &&
mReader->mVideoQueue.GetSize() > 0) ||
HasFutureAudio();
}
void nsBuiltinDecoderStateMachine::DecodeLoop()
@ -207,7 +201,12 @@ void nsBuiltinDecoderStateMachine::DecodeLoop()
// Once we've decoded more than videoPumpThreshold video frames, we'll
// no longer be considered to be "pumping video".
const unsigned videoPumpThreshold = AMPLE_VIDEO_FRAMES / 2;
const unsigned videoPumpThreshold = 5;
// If we've got more than videoWaitThreshold decoded video frames waiting in
// the video queue, we will not decode any more video frames until they've
// been consumed by the play state machine thread.
const unsigned videoWaitThreshold = 10;
// After the audio decode fills with more than audioPumpThresholdMs ms
// of decoded audio, we'll start to check whether the audio or video decode
@ -222,6 +221,12 @@ void nsBuiltinDecoderStateMachine::DecodeLoop()
// Wait for more data to download if we've exhausted all our
// buffered data.
MonitorAutoEnter mon(mDecoder->GetMonitor());
while (!mStopDecodeThreads &&
mBufferExhausted &&
mState != DECODER_STATE_SHUTDOWN)
{
mon.Wait();
}
if (mState == DECODER_STATE_SHUTDOWN || mStopDecodeThreads)
break;
}
@ -229,7 +234,7 @@ void nsBuiltinDecoderStateMachine::DecodeLoop()
PRUint32 videoQueueSize = mReader->mVideoQueue.GetSize();
// Don't decode any more frames if we've filled our buffers.
// Limits memory consumption.
if (videoQueueSize > AMPLE_VIDEO_FRAMES) {
if (videoQueueSize > videoWaitThreshold) {
videoWait = PR_TRUE;
}
@ -239,8 +244,7 @@ void nsBuiltinDecoderStateMachine::DecodeLoop()
if (videoPump && videoQueueSize >= videoPumpThreshold) {
videoPump = PR_FALSE;
}
if (audioPlaying &&
!videoPump &&
if (!videoPump &&
videoPlaying &&
videoQueueSize < LOW_VIDEO_FRAMES)
{
@ -279,7 +283,9 @@ void nsBuiltinDecoderStateMachine::DecodeLoop()
videoPlaying = mReader->DecodeVideoFrame(skipToNextKeyframe, currentTime);
{
MonitorAutoEnter mon(mDecoder->GetMonitor());
mBufferExhausted = mDecoder->mDecoderPosition > initialDownloadPosition;
if (mDecoder->mDecoderPosition > initialDownloadPosition) {
mBufferExhausted = PR_TRUE;
}
}
}
{
@ -293,7 +299,9 @@ void nsBuiltinDecoderStateMachine::DecodeLoop()
audioPlaying = mReader->DecodeAudioData();
{
MonitorAutoEnter mon(mDecoder->GetMonitor());
mBufferExhausted = mDecoder->mDecoderPosition > initialDownloadPosition;
if (mDecoder->mDecoderPosition > initialDownloadPosition) {
mBufferExhausted = PR_TRUE;
}
}
}
@ -317,15 +325,11 @@ void nsBuiltinDecoderStateMachine::DecodeLoop()
if (mState == DECODER_STATE_SHUTDOWN || mStopDecodeThreads) {
break;
}
if ((!HasAudio() || (audioWait && audioPlaying)) &&
(!HasVideo() || (videoWait && videoPlaying)))
{
// All active bitstreams' decode is well ahead of the playback
// position, we may as well wait for the playback to catch up.
