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aa8aee7920
This makes it easy to share the state machine thread, and for it to shut down automatically when the last reference is dropped to it.
841 lines
34 KiB
C++
841 lines
34 KiB
C++
/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* vim:set ts=2 sw=2 sts=2 et cindent: */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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/*
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Each video element for a media file has two threads:
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1) The Audio thread writes the decoded audio data to the audio
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hardware. This is done in a separate thread to ensure that the
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audio hardware gets a constant stream of data without
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interruption due to decoding or display. At some point
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AudioStream will be refactored to have a callback interface
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where it asks for data and an extra thread will no longer be
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needed.
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2) The decode thread. This thread reads from the media stream and
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decodes the Theora and Vorbis data. It places the decoded data into
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queues for the other threads to pull from.
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All file reads, seeks, and all decoding must occur on the decode thread.
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Synchronisation of state between the thread is done via a monitor owned
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by MediaDecoder.
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The lifetime of the decode and audio threads is controlled by the state
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machine when it runs on the shared state machine thread. When playback
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needs to occur they are created and events dispatched to them to run
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them. These events exit when decoding/audio playback is completed or
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no longer required.
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A/V synchronisation is handled by the state machine. It examines the audio
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playback time and compares this to the next frame in the queue of video
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frames. If it is time to play the video frame it is then displayed, otherwise
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it schedules the state machine to run again at the time of the next frame.
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Frame skipping is done in the following ways:
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1) The state machine will skip all frames in the video queue whose
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display time is less than the current audio time. This ensures
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the correct frame for the current time is always displayed.
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2) The decode thread will stop decoding interframes and read to the
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next keyframe if it determines that decoding the remaining
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interframes will cause playback issues. It detects this by:
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a) If the amount of audio data in the audio queue drops
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below a threshold whereby audio may start to skip.
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b) If the video queue drops below a threshold where it
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will be decoding video data that won't be displayed due
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to the decode thread dropping the frame immediately.
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When hardware accelerated graphics is not available, YCbCr conversion
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is done on the decode thread when video frames are decoded.
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The decode thread pushes decoded audio and videos frames into two
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separate queues - one for audio and one for video. These are kept
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separate to make it easy to constantly feed audio data to the audio
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hardware while allowing frame skipping of video data. These queues are
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threadsafe, and neither the decode, audio, or state machine should
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be able to monopolize them, and cause starvation of the other threads.
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Both queues are bounded by a maximum size. When this size is reached
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the decode thread will no longer decode video or audio depending on the
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queue that has reached the threshold. If both queues are full, the decode
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thread will wait on the decoder monitor.
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When the decode queues are full (they've reaced their maximum size) and
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the decoder is not in PLAYING play state, the state machine may opt
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to shut down the decode thread in order to conserve resources.
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During playback the audio thread will be idle (via a Wait() on the
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monitor) if the audio queue is empty. Otherwise it constantly pops
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audio data off the queue and plays it with a blocking write to the audio
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hardware (via AudioStream).
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*/
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#if !defined(MediaDecoderStateMachine_h__)
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#define MediaDecoderStateMachine_h__
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#include "mozilla/Attributes.h"
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#include "nsThreadUtils.h"
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#include "MediaDecoder.h"
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#include "AudioAvailableEventManager.h"
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#include "mozilla/ReentrantMonitor.h"
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#include "MediaDecoderReader.h"
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#include "MediaDecoderOwner.h"
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#include "MediaMetadataManager.h"
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class nsITimer;
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namespace mozilla {
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class AudioSegment;
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class VideoSegment;
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class MediaTaskQueue;
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class SharedThreadPool;
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// GetCurrentTime is defined in winbase.h as zero argument macro forwarding to
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// GetTickCount() and conflicts with MediaDecoderStateMachine::GetCurrentTime
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// implementation.
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#ifdef GetCurrentTime
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#undef GetCurrentTime
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#endif
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/*
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The state machine class. This manages the decoding and seeking in the
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MediaDecoderReader on the decode thread, and A/V sync on the shared
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state machine thread, and controls the audio "push" thread.
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All internal state is synchronised via the decoder monitor. State changes
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are either propagated by NotifyAll on the monitor (typically when state
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changes need to be propagated to non-state machine threads) or by scheduling
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the state machine to run another cycle on the shared state machine thread.
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See MediaDecoder.h for more details.
