Bug 610570 - Only skip to next keyframe when not running out of data to decode. r=roc a=blocking2.0

This commit is contained in:
Chris Pearce 2010-11-29 09:06:38 +13:00
Родитель 11adeac7c0
Коммит a184b0edd8
2 изменённых файлов: 87 добавлений и 60 удалений

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@ -69,17 +69,15 @@ extern PRLogModuleInfo* gBuiltinDecoderLog;
// If audio queue has less than this many ms of decoded audio, we won't risk // If audio queue has less than this many ms of decoded audio, we won't risk
// trying to decode the video, we'll skip decoding video up to the next // trying to decode the video, we'll skip decoding video up to the next
// keyframe. // keyframe. We may increase this value for an individual decoder if we
// // encounter video frames which take a long time to decode.
// Also if the decode catches up with the end of the downloaded data,
// we'll only go into BUFFERING state if we've got audio and have queued
// less than LOW_AUDIO_MS of audio, or if we've got video and have queued
// less than LOW_VIDEO_FRAMES frames.
static const PRUint32 LOW_AUDIO_MS = 300; static const PRUint32 LOW_AUDIO_MS = 300;
// If more than this many ms of decoded audio is queued, we'll hold off // If more than this many ms of decoded audio is queued, we'll hold off
// decoding more audio. // decoding more audio. If we increase the low audio threshold (see
const unsigned AMPLE_AUDIO_MS = 2000; // LOW_AUDIO_MS above) we'll also increase this value to ensure it's not
// less than the low audio threshold.
const unsigned AMPLE_AUDIO_MS = 1000;
// Maximum number of bytes we'll allocate and write at once to the audio // Maximum number of bytes we'll allocate and write at once to the audio
// hardware when the audio stream contains missing samples and we're // hardware when the audio stream contains missing samples and we're
@ -91,11 +89,6 @@ const PRUint32 SILENCE_BYTES_CHUNK = 32 * 1024;
// If we have fewer than LOW_VIDEO_FRAMES decoded frames, and // If we have fewer than LOW_VIDEO_FRAMES decoded frames, and
// we're not "pumping video", we'll skip the video up to the next keyframe // we're not "pumping video", we'll skip the video up to the next keyframe
// which is at or after the current playback position. // which is at or after the current playback position.
//
// Also if the decode catches up with the end of the downloaded data,
// we'll only go into BUFFERING state if we've got audio and have queued
// less than LOW_AUDIO_MS of audio, or if we've got video and have queued
// less than LOW_VIDEO_FRAMES frames.
static const PRUint32 LOW_VIDEO_FRAMES = 1; static const PRUint32 LOW_VIDEO_FRAMES = 1;
// If we've got more than AMPLE_VIDEO_FRAMES decoded video frames waiting in // If we've got more than AMPLE_VIDEO_FRAMES decoded video frames waiting in
@ -106,6 +99,24 @@ static const PRUint32 AMPLE_VIDEO_FRAMES = 10;
// Arbitrary "frame duration" when playing only audio. // Arbitrary "frame duration" when playing only audio.
static const int AUDIO_DURATION_MS = 40; static const int AUDIO_DURATION_MS = 40;
// If we increase our "low audio threshold" (see LOW_AUDIO_MS above), we
// use this as a factor in all our calculations. Increasing this will cause
// us to be more likely to increase our low audio threshold, and to
// increase it by more.
static const int THRESHOLD_FACTOR = 2;
// Number of milliseconds worth of estimated data we'll try to maintain
// ahead of the decoder position when playing non-live streams. If the
// decoder position catches up with the download and comes within this
// many ms of estimated data, we'll stop playback and start to buffer.
static const double NORMAL_BUFFER_MARGIN = 100.0;
// Arbitrary number of bytes we try to keep buffered ahead of the download
// position when playing a live or non-seekable stream. When playing a live
// or non-seekable stream, if we have less than this amount of downloaded
// undecoded data, we'll stop playback and start buffering.
static const int LIVE_BUFFER_MARGIN = 100000;
class nsAudioMetadataEventRunner : public nsRunnable class nsAudioMetadataEventRunner : public nsRunnable
{ {
private: private:
@ -212,6 +223,15 @@ void nsBuiltinDecoderStateMachine::DecodeLoop()
// is falling behind. // is falling behind.
const unsigned audioPumpThresholdMs = LOW_AUDIO_MS * 2; const unsigned audioPumpThresholdMs = LOW_AUDIO_MS * 2;
// Our local low audio threshold. We may increase this if we're slow to
// decode video frames, in order to reduce the chance of audio underruns.
PRInt64 lowAudioThreshold = LOW_AUDIO_MS;
// Our local ample audio threshold. If we increase lowAudioThreshold, we'll
// also increase this to appropriately (we don't want lowAudioThreshold to
// be greater than ampleAudioThreshold, else we'd stop decoding!).
