This prevent a bug where the graph would be using a SystemClockDriver even if it
was rendering Web Audio API content.
It went like this:
- An AudioContext was created.
- Some AudioNodeStream (Web Audio API MediaStreams) were created, but their
MediaStreamTrack was not added yet
- During the stream ordering, we would see that we were running an
AudioCallbackDriver (because the MSG was created using an AudioContext, and we
pass in hints regarding the type of MediaStreams that will be added in the
future, to open the audio stream as early as we can, because it can take some
time, the MSG was created directly using an AudioCallbackDriver)
- Also during the stream ordering, we see that none of our MediaStream have an
MediaStreamTrack with an audio track. This triggers a switch to a
SystemClockDriver, because the graph thinks there is no audio.
- During CreateAndDestroyAudioNode, we would not switch to an
AudioCallbackDriver on the first iteration (right after the UpdateStreamOrder
call), because we would be switching, and not during the iteration after,
because we thought we already switched (the first patch makes this more robust).
This basically forces an AudioCallbackDriver if there is an AudioNodeStream,
which prevents unnecessary GraphDriver switches (and save threads creation
destruction, audio stream create and destruction, and all other resources
associated with a GraphDriver).
This prevent a bug where the graph would be using a SystemClockDriver even if it
was rendering Web Audio API content.
It went like this:
- An AudioContext was created.
- Some AudioNodeStream (Web Audio API MediaStreams) were created, but their
MediaStreamTrack was not added yet
- During the stream ordering, we would see that we were running an
AudioCallbackDriver (because the MSG was created using an AudioContext, and we
pass in hints regarding the type of MediaStreams that will be added in the
future, to open the audio stream as early as we can, because it can take some
time, the MSG was created directly using an AudioCallbackDriver)
- Also during the stream ordering, we see that none of our MediaStream have an
MediaStreamTrack with an audio track. This triggers a switch to a
SystemClockDriver, because the graph thinks there is no audio.
- During CreateAndDestroyAudioNode, we would not switch to an
AudioCallbackDriver on the first iteration (right after the UpdateStreamOrder
call), because we would be switching, and not during the iteration after,
because we thought we already switched (the first patch makes this more robust).
This basically forces an AudioCallbackDriver if there is an AudioNodeStream,
which prevents unnecessary GraphDriver switches (and save threads creation
destruction, audio stream create and destruction, and all other resources
associated with a GraphDriver).
--HG--
extra : rebase_source : 3c79c64a5dffee4c059d286125f0446c04a07a01
In nsImageLoadingContent whether a decode error put our image state into error depends on when the decode starts in relation to the network load event for the image. In nsImageLoadingContent::OnStopRequest if a decode has been started then we wait until the decode is complete to fire the load/error event. When we fire this event we also update the image state. However if a decode has not started by the time OnStopRequest runs, but a decode does happen later then when it completes nsImageLoadingContent::Notify does nothing, and our image state stays as non-error.