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*/
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class MediaDecoderStateMachine : public nsRunnable
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{
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public:
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typedef MediaDecoder::DecodedStreamData DecodedStreamData;
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MediaDecoderStateMachine(MediaDecoder* aDecoder,
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MediaDecoderReader* aReader,
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bool aRealTime = false);
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~MediaDecoderStateMachine();
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nsresult Init(MediaDecoderStateMachine* aCloneDonor);
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// Enumeration for the valid decoding states
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enum State {
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DECODER_STATE_DECODING_METADATA,
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DECODER_STATE_WAIT_FOR_RESOURCES,
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DECODER_STATE_DORMANT,
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DECODER_STATE_DECODING,
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DECODER_STATE_SEEKING,
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DECODER_STATE_BUFFERING,
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DECODER_STATE_COMPLETED,
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DECODER_STATE_SHUTDOWN
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};
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State GetState() {
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AssertCurrentThreadInMonitor();
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return mState;
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}
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// Set the audio volume. The decoder monitor must be obtained before
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// calling this.
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void SetVolume(double aVolume);
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void SetAudioCaptured(bool aCapture);
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// Check if the decoder needs to become dormant state.
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bool IsDormantNeeded();
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// Set/Unset dormant state.
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void SetDormant(bool aDormant);
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void Shutdown();
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// Called from the main thread to get the duration. The decoder monitor
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// must be obtained before calling this. It is in units of microseconds.
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int64_t GetDuration();
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// Called from the main thread to set the duration of the media resource
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// if it is able to be obtained via HTTP headers. Called from the
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// state machine thread to set the duration if it is obtained from the
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// media metadata. The decoder monitor must be obtained before calling this.
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// aDuration is in microseconds.
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void SetDuration(int64_t aDuration);
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// Called while decoding metadata to set the end time of the media
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// resource. The decoder monitor must be obtained before calling this.
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// aEndTime is in microseconds.
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void SetMediaEndTime(int64_t aEndTime);
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// Called from main thread to update the duration with an estimated value.
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// The duration is only changed if its significantly different than the
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// the current duration, as the incoming duration is an estimate and so
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// often is unstable as more data is read and the estimate is updated.
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// Can result in a durationchangeevent. aDuration is in microseconds.
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void UpdateEstimatedDuration(int64_t aDuration);
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// Functions used by assertions to ensure we're calling things
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// on the appropriate threads.
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bool OnDecodeThread() const;
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bool OnStateMachineThread() const;
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bool OnAudioThread() const {
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return IsCurrentThread(mAudioThread);
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}
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MediaDecoderOwner::NextFrameStatus GetNextFrameStatus();
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// Cause state transitions. These methods obtain the decoder monitor
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// to synchronise the change of state, and to notify other threads
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// that the state has changed.
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void Play();
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// Seeks to aTime in seconds.
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void Seek(double aTime);
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// Returns the current playback position in seconds.
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// Called from the main thread to get the current frame time. The decoder
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// monitor must be obtained before calling this.
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double GetCurrentTime() const;
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// Clear the flag indicating that a playback position change event
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// is currently queued. This is called from the main thread and must
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// be called with the decode monitor held.
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void ClearPositionChangeFlag();
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// Called from the main thread or the decoder thread to set whether the media
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// resource can seek into unbuffered ranges. The decoder monitor must be
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// obtained before calling this.
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void SetTransportSeekable(bool aSeekable);
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// Called from the main thread or the decoder thread to set whether the media
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// can seek to random location. This is not true for chained ogg and WebM
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// media without index. The decoder monitor must be obtained before calling
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// this.
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void SetMediaSeekable(bool aSeekable);
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// Update the playback position. This can result in a timeupdate event
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// and an invalidate of the frame being dispatched asynchronously if
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// there is no such event currently queued.
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// Only called on the decoder thread. Must be called with
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// the decode monitor held.
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void UpdatePlaybackPosition(int64_t aTime);
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// Causes the state machine to switch to buffering state, and to
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// immediately stop playback and buffer downloaded data. Must be called
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// with the decode monitor held. Called on the state machine thread and
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// the main thread.
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void StartBuffering();
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// State machine thread run function. Defers to RunStateMachine().
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NS_IMETHOD Run() MOZ_OVERRIDE;
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// This is called on the state machine thread and audio thread.
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// The decoder monitor must be obtained before calling this.
