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Bug 589626 merge backout. a=backout
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dbc8aacdeb
@ -330,15 +330,6 @@ template <class T> class MediaQueue : private nsDeque {
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return GetSize() == 0 && mEndOfStream;
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}
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// Returns PR_TRUE if the media queue has had its last sample added to it.
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// This happens when the media stream has been completely decoded. Note this
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// does not mean that the corresponding stream has finished playback.
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PRBool IsFinished() {
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MonitorAutoEnter mon(mMonitor);
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return mEndOfStream;
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}
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// Informs the media queue that it won't be receiving any more samples.
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void Finish() {
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MonitorAutoEnter mon(mMonitor);
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mEndOfStream = PR_TRUE;
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@ -99,11 +99,6 @@ const PRUint32 SILENCE_BYTES_CHUNK = 32 * 1024;
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// less than LOW_VIDEO_FRAMES frames.
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static const PRUint32 LOW_VIDEO_FRAMES = 1;
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// If we've got more than AMPLE_VIDEO_FRAMES decoded video frames waiting in
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// the video queue, we will not decode any more video frames until some have
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// been consumed by the play state machine thread.
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static const PRUint32 AMPLE_VIDEO_FRAMES = 10;
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// Arbitrary "frame duration" when playing only audio.
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static const int AUDIO_DURATION_MS = 40;
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@ -167,20 +162,19 @@ nsBuiltinDecoderStateMachine::~nsBuiltinDecoderStateMachine()
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PRBool nsBuiltinDecoderStateMachine::HasFutureAudio() const {
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mDecoder->GetMonitor().AssertCurrentThreadIn();
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NS_ASSERTION(HasAudio(), "Should only call HasFutureAudio() when we have audio");
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// We've got audio ready to play if:
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// 1. We've not completed playback of audio, and
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// 2. we either have more than the threshold of decoded audio available, or
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// we've completely decoded all audio (but not finished playing it yet
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// as per 1).
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return !mAudioCompleted &&
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(AudioDecodedMs() > LOW_AUDIO_MS || mReader->mAudioQueue.IsFinished());
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PRBool aboveLowAudioThreshold = PR_FALSE;
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if (mAudioEndTime != -1) {
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aboveLowAudioThreshold = mAudioEndTime - GetMediaTime() > LOW_AUDIO_MS;
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}
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return HasAudio() &&
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!mAudioCompleted &&
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(mReader->mAudioQueue.GetSize() > 0 || aboveLowAudioThreshold);
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}
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PRBool nsBuiltinDecoderStateMachine::HaveNextFrameData() const {
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mDecoder->GetMonitor().AssertCurrentThreadIn();
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return (!HasAudio() || HasFutureAudio()) &&
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(!HasVideo() || mReader->mVideoQueue.GetSize() > 0);
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return ((!HasAudio() || mReader->mAudioQueue.AtEndOfStream()) &&
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mReader->mVideoQueue.GetSize() > 0) ||
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HasFutureAudio();
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}
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void nsBuiltinDecoderStateMachine::DecodeLoop()
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@ -207,7 +201,12 @@ void nsBuiltinDecoderStateMachine::DecodeLoop()
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// Once we've decoded more than videoPumpThreshold video frames, we'll
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// no longer be considered to be "pumping video".
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const unsigned videoPumpThreshold = AMPLE_VIDEO_FRAMES / 2;
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const unsigned videoPumpThreshold = 5;
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// If we've got more than videoWaitThreshold decoded video frames waiting in
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// the video queue, we will not decode any more video frames until they've
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// been consumed by the play state machine thread.
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const unsigned videoWaitThreshold = 10;
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// After the audio decode fills with more than audioPumpThresholdMs ms
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// of decoded audio, we'll start to check whether the audio or video decode
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@ -222,6 +221,12 @@ void nsBuiltinDecoderStateMachine::DecodeLoop()
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// Wait for more data to download if we've exhausted all our
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// buffered data.
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MonitorAutoEnter mon(mDecoder->GetMonitor());
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while (!mStopDecodeThreads &&
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mBufferExhausted &&
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mState != DECODER_STATE_SHUTDOWN)
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{
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mon.Wait();
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}
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if (mState == DECODER_STATE_SHUTDOWN || mStopDecodeThreads)
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break;
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}
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@ -229,7 +234,7 @@ void nsBuiltinDecoderStateMachine::DecodeLoop()
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PRUint32 videoQueueSize = mReader->mVideoQueue.GetSize();
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// Don't decode any more frames if we've filled our buffers.
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// Limits memory consumption.