// Set mBufferExhausted to PR_FALSE, as we'll receive more data
// while we wait.
mBufferExhausted = PR_FALSE;
// position, we may as well wait have for the playback to catch up.
mon.Wait();
}
}
@ -851,39 +855,6 @@ nsBuiltinDecoderStateMachine::StartDecodeThreads()
return NS_OK;
}
PRInt64 nsBuiltinDecoderStateMachine::AudioDecodedMs() const
{
NS_ASSERTION(HasAudio(),
"Should only call AudioDecodedMs() when we have audio");
// The amount of audio we have decoded is the amount of audio data we've
// already decoded and pushed to the hardware, plus the amount of audio
// data waiting to be pushed to the hardware.
PRInt64 pushed = (mAudioEndTime != -1) ? (mAudioEndTime - GetMediaTime()) : 0;
return pushed + mReader->mAudioQueue.Duration();
}
PRBool nsBuiltinDecoderStateMachine::HasLowDecodedData() const
{
// We consider ourselves low on decoded data if we're low on audio, or
// if we're only playing video and we're low on video frames.
return (HasAudio() && AudioDecodedMs() < LOW_AUDIO_MS)
||
(!HasAudio() &&
HasVideo() &&
(PRUint32)mReader->mVideoQueue.GetSize() < LOW_VIDEO_FRAMES);
}
PRBool nsBuiltinDecoderStateMachine::HasAmpleDecodedData() const
{
return (!HasAudio() ||
AudioDecodedMs() >= AMPLE_AUDIO_MS ||
mReader->mAudioQueue.IsFinished())
&&
(!HasVideo() ||
(PRUint32)mReader->mVideoQueue.GetSize() > AMPLE_VIDEO_FRAMES ||
mReader->mVideoQueue.AtEndOfStream());
}
nsresult nsBuiltinDecoderStateMachine::Run()
{
NS_ASSERTION(IsCurrentThread(mDecoder->mStateMachineThread),
@ -974,16 +945,25 @@ nsresult nsBuiltinDecoderStateMachine::Run()
continue;
if (mBufferExhausted &&
HasLowDecodedData() &&
mDecoder->GetState() == nsBuiltinDecoder::PLAY_STATE_PLAYING &&
!stream->IsDataCachedToEndOfStream(mDecoder->mDecoderPosition) &&
!stream->IsSuspended())
!mDecoder->GetCurrentStream()->IsDataCachedToEndOfStream(mDecoder->mDecoderPosition) &&
!mDecoder->GetCurrentStream()->IsSuspendedByCache() &&
((HasAudio() && mReader->mAudioQueue.Duration() < LOW_AUDIO_MS) ||
(HasVideo() && (PRUint32)mReader->mVideoQueue.GetSize() < LOW_VIDEO_FRAMES)))
{
// We're low on decoded data, and/or our decode has caught up with
// the download. Let's buffer to make sure we can play a decent
// amount of video in the future.
// There is at most one frame in the queue and there's
// more data to load. Let's buffer to make sure we can play a
// decent amount of video in the future.
StartBuffering();
} else {
if (mBufferExhausted) {
// This will wake up the decode thread and force it to try to
// decode video and audio. This guarantees we make progress.
mBufferExhausted = PR_FALSE;
mDecoder->GetMonitor().NotifyAll();
}
}
}
break;
@ -1086,20 +1066,17 @@ nsresult nsBuiltinDecoderStateMachine::Run()
case DECODER_STATE_BUFFERING:
{
// We will remain in the buffering state if we've not decoded enough
// data to begin playback, or if we've not downloaded a reasonable
// amount of data inside our buffering time.