PRInt64 ampleAudioThreshold = AMPLE_AUDIO_MS;
// Main decode loop. // Main decode loop.
while (videoPlaying || audioPlaying) { while (videoPlaying || audioPlaying) {
PRBool audioWait = !audioPlaying; PRBool audioWait = !audioPlaying;
@ -237,19 +257,12 @@ void nsBuiltinDecoderStateMachine::DecodeLoop()
if (videoPump && videoQueueSize >= videoPumpThreshold) { if (videoPump && videoQueueSize >= videoPumpThreshold) {
videoPump = PR_FALSE; videoPump = PR_FALSE;
} }
if (audioPlaying &&
!videoPump &&
videoPlaying &&
videoQueueSize < LOW_VIDEO_FRAMES)
{
skipToNextKeyframe = PR_TRUE;
}
// Determine how much audio data is decoded ahead of the current playback // Determine how much audio data is decoded ahead of the current playback
// position. // position.
PRInt64 initialDownloadPosition = 0;
PRInt64 currentTime = 0; PRInt64 currentTime = 0;
PRInt64 audioDecoded = 0; PRInt64 audioDecoded = 0;
PRBool decodeCloseToDownload = PR_FALSE;
{ {
MonitorAutoEnter mon(mDecoder->GetMonitor()); MonitorAutoEnter mon(mDecoder->GetMonitor());
currentTime = GetMediaTime(); currentTime = GetMediaTime();
@ -257,31 +270,59 @@ void nsBuiltinDecoderStateMachine::DecodeLoop()
if (mAudioEndTime != -1) { if (mAudioEndTime != -1) {
audioDecoded += mAudioEndTime - currentTime; audioDecoded += mAudioEndTime - currentTime;
} }
initialDownloadPosition = decodeCloseToDownload = IsDecodeCloseToDownload();
mDecoder->GetCurrentStream()->GetCachedDataEnd(mDecoder->mDecoderPosition);
} }
// Don't decode any audio if the audio decode is way ahead. // Don't decode any audio if the audio decode is way ahead.
if (audioDecoded > AMPLE_AUDIO_MS) { if (audioDecoded > ampleAudioThreshold) {
audioWait = PR_TRUE; audioWait = PR_TRUE;
} }
if (audioPump && audioDecoded > audioPumpThresholdMs) { if (audioPump && audioDecoded > audioPumpThresholdMs) {
audioPump = PR_FALSE; audioPump = PR_FALSE;
} }
if (!audioPump && audioPlaying && audioDecoded < LOW_AUDIO_MS) { // We'll skip the video decode to the nearest keyframe if we're low on
// audio, or if we're low on video, provided we're not running low on
// data to decode. If we're running low on downloaded data to decode,
// we won't start keyframe skipping, as we'll be pausing playback to buffer
// soon anyway and we'll want to be able to display frames immediately
// after buffering finishes.
if (!skipToNextKeyframe &&
videoPlaying &&
!decodeCloseToDownload &&
((!audioPump && audioPlaying && audioDecoded < lowAudioThreshold) ||
(!videoPump && videoQueueSize < LOW_VIDEO_FRAMES)))
{
skipToNextKeyframe = PR_TRUE; skipToNextKeyframe = PR_TRUE;
LOG(PR_LOG_DEBUG, ("Skipping video decode to the next keyframe"));
} }
// Video decode.
if (videoPlaying && !videoWait) { if (videoPlaying && !videoWait) {
// Time the video decode, so that if it's slow, we can increase our low
// audio threshold to reduce the chance of an audio underrun while we're
// waiting for a video decode to complete.
TimeStamp start = TimeStamp::Now();
videoPlaying = mReader->DecodeVideoFrame(skipToNextKeyframe, currentTime); videoPlaying = mReader->DecodeVideoFrame(skipToNextKeyframe, currentTime);
TimeDuration decodeTime = TimeStamp::Now() - start;
if (!decodeCloseToDownload &&
THRESHOLD_FACTOR * decodeTime.ToMilliseconds() > lowAudioThreshold)
{
lowAudioThreshold =
NS_MIN(static_cast<PRInt64>(THRESHOLD_FACTOR * decodeTime.ToMilliseconds()),
static_cast<PRInt64>(AMPLE_AUDIO_MS));
ampleAudioThreshold = NS_MAX(THRESHOLD_FACTOR * lowAudioThreshold,
ampleAudioThreshold);
LOG(PR_LOG_DEBUG,
("Slow video decode, set lowAudioThreshold=%lld ampleAudioThreshold=%lld",
lowAudioThreshold, ampleAudioThreshold));
}
} }
{ {
MonitorAutoEnter mon(mDecoder->GetMonitor()); MonitorAutoEnter mon(mDecoder->GetMonitor());
initialDownloadPosition =
mDecoder->GetCurrentStream()->GetCachedDataEnd(mDecoder->mDecoderPosition);
mDecoder->GetMonitor().NotifyAll(); mDecoder->GetMonitor().NotifyAll();
} }
// Audio decode.