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if (videoQueueSize > AMPLE_VIDEO_FRAMES) {
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if (videoQueueSize > videoWaitThreshold) {
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videoWait = PR_TRUE;
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}
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@ -239,8 +244,7 @@ void nsBuiltinDecoderStateMachine::DecodeLoop()
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if (videoPump && videoQueueSize >= videoPumpThreshold) {
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videoPump = PR_FALSE;
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}
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if (audioPlaying &&
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!videoPump &&
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if (!videoPump &&
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videoPlaying &&
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videoQueueSize < LOW_VIDEO_FRAMES)
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{
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@ -279,7 +283,9 @@ void nsBuiltinDecoderStateMachine::DecodeLoop()
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videoPlaying = mReader->DecodeVideoFrame(skipToNextKeyframe, currentTime);
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{
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MonitorAutoEnter mon(mDecoder->GetMonitor());
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mBufferExhausted = mDecoder->mDecoderPosition > initialDownloadPosition;
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if (mDecoder->mDecoderPosition > initialDownloadPosition) {
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mBufferExhausted = PR_TRUE;
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}
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}
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}
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{
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@ -293,7 +299,9 @@ void nsBuiltinDecoderStateMachine::DecodeLoop()
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audioPlaying = mReader->DecodeAudioData();
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{
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MonitorAutoEnter mon(mDecoder->GetMonitor());
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mBufferExhausted = mDecoder->mDecoderPosition > initialDownloadPosition;
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if (mDecoder->mDecoderPosition > initialDownloadPosition) {
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mBufferExhausted = PR_TRUE;
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}
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}
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}
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@ -317,15 +325,11 @@ void nsBuiltinDecoderStateMachine::DecodeLoop()
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if (mState == DECODER_STATE_SHUTDOWN || mStopDecodeThreads) {
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break;
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}
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if ((!HasAudio() || (audioWait && audioPlaying)) &&
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(!HasVideo() || (videoWait && videoPlaying)))
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{
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// All active bitstreams' decode is well ahead of the playback
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// position, we may as well wait for the playback to catch up.
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// Set mBufferExhausted to PR_FALSE, as we'll receive more data
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// while we wait.
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mBufferExhausted = PR_FALSE;
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// position, we may as well wait have for the playback to catch up.
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mon.Wait();
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}
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}
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@ -851,39 +855,6 @@ nsBuiltinDecoderStateMachine::StartDecodeThreads()
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return NS_OK;
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}
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PRInt64 nsBuiltinDecoderStateMachine::AudioDecodedMs() const
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{
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NS_ASSERTION(HasAudio(),
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"Should only call AudioDecodedMs() when we have audio");
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// The amount of audio we have decoded is the amount of audio data we've
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// already decoded and pushed to the hardware, plus the amount of audio
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// data waiting to be pushed to the hardware.
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PRInt64 pushed = (mAudioEndTime != -1) ? (mAudioEndTime - GetMediaTime()) : 0;
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return pushed + mReader->mAudioQueue.Duration();
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}
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PRBool nsBuiltinDecoderStateMachine::HasLowDecodedData() const
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{
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// We consider ourselves low on decoded data if we're low on audio, or
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// if we're only playing video and we're low on video frames.
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return (HasAudio() && AudioDecodedMs() < LOW_AUDIO_MS)
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(!HasAudio() &&
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HasVideo() &&
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(PRUint32)mReader->mVideoQueue.GetSize() < LOW_VIDEO_FRAMES);
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}
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PRBool nsBuiltinDecoderStateMachine::HasAmpleDecodedData() const
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{
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return (!HasAudio() ||
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AudioDecodedMs() >= AMPLE_AUDIO_MS ||
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mReader->mAudioQueue.IsFinished())
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&&
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(!HasVideo() ||
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(PRUint32)mReader->mVideoQueue.GetSize() > AMPLE_VIDEO_FRAMES ||
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mReader->mVideoQueue.AtEndOfStream());
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}
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nsresult nsBuiltinDecoderStateMachine::Run()
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{
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NS_ASSERTION(IsCurrentThread(mDecoder->mStateMachineThread),
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@ -974,16 +945,25 @@ nsresult nsBuiltinDecoderStateMachine::Run()
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continue;
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if (mBufferExhausted &&
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HasLowDecodedData() &&
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mDecoder->GetState() == nsBuiltinDecoder::PLAY_STATE_PLAYING &&
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!stream->IsDataCachedToEndOfStream(mDecoder->mDecoderPosition) &&
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!stream->IsSuspended())
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!mDecoder->GetCurrentStream()->IsDataCachedToEndOfStream(mDecoder->mDecoderPosition) &&
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!mDecoder->GetCurrentStream()->IsSuspendedByCache() &&
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((HasAudio() && mReader->mAudioQueue.Duration() < LOW_AUDIO_MS) ||
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(HasVideo() && (PRUint32)mReader->mVideoQueue.GetSize() < LOW_VIDEO_FRAMES)))
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{
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// We're low on decoded data, and/or our decode has caught up with
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// the download. Let's buffer to make sure we can play a decent
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// amount of video in the future.
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// There is at most one frame in the queue and there's
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// more data to load. Let's buffer to make sure we can play a
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// decent amount of video in the future.