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bool HasAudio() const {
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AssertCurrentThreadInMonitor();
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return mInfo.HasAudio();
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}
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// This is called on the state machine thread and audio thread.
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// The decoder monitor must be obtained before calling this.
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bool HasVideo() const {
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AssertCurrentThreadInMonitor();
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return mInfo.HasVideo();
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}
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// Should be called by main thread.
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bool HaveNextFrameData() const;
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// Must be called with the decode monitor held.
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bool IsBuffering() const {
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AssertCurrentThreadInMonitor();
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return mState == DECODER_STATE_BUFFERING;
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}
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// Must be called with the decode monitor held.
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bool IsSeeking() const {
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AssertCurrentThreadInMonitor();
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return mState == DECODER_STATE_SEEKING;
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}
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nsresult GetBuffered(dom::TimeRanges* aBuffered);
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void SetPlaybackRate(double aPlaybackRate);
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void SetPreservesPitch(bool aPreservesPitch);
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int64_t VideoQueueMemoryInUse() {
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if (mReader) {
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return mReader->VideoQueueMemoryInUse();
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}
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return 0;
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}
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size_t SizeOfAudioQueue() {
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if (mReader) {
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return mReader->SizeOfAudioQueue();
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}
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return 0;
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}
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void NotifyDataArrived(const char* aBuffer, uint32_t aLength, int64_t aOffset);
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int64_t GetEndMediaTime() const {
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AssertCurrentThreadInMonitor();
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return mEndTime;
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}
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bool IsTransportSeekable() {
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AssertCurrentThreadInMonitor();
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return mTransportSeekable;
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}
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bool IsMediaSeekable() {
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AssertCurrentThreadInMonitor();
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return mMediaSeekable;
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}
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// Sets the current frame buffer length for the MozAudioAvailable event.
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// Accessed on the main and state machine threads.
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void SetFrameBufferLength(uint32_t aLength);
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// Returns the shared state machine thread.
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nsIEventTarget* GetStateMachineThread();
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// Calls ScheduleStateMachine() after taking the decoder lock. Also
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// notifies the decoder thread in case it's waiting on the decoder lock.
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void ScheduleStateMachineWithLockAndWakeDecoder();
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// Schedules the shared state machine thread to run the state machine
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// in aUsecs microseconds from now, if it's not already scheduled to run
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// earlier, in which case the request is discarded.
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nsresult ScheduleStateMachine(int64_t aUsecs = 0);
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// Timer function to implement ScheduleStateMachine(aUsecs).
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void TimeoutExpired();
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// Set the media fragment end time. aEndTime is in microseconds.
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void SetFragmentEndTime(int64_t aEndTime);
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// Drop reference to decoder. Only called during shutdown dance.
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void ReleaseDecoder() {
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MOZ_ASSERT(mReader);
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if (mReader) {
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mReader->ReleaseDecoder();
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}
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mDecoder = nullptr;
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}
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// If we're playing into a MediaStream, record the current point in the
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// MediaStream and the current point in our media resource so later we can
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// convert MediaStream playback positions to media resource positions. Best to
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// call this while we're not playing (while the MediaStream is blocked). Can
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// be called on any thread with the decoder monitor held.
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void SetSyncPointForMediaStream();
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int64_t GetCurrentTimeViaMediaStreamSync();
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// Called when a "MozAudioAvailable" event listener is added to the media
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// element. Called on the main thread.
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void NotifyAudioAvailableListener();
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// Copy queued audio/video data in the reader to any output MediaStreams that
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// need it.
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void SendStreamData();
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void FinishStreamData();
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bool HaveEnoughDecodedAudio(int64_t aAmpleAudioUSecs);
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bool HaveEnoughDecodedVideo();
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// Returns true if the state machine has shutdown or is in the process of
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// shutting down. The decoder monitor must be held while calling this.
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bool IsShutdown();
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void QueueMetadata(int64_t aPublishTime, int aChannels, int aRate, bool aHasAudio, bool aHasVideo, MetadataTags* aTags);
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// Returns true if we're currently playing. The decoder monitor must
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// be held.