TimeDuration elapsed = TimeStamp::Now() - mBufferingStart;
if ((!mDecoder->CanPlayThrough() || !HasAmpleDecodedData()) &&
elapsed < TimeDuration::FromSeconds(BUFFERING_WAIT) &&
stream->GetCachedDataEnd(mDecoder->mDecoderPosition) < mBufferingEndOffset &&
!stream->IsDataCachedToEndOfStream(mDecoder->mDecoderPosition) &&
!stream->IsSuspended())
{
TimeStamp now = TimeStamp::Now();
nsMediaStream* stream = mDecoder->GetCurrentStream();
if (!mDecoder->CanPlayThrough() &&
now - mBufferingStart < TimeDuration::FromSeconds(BUFFERING_WAIT) &&
stream->GetCachedDataEnd(mDecoder->mDecoderPosition) < mBufferingEndOffset &&
!stream->IsDataCachedToEndOfStream(mDecoder->mDecoderPosition) &&
!stream->IsSuspendedByCache()) {
LOG(PR_LOG_DEBUG,
("In buffering: buffering data until %u bytes available or %f seconds",
PRUint32(mBufferingEndOffset - stream->GetCachedDataEnd(mDecoder->mDecoderPosition)),
BUFFERING_WAIT - elapsed.ToSeconds()));
("In buffering: buffering data until %d bytes available or %f seconds",
PRUint32(mBufferingEndOffset - mDecoder->GetCurrentStream()->GetCachedDataEnd(mDecoder->mDecoderPosition)),
BUFFERING_WAIT - (now - mBufferingStart).ToSeconds()));
Wait(1000);
if (mState == DECODER_STATE_SHUTDOWN)
continue;
@ -1112,6 +1089,7 @@ nsresult nsBuiltinDecoderStateMachine::Run()
}
if (mState != DECODER_STATE_BUFFERING) {
mBufferExhausted = PR_FALSE;
// Notify to allow blocked decoder thread to continue
mDecoder->GetMonitor().NotifyAll();
UpdateReadyState();
@ -1121,6 +1099,7 @@ nsresult nsBuiltinDecoderStateMachine::Run()
}
}
}
break;
}

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@ -242,17 +242,6 @@ public:
protected:
// Returns the number of unplayed ms of audio we've got decoded and/or
// pushed to the hardware waiting to play. This is how much audio we can
// play without having to run the audio decoder.
PRInt64 AudioDecodedMs() const;
// Returns PR_TRUE if we're running low on decoded data.
PRBool HasLowDecodedData() const;
// Returns PR_TRUE if we've got plenty of decoded data.
PRBool HasAmpleDecodedData() const;
// Returns PR_TRUE when there's decoded audio waiting to play.
// The decoder monitor must be held.
PRBool HasFutureAudio() const;

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@ -68,14 +68,6 @@
// Number of milliseconds of no data before a stall event is fired as defined by spec
#define STALL_MS 3000
// Number of estimated seconds worth of data we need to have buffered
// ahead of the current playback position before we allow the media decoder
// to report that it can play through the entire media without the decode
// catching up with the download. Having this margin make the
// nsMediaDecoder::CanPlayThrough() calculation more stable in the case of
// fluctuating bitrates.
#define CAN_PLAY_THROUGH_MARGIN 20
nsMediaDecoder::nsMediaDecoder() :
mElement(0),
mRGBWidth(-1),
@ -297,21 +289,5 @@ PRBool nsMediaDecoder::CanPlayThrough()
double timeToDownload =
(bytesToDownload + gDownloadSizeSafetyMargin)/stats.mDownloadRate;
double timeToPlay = bytesToPlayback/stats.mPlaybackRate;
if (timeToDownload > timeToPlay) {
// Estimated time to download is greater than the estimated time to play.
// We probably can't play through without having to stop to buffer.
return PR_FALSE;
}
// Estimated time to download is less than the estimated time to play.
// We can probably play through without having to buffer, but ensure that
// we've got a reasonable amount of data buffered after the current
// playback position, so that if the bitrate of the media fluctuates, or if
// our download rate or decode rate estimation is otherwise inaccurate,
// we don't suddenly discover that we need to buffer. This is particularly
// required near the start of the media, when not much data is downloaded.
PRInt64 readAheadMargin = stats.mPlaybackRate * CAN_PLAY_THROUGH_MARGIN;
return stats.mTotalBytes == stats.mDownloadPosition ||
stats.mDownloadPosition > stats.mPlaybackPosition + readAheadMargin;
return timeToDownload <= timeToPlay;
}