gecko-dev/content/media/directshow/DirectShowReader.h

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/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* vim:set ts=2 sw=2 sts=2 et cindent: */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#if !defined(DirectShowReader_h_)
#define DirectShowReader_h_
#include "Windows.h" // HRESULT, DWORD
#include "MediaDecoderReader.h"
#include "mozilla/RefPtr.h"
class IGraphBuilder;
class IMediaControl;
class IMediaSeeking;
class IMediaEventEx;
namespace mozilla {
class AudioSinkFilter;
class SourceFilter;
namespace dom {
class TimeRanges;
}
// Decoder backend for decoding MP3 using DirectShow. DirectShow operates as
// a filter graph. The basic design of the DirectShowReader is that we have
// a SourceFilter that wraps the MediaResource that connects to the
// MP3 decoder filter. The MP3 decoder filter "pulls" data as it requires it
// downstream on its own thread. When the MP3 decoder has produced a block of
// decoded samples, its thread calls downstream into our AudioSinkFilter,
// passing the decoded buffer in. The AudioSinkFilter inserts the samples into
// a SampleSink object. The SampleSink blocks the MP3 decoder's thread until
// the decode thread calls DecodeAudioData(), whereupon the SampleSink
// releases the decoded samples to the decode thread, and unblocks the MP3
// decoder's thread. The MP3 decoder can then request more data from the
// SourceFilter, and decode more data. If the decode thread calls
// DecodeAudioData() and there's no decoded samples waiting to be extracted
// in the SampleSink, the SampleSink blocks the decode thread until the MP3
// decoder produces a decoded sample.
class DirectShowReader : public MediaDecoderReader
{
public:
DirectShowReader(AbstractMediaDecoder* aDecoder);
virtual ~DirectShowReader();
nsresult Init(MediaDecoderReader* aCloneDonor) MOZ_OVERRIDE;
bool DecodeAudioData() MOZ_OVERRIDE;
bool DecodeVideoFrame(bool &aKeyframeSkip,
int64_t aTimeThreshold) MOZ_OVERRIDE;
bool HasAudio() MOZ_OVERRIDE;
bool HasVideo() MOZ_OVERRIDE;
nsresult ReadMetadata(VideoInfo* aInfo,
MetadataTags** aTags) MOZ_OVERRIDE;
nsresult Seek(int64_t aTime,
int64_t aStartTime,
int64_t aEndTime,
int64_t aCurrentTime) MOZ_OVERRIDE;
nsresult GetBuffered(mozilla::dom::TimeRanges* aBuffered,
int64_t aStartTime) MOZ_OVERRIDE;
void OnDecodeThreadStart() MOZ_OVERRIDE;
void OnDecodeThreadFinish() MOZ_OVERRIDE;
private:
// Calls mAudioQueue.Finish(), and notifies the filter graph that playback
// is complete. aStatus is the code to send to the filter graph.
// Always returns false, so that we can just "return Finish()" from
// DecodeAudioData().
bool Finish(HRESULT aStatus);
// DirectShow filter graph, and associated playback and seeking
// control interfaces.
RefPtr<IGraphBuilder> mGraph;
RefPtr<IMediaControl> mControl;
RefPtr<IMediaSeeking> mMediaSeeking;
// Wraps the MediaResource, and feeds undecoded data into the filter graph.
RefPtr<SourceFilter> mSourceFilter;
// Sits at the end of the graph, removing decoded samples from the graph.
// The graph will block while this is blocked, i.e. it will pause decoding.
RefPtr<AudioSinkFilter> mAudioSinkFilter;
#ifdef DEBUG
// Used to add/remove the filter graph to the Running Object Table. You can
// connect GraphEdit/GraphStudio to the graph to observe and/or debug its
// topology and state.
DWORD mRotRegister;
#endif
// Number of channels in the audio stream.
uint32_t mNumChannels;
// Samples per second in the audio stream.
uint32_t mAudioRate;
// Number of bytes per sample. Can be either 1 or 2.
uint32_t mBytesPerSample;
};
} // namespace mozilla
#endif