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bool IsPlaying();
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protected:
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virtual uint32_t GetAmpleVideoFrames() { return mAmpleVideoFrames; }
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void AssertCurrentThreadInMonitor() const { mDecoder->GetReentrantMonitor().AssertCurrentThreadIn(); }
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private:
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class WakeDecoderRunnable : public nsRunnable {
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public:
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WakeDecoderRunnable(MediaDecoderStateMachine* aSM)
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: mMutex("WakeDecoderRunnable"), mStateMachine(aSM) {}
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NS_IMETHOD Run() MOZ_OVERRIDE
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{
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nsRefPtr<MediaDecoderStateMachine> stateMachine;
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{
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// Don't let Run() (called by media stream graph thread) race with
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// Revoke() (called by decoder state machine thread)
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MutexAutoLock lock(mMutex);
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if (!mStateMachine)
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return NS_OK;
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stateMachine = mStateMachine;
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}
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stateMachine->ScheduleStateMachineWithLockAndWakeDecoder();
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return NS_OK;
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}
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void Revoke()
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{
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MutexAutoLock lock(mMutex);
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mStateMachine = nullptr;
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}
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Mutex mMutex;
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// Protected by mMutex.
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// We don't use an owning pointer here, because keeping mStateMachine alive
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// would mean in some cases we'd have to destroy mStateMachine from this
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// object, which would be problematic since MediaDecoderStateMachine can
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// only be destroyed on the main thread whereas this object can be destroyed
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// on the media stream graph thread.
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MediaDecoderStateMachine* mStateMachine;
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};
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WakeDecoderRunnable* GetWakeDecoderRunnable();
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// Returns true if we've got less than aAudioUsecs microseconds of decoded
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// and playable data. The decoder monitor must be held.
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bool HasLowDecodedData(int64_t aAudioUsecs) const;
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// Returns true if we're running low on data which is not yet decoded.
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// The decoder monitor must be held.
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bool HasLowUndecodedData() const;
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// Returns true if we have less than aUsecs of undecoded data available.
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bool HasLowUndecodedData(double aUsecs) const;
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// Returns the number of unplayed usecs 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. The decoder monitor
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// must be held.
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int64_t AudioDecodedUsecs() const;
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// Returns true when there's decoded audio waiting to play.
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// The decoder monitor must be held.
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bool HasFutureAudio() const;
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// Returns true if we recently exited "quick buffering" mode.
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bool JustExitedQuickBuffering();
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// Waits on the decoder ReentrantMonitor for aUsecs microseconds. If the decoder
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// monitor is awoken by a Notify() call, we'll continue waiting, unless
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// we've moved into shutdown state. This enables us to ensure that we
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// wait for a specified time, and that the myriad of Notify()s we do on
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// the decoder monitor don't cause the audio thread to be starved. aUsecs
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// values of less than 1 millisecond are rounded up to 1 millisecond
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// (see bug 651023). The decoder monitor must be held. Called only on the
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// audio thread.
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void Wait(int64_t aUsecs);
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// Dispatches an asynchronous event to update the media element's ready state.
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void UpdateReadyState();
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// Resets playback timing data. Called when we seek, on the decode thread.
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void ResetPlayback();
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// Returns the audio clock, if we have audio, or -1 if we don't.
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// Called on the state machine thread.
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int64_t GetAudioClock();
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// Get the video stream position, taking the |playbackRate| change into
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// account. This is a position in the media, not the duration of the playback
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// so far.
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int64_t GetVideoStreamPosition();
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// Return the current time, either the audio clock if available (if the media
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// has audio, and the playback is possible), or a clock for the video.
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// Called on the state machine thread.
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int64_t GetClock();
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// Returns the presentation time of the first audio or video frame in the
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// media. If the media has video, it returns the first video frame. The
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// decoder monitor must be held with exactly one lock count. Called on the
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// state machine thread.
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VideoData* FindStartTime();
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// Update only the state machine's current playback position (and duration,
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// if unknown). Does not update the playback position on the decoder or
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// media element -- use UpdatePlaybackPosition for that. Called on the state
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// machine thread, caller must hold the decoder lock.
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void UpdatePlaybackPositionInternal(int64_t aTime);
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// Pushes the image down the rendering pipeline. Called on the shared state
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// machine thread. The decoder monitor must *not* be held when calling this.
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void RenderVideoFrame(VideoData* aData, TimeStamp aTarget);
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// If we have video, display a video frame if it's time for display has
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// arrived, otherwise sleep until it's time for the next frame. Update the
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// current frame time as appropriate, and trigger ready state update. The
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// decoder monitor must be held with exactly one lock count. Called on the
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// state machine thread.