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StartBuffering();
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} else {
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if (mBufferExhausted) {
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// This will wake up the decode thread and force it to try to
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// decode video and audio. This guarantees we make progress.
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mBufferExhausted = PR_FALSE;
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mDecoder->GetMonitor().NotifyAll();
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}
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}
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}
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break;
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@ -1086,20 +1066,17 @@ nsresult nsBuiltinDecoderStateMachine::Run()
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case DECODER_STATE_BUFFERING:
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{
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// We will remain in the buffering state if we've not decoded enough
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// data to begin playback, or if we've not downloaded a reasonable
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// amount of data inside our buffering time.
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TimeDuration elapsed = TimeStamp::Now() - mBufferingStart;
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if ((!mDecoder->CanPlayThrough() || !HasAmpleDecodedData()) &&
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elapsed < TimeDuration::FromSeconds(BUFFERING_WAIT) &&
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stream->GetCachedDataEnd(mDecoder->mDecoderPosition) < mBufferingEndOffset &&
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!stream->IsDataCachedToEndOfStream(mDecoder->mDecoderPosition) &&
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!stream->IsSuspended())
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{
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TimeStamp now = TimeStamp::Now();
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nsMediaStream* stream = mDecoder->GetCurrentStream();
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if (!mDecoder->CanPlayThrough() &&
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now - mBufferingStart < TimeDuration::FromSeconds(BUFFERING_WAIT) &&
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stream->GetCachedDataEnd(mDecoder->mDecoderPosition) < mBufferingEndOffset &&
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!stream->IsDataCachedToEndOfStream(mDecoder->mDecoderPosition) &&
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!stream->IsSuspendedByCache()) {
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LOG(PR_LOG_DEBUG,
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("In buffering: buffering data until %u bytes available or %f seconds",
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PRUint32(mBufferingEndOffset - stream->GetCachedDataEnd(mDecoder->mDecoderPosition)),
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BUFFERING_WAIT - elapsed.ToSeconds()));
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("In buffering: buffering data until %d bytes available or %f seconds",
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PRUint32(mBufferingEndOffset - mDecoder->GetCurrentStream()->GetCachedDataEnd(mDecoder->mDecoderPosition)),
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BUFFERING_WAIT - (now - mBufferingStart).ToSeconds()));
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Wait(1000);
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if (mState == DECODER_STATE_SHUTDOWN)
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continue;
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@ -1112,6 +1089,7 @@ nsresult nsBuiltinDecoderStateMachine::Run()
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}
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if (mState != DECODER_STATE_BUFFERING) {
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mBufferExhausted = PR_FALSE;
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// Notify to allow blocked decoder thread to continue
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mDecoder->GetMonitor().NotifyAll();
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UpdateReadyState();
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@ -1121,6 +1099,7 @@ nsresult nsBuiltinDecoderStateMachine::Run()
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}
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}
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}
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break;
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}
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@ -242,17 +242,6 @@ public:
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protected:
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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 if we're running low on decoded data.
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PRBool HasLowDecodedData() const;
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// Returns PR_TRUE if we've got plenty of decoded data.
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PRBool HasAmpleDecodedData() 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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@ -68,14 +68,6 @@
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// Number of milliseconds of no data before a stall event is fired as defined by spec
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#define STALL_MS 3000
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// Number of estimated seconds worth of data we need to have buffered
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// ahead of the current playback position before we allow the media decoder
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// to report that it can play through the entire media without the decode
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// catching up with the download. Having this margin make the
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// nsMediaDecoder::CanPlayThrough() calculation more stable in the case of
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// fluctuating bitrates.
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#define CAN_PLAY_THROUGH_MARGIN 20
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nsMediaDecoder::nsMediaDecoder() :
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mElement(0),
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mRGBWidth(-1),
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@ -297,21 +289,5 @@ PRBool nsMediaDecoder::CanPlayThrough()
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double timeToDownload =
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(bytesToDownload + gDownloadSizeSafetyMargin)/stats.mDownloadRate;
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double timeToPlay = bytesToPlayback/stats.mPlaybackRate;
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if (timeToDownload > timeToPlay) {
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// Estimated time to download is greater than the estimated time to play.
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// We probably can't play through without having to stop to buffer.
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return PR_FALSE;
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}
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// Estimated time to download is less than the estimated time to play.
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// We can probably play through without having to buffer, but ensure that
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// we've got a reasonable amount of data buffered after the current
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// playback position, so that if the bitrate of the media fluctuates, or if
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// our download rate or decode rate estimation is otherwise inaccurate,
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// we don't suddenly discover that we need to buffer. This is particularly
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// required near the start of the media, when not much data is downloaded.
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PRInt64 readAheadMargin = stats.mPlaybackRate * CAN_PLAY_THROUGH_MARGIN;
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return stats.mTotalBytes == stats.mDownloadPosition ||
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stats.mDownloadPosition > stats.mPlaybackPosition + readAheadMargin;
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return timeToDownload <= timeToPlay;
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}
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