if (audioPlaying && !audioWait) { if (audioPlaying && !audioWait) {
audioPlaying = mReader->DecodeAudioData(); audioPlaying = mReader->DecodeAudioData();
} }
@ -845,32 +886,17 @@ PRInt64 nsBuiltinDecoderStateMachine::AudioDecodedMs() const
return pushed + mReader->mAudioQueue.Duration(); return pushed + mReader->mAudioQueue.Duration();
} }
PRBool nsBuiltinDecoderStateMachine::HasLowDecodedData() const PRBool nsBuiltinDecoderStateMachine::IsDecodeCloseToDownload()
{ {
// We consider ourselves low on decoded data if we're low on audio, nsMediaStream* stream = mDecoder->GetCurrentStream();
// provided we've not decoded to the end of the audio stream, or PRInt64 decodePos = mDecoder->mDecoderPosition;
// if we're only playing video and we're low on video frames, provided PRInt64 downloadPos = stream->GetCachedDataEnd(decodePos);
// we've not decoded to the end of the video stream. PRInt64 length = stream->GetLength();
return ((HasAudio() && double bufferTarget = GetDuration() / NORMAL_BUFFER_MARGIN;
!mReader->mAudioQueue.IsFinished() && double threshold = (bufferTarget > 0 && length != -1) ?
AudioDecodedMs() < LOW_AUDIO_MS) (length / (bufferTarget)) : LIVE_BUFFER_MARGIN;
|| return (downloadPos - decodePos) < threshold;
(!HasAudio() && }
HasVideo() &&
!mReader->mVideoQueue.IsFinished() &&
(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() nsresult nsBuiltinDecoderStateMachine::Run()
{ {
@ -961,7 +987,7 @@ nsresult nsBuiltinDecoderStateMachine::Run()
if (mState != DECODER_STATE_DECODING) if (mState != DECODER_STATE_DECODING)
continue; continue;
if (HasLowDecodedData() && if (IsDecodeCloseToDownload() &&
mDecoder->GetState() == nsBuiltinDecoder::PLAY_STATE_PLAYING && mDecoder->GetState() == nsBuiltinDecoder::PLAY_STATE_PLAYING &&
!stream->IsDataCachedToEndOfStream(mDecoder->mDecoderPosition) && !stream->IsDataCachedToEndOfStream(mDecoder->mDecoderPosition) &&
!stream->IsSuspended()) !stream->IsSuspended())
@ -1081,7 +1107,7 @@ nsresult nsBuiltinDecoderStateMachine::Run()
// amount of data inside our buffering time. // amount of data inside our buffering time.
TimeDuration elapsed = TimeStamp::Now() - mBufferingStart; TimeDuration elapsed = TimeStamp::Now() - mBufferingStart;
PRBool isLiveStream = mDecoder->GetCurrentStream()->GetLength() == -1; PRBool isLiveStream = mDecoder->GetCurrentStream()->GetLength() == -1;
if (((!isLiveStream && !mDecoder->CanPlayThrough()) || !HasAmpleDecodedData()) && if ((isLiveStream || !mDecoder->CanPlayThrough()) &&
elapsed < TimeDuration::FromSeconds(BUFFERING_WAIT) && elapsed < TimeDuration::FromSeconds(BUFFERING_WAIT) &&
stream->GetCachedDataEnd(mDecoder->mDecoderPosition) < mBufferingEndOffset && stream->GetCachedDataEnd(mDecoder->mDecoderPosition) < mBufferingEndOffset &&
!stream->IsDataCachedToEndOfStream(mDecoder->mDecoderPosition) && !stream->IsDataCachedToEndOfStream(mDecoder->mDecoderPosition) &&

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@ -252,17 +252,18 @@ public:
protected: protected:
// Returns PR_TRUE if the decode is withing an estimated one tenth of a
// second's worth of data of the download, i.e. the decode has almost
// caught up with the download. If we can't estimate one tenth of a second's
// worth of data, we'll return PR_TRUE if the decode is within 100KB of
// the download.
PRBool IsDecodeCloseToDownload();
// Returns the number of unplayed ms of audio we've got decoded and/or // 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 // pushed to the hardware waiting to play. This is how much audio we can
// play without having to run the audio decoder. // play without having to run the audio decoder.
PRInt64 AudioDecodedMs() const; 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. // Returns PR_TRUE when there's decoded audio waiting to play.
// The decoder monitor must be held. // The decoder monitor must be held.
PRBool HasFutureAudio() const; PRBool HasFutureAudio() const;