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void AdvanceFrame();
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// Write aFrames of audio frames of silence to the audio hardware. Returns
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// the number of frames actually written. The write size is capped at
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// SILENCE_BYTES_CHUNK (32kB), so must be called in a loop to write the
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// desired number of frames. This ensures that the playback position
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// advances smoothly, and guarantees that we don't try to allocate an
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// impossibly large chunk of memory in order to play back silence. Called
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// on the audio thread.
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uint32_t PlaySilence(uint32_t aFrames,
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uint32_t aChannels,
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uint64_t aFrameOffset);
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// Pops an audio chunk from the front of the audio queue, and pushes its
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// audio data to the audio hardware. MozAudioAvailable data is also queued
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// here. Called on the audio thread.
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uint32_t PlayFromAudioQueue(uint64_t aFrameOffset, uint32_t aChannels);
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// Stops the decode thread, and if we have a pending request for a new
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// decode thread it is canceled. The decoder monitor must be held with exactly
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// one lock count. Called on the state machine thread.
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void StopDecodeThread();
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|
// Stops the audio thread. The decoder monitor must be held with exactly
|
|
// one lock count. Called on the state machine thread.
|
|
void StopAudioThread();
|
|
|
|
// Ensures the decode thread is running if it already exists, or requests
|
|
// a new decode thread be started if there currently is no decode thread.
|
|
// The decoder monitor must be held with exactly one lock count. Called on
|
|
// the state machine thread.
|
|
nsresult ScheduleDecodeThread();
|
|
|
|
// Starts the audio thread. The decoder monitor must be held with exactly
|
|
// one lock count. Called on the state machine thread.
|
|
nsresult StartAudioThread();
|
|
|
|
// The main loop for the audio thread. Sent to the thread as
|
|
// an nsRunnableMethod. This continually does blocking writes to
|
|
// to audio stream to play audio data.
|
|
void AudioLoop();
|
|
|
|
// Sets internal state which causes playback of media to pause.
|
|
// The decoder monitor must be held.
|
|
void StopPlayback();
|
|
|
|
// Sets internal state which causes playback of media to begin or resume.
|
|
// Must be called with the decode monitor held.
|
|
void StartPlayback();
|
|
|
|
// Moves the decoder into decoding state. Called on the state machine
|
|
// thread. The decoder monitor must be held.
|
|
void StartDecoding();
|
|
|
|
void StartWaitForResources();
|
|
|
|
void StartDecodeMetadata();
|
|
|
|
// Returns the "media time". This is the absolute time which the media
|
|
// playback has reached. i.e. this returns values in the range
|
|
// [mStartTime, mEndTime], and mStartTime will not be 0 if the media does
|
|
// not start at 0. Note this is different to the value returned
|
|
// by GetCurrentTime(), which is in the range [0,duration].
|
|
int64_t GetMediaTime() const {
|
|
AssertCurrentThreadInMonitor();
|
|
return mStartTime + mCurrentFrameTime;
|
|
}
|
|
|
|
// Returns an upper bound on the number of microseconds of audio that is
|
|
// decoded and playable. This is the sum of the number of usecs of audio which
|
|
// is decoded and in the reader's audio queue, and the usecs of unplayed audio
|
|
// which has been pushed to the audio hardware for playback. Note that after
|
|
// calling this, the audio hardware may play some of the audio pushed to
|
|
// hardware, so this can only be used as a upper bound. The decoder monitor
|
|
// must be held when calling this. Called on the decode thread.
|
|
int64_t GetDecodedAudioDuration();
|
|
|
|
// Load metadata. Called on the decode thread. The decoder monitor
|
|
// must be held with exactly one lock count.
|
|
nsresult DecodeMetadata();
|
|
|
|
// Seeks to mSeekTarget. Called on the decode thread. The decoder monitor
|
|
// must be held with exactly one lock count.
|
|
void DecodeSeek();
|
|
|
|
// Decode loop, decodes data until EOF or shutdown.
|
|
// Called on the decode thread.
|
|
void DecodeLoop();
|
|
|
|
// Decode thread run function. Determines which of the Decode*() functions
|
|
// to call.
|
|
void DecodeThreadRun();
|
|
|
|
// Copy audio from an AudioData packet to aOutput. This may require
|
|
// inserting silence depending on the timing of the audio packet.
|
|
void SendStreamAudio(AudioData* aAudio, DecodedStreamData* aStream,
|
|
AudioSegment* aOutput);
|
|
|
|
// State machine thread run function. Defers to RunStateMachine().
|
|
nsresult CallRunStateMachine();
|
|
|
|
// Performs one "cycle" of the state machine. Polls the state, and may send
|
|
// a video frame to be displayed, and generally manages the decode. Called
|
|
// periodically via timer to ensure the video stays in sync.
|
|
nsresult RunStateMachine();
|
|
|
|
bool IsStateMachineScheduled() const {
|
|
AssertCurrentThreadInMonitor();
|
|
return !mTimeout.IsNull() || mRunAgain;
|
|
}
|
|
|
|
// Returns true if we're not playing and the decode thread has filled its
|
|
// decode buffers and is waiting. We can shut the decode thread down in this
|
|
// case as it may not be needed again.
|
|
bool IsPausedAndDecoderWaiting();
|
|
|
|
// The decoder object that created this state machine. The state machine
|
|
// holds a strong reference to the decoder to ensure that the decoder stays
|
|
// alive once media element has started the decoder shutdown process, and has
|
|
// dropped its reference to the decoder. This enables the state machine to
|
|
// keep using the decoder's monitor until the state machine has finished
|
|
// shutting down, without fear of the monitor being destroyed. After
|
|
// shutting down, the state machine will then release this reference,
|
|
// causing the decoder to be destroyed. This is accessed on the decode,
|
|
// state machine, audio and main threads.
|
|
nsRefPtr<MediaDecoder> mDecoder;
|
|
|
|
// The decoder monitor must be obtained before modifying this state.
|
|
// NotifyAll on the monitor must be called when the state is changed so
|
|
// that interested threads can wake up and alter behaviour if appropriate
|
|
// Accessed on state machine, audio, main, and AV thread.
|
|
State mState;
|
|
|
|
// Thread for pushing audio onto the audio hardware.
|
|
// The "audio push thread".
|
|
nsCOMPtr<nsIThread> mAudioThread;
|
|
|
|
// The task queue in which we run decode tasks. This is referred to as
|
|
// the "decode thread", though in practise tasks can run on a different
|
|
// thread every time they're called.
|
|
RefPtr<MediaTaskQueue> mDecodeTaskQueue;
|
|
|
|
RefPtr<SharedThreadPool> mStateMachineThreadPool;
|
|
|
|
// Timer to call the state machine Run() method. Used by
|
|
// ScheduleStateMachine(). Access protected by decoder monitor.
|
|
nsCOMPtr<nsITimer> mTimer;
|
|
|
|
// Timestamp at which the next state machine Run() method will be called.
|
|
// If this is non-null, a call to Run() is scheduled, either by a timer,
|
|
// or via an event. Access protected by decoder monitor.
|
|
TimeStamp mTimeout;
|
|
|
|
// The time that playback started from the system clock. This is used for
|
|
// timing the presentation of video frames when there's no audio.
|
|
// Accessed only via the state machine thread.
|
|
TimeStamp mPlayStartTime;
|
|
|
|
// When we start writing decoded data to a new DecodedDataStream, or we
|
|
// restart writing due to PlaybackStarted(), we record where we are in the
|
|
// MediaStream and what that corresponds to in the media.
|
|
StreamTime mSyncPointInMediaStream;
|
|
int64_t mSyncPointInDecodedStream; // microseconds
|
|
|
|
// When the playbackRate changes, and there is no audio clock, it is necessary
|
|
// to reset the mPlayStartTime. This is done next time the clock is queried,
|
|
// when this member is true. Access protected by decoder monitor.
|
|
bool mResetPlayStartTime;
|
|
|
|
// The amount of time we've spent playing already the media. The current
|
|
// playback position is therefore |Now() - mPlayStartTime +
|
|
// mPlayDuration|, which must be adjusted by mStartTime if used with media
|
|
// timestamps. Accessed only via the state machine thread.
|
|
int64_t mPlayDuration;
|
|
|
|
// Time that buffering started. Used for buffering timeout and only
|
|
// accessed on the state machine thread. This is null while we're not
|
|
// buffering.
|
|
TimeStamp mBufferingStart;
|
|
|
|
// Start time of the media, in microseconds. This is the presentation
|
|
// time of the first frame decoded from the media, and is used to calculate
|
|
// duration and as a bounds for seeking. Accessed on state machine, decode,
|
|
// and main threads. Access controlled by decoder monitor.
|
|
int64_t mStartTime;
|
|
|
|
// Time of the last frame in the media, in microseconds. This is the
|
|
// end time of the last frame in the media. Accessed on state
|
|
// machine, decode, and main threads. Access controlled by decoder monitor.
|
|
int64_t mEndTime;
|
|
|
|
// Position to seek to in microseconds when the seek state transition occurs.
|
|
// The decoder monitor lock must be obtained before reading or writing
|
|
// this value. Accessed on main and decode thread.
|
|
int64_t mSeekTime;
|
|
|
|
// Media Fragment end time in microseconds. Access controlled by decoder monitor.
|
|
int64_t mFragmentEndTime;
|
|
|
|
// The audio stream resource. Used on the state machine, and audio threads.
|
|
// This is created and destroyed on the audio thread, while holding the
|
|
// decoder monitor, so if this is used off the audio thread, you must
|
|
// first acquire the decoder monitor and check that it is non-null.
|
|
nsAutoPtr<AudioStream> mAudioStream;
|
|
|
|
// The reader, don't call its methods with the decoder monitor held.
|
|
// This is created in the play state machine's constructor, and destroyed
|
|
// in the play state machine's destructor.
|
|
nsAutoPtr<MediaDecoderReader> mReader;
|
|
|
|
// Accessed only on the state machine thread.
|
|
// Not an nsRevocableEventPtr since we must Revoke() it well before
|
|
// this object is destroyed, anyway.
|
|
// Protected by decoder monitor except during the SHUTDOWN state after the
|
|
// decoder thread has been stopped.
|
|
nsRevocableEventPtr<WakeDecoderRunnable> mPendingWakeDecoder;
|
|
|
|
// The time of the current frame in microseconds. This is referenced from
|
|
// 0 which is the initial playback position. Set by the state machine
|
|
// thread, and read-only from the main thread to get the current
|
|
// time value. Synchronised via decoder monitor.
|
|
int64_t mCurrentFrameTime;
|
|
|
|
// The presentation time of the first audio frame that was played in
|
|
// microseconds. We can add this to the audio stream position to determine
|
|
// the current audio time. Accessed on audio and state machine thread.
|
|
// Synchronized by decoder monitor.
|
|
int64_t mAudioStartTime;
|
|
|
|
// The end time of the last audio frame that's been pushed onto the audio
|
|
// hardware in microseconds. This will approximately be the end time of the
|
|
// audio stream, unless another frame is pushed to the hardware.
|
|
int64_t mAudioEndTime;
|
|
|
|
// The presentation end time of the last video frame which has been displayed
|
|
// in microseconds. Accessed from the state machine thread.
|
|
int64_t mVideoFrameEndTime;
|
|
|
|
// Volume of playback. 0.0 = muted. 1.0 = full volume. Read/Written
|
|
// from the state machine and main threads. Synchronised via decoder
|
|
// monitor.
|
|
double mVolume;
|
|
|
|
// Playback rate. 1.0 : normal speed, 0.5 : two times slower. Synchronized via
|
|
// decoder monitor.
|
|
double mPlaybackRate;
|
|
|
|
// Pitch preservation for the playback rate. Synchronized via decoder monitor.
|
|
bool mPreservesPitch;
|
|
|
|
// Position at which the last playback rate change occured, used to compute
|
|
// the actual position in the stream when the playback rate changes and there
|
|
// is no audio to be sync-ed to. Synchronized via decoder monitor.
|
|
int64_t mBasePosition;
|
|
|
|
// Time at which we started decoding. Synchronised via decoder monitor.
|
|
TimeStamp mDecodeStartTime;
|
|
|
|
// The maximum number of second we spend buffering when we are short on
|
|
// unbuffered data.
|
|
uint32_t mBufferingWait;
|
|
int64_t mLowDataThresholdUsecs;
|
|
|
|
// If we've got more than mAmpleVideoFrames 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.
|
|
uint32_t mAmpleVideoFrames;
|
|
// True if we shouldn't play our audio (but still write it to any capturing
|
|
// streams). When this is true, mStopAudioThread is always true and
|
|
// the audio thread will never start again after it has stopped.
|
|
bool mAudioCaptured;
|
|
|
|
// True if the media resource can be seeked on a transport level. Accessed
|
|
// from the state machine and main threads. Synchronised via decoder monitor.
|
|
bool mTransportSeekable;
|
|
|
|
// True if the media can be seeked. Accessed from the state machine and main
|
|
// threads. Synchronised via decoder monitor.
|
|
bool mMediaSeekable;
|
|
|
|
// True if an event to notify about a change in the playback
|
|
// position has been queued, but not yet run. It is set to false when
|
|
// the event is run. This allows coalescing of these events as they can be
|
|
// produced many times per second. Synchronised via decoder monitor.
|
|
// Accessed on main and state machine threads.
|
|
bool mPositionChangeQueued;
|
|
|
|
// True if the audio playback thread has finished. It is finished
|
|
// when either all the audio frames have completed playing, or we've moved
|
|
// into shutdown state, and the threads are to be
|
|
// destroyed. Written by the audio playback thread and read and written by
|
|
// the state machine thread. Synchronised via decoder monitor.
|
|
// When data is being sent to a MediaStream, this is true when all data has
|
|
// been written to the MediaStream.
|
|
bool mAudioCompleted;
|
|
|
|
// True if mDuration has a value obtained from an HTTP header, or from
|
|
// the media index/metadata. Accessed on the state machine thread.
|
|
bool mGotDurationFromMetaData;
|
|
|
|
// False while decode thread should be running. Accessed state machine
|
|
// and decode threads. Syncrhonised by decoder monitor.
|
|
bool mStopDecodeThread;
|
|
|
|
// True if we've dispatched an event to the decode task queue to call
|
|
// DecodeThreadRun(). We use this flag to prevent us from dispatching
|
|
// unneccessary runnables, since the decode thread runs in a loop.
|
|
bool mDispatchedEventToDecode;
|
|
|
|
// False while audio thread should be running. Accessed state machine
|
|
// and audio threads. Syncrhonised by decoder monitor.
|
|
bool mStopAudioThread;
|
|
|
|
// If this is true while we're in buffering mode, we can exit early,
|
|
// as it's likely we may be able to playback. This happens when we enter
|
|
// buffering mode soon after the decode starts, because the decode-ahead
|
|
// ran fast enough to exhaust all data while the download is starting up.
|
|
// Synchronised via decoder monitor.
|
|
bool mQuickBuffering;
|
|
|
|
// True if the shared state machine thread is currently running this
|
|
// state machine.
|
|
bool mIsRunning;
|
|
|
|
// True if we should run the state machine again once the current
|
|
// state machine run has finished.
|
|
bool mRunAgain;
|
|
|
|
// True if we've dispatched an event to run the state machine. It's
|
|
// imperative that we don't dispatch multiple events to run the state
|
|
// machine at the same time, as our code assume all events are synchronous.
|
|
// If we dispatch multiple events, the second event can run while the
|
|
// first is shutting down a thread, causing inconsistent state.
|
|
bool mDispatchedRunEvent;
|
|
|
|
// True if the decode thread has gone filled its buffers and is now
|
|
// waiting to be awakened before it continues decoding. Synchronized
|
|
// by the decoder monitor.
|
|
bool mDecodeThreadWaiting;
|
|
|
|
// True is we are decoding a realtime stream, like a camera stream
|
|
bool mRealTime;
|
|
|
|
// Record whether audio and video decoding were throttled during the
|
|
// previous iteration of DecodeLooop. When we transition from
|
|
// throttled to not-throttled we need to pump decoding.
|
|
bool mDidThrottleAudioDecoding;
|
|
bool mDidThrottleVideoDecoding;
|
|
|
|
// Manager for queuing and dispatching MozAudioAvailable events. The
|
|
// event manager is accessed from the state machine and audio threads,
|
|
// and takes care of synchronizing access to its internal queue.
|
|
AudioAvailableEventManager mEventManager;
|
|
|
|
// Stores presentation info required for playback. The decoder monitor
|
|
// must be held when accessing this.
|
|
MediaInfo mInfo;
|
|
|
|
mozilla::MediaMetadataManager mMetadataManager;
|
|
|
|
MediaDecoderOwner::NextFrameStatus mLastFrameStatus;
|
|
};
|
|
|
|
} // namespace mozilla;
|
|
#endif
|