gecko-dev/content/media/MediaDecoderStateMachine.cpp

2728 lines
99 KiB
C++

/* 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/. */
#ifdef XP_WIN
// Include Windows headers required for enabling high precision timers.
#include "windows.h"
#include "mmsystem.h"
#endif
#include "mozilla/DebugOnly.h"
#include <stdint.h>
#include "MediaDecoderStateMachine.h"
#include "AudioStream.h"
#include "nsTArray.h"
#include "MediaDecoder.h"
#include "MediaDecoderReader.h"
#include "mozilla/mozalloc.h"
#include "VideoUtils.h"
#include "mozilla/dom/TimeRanges.h"
#include "nsDeque.h"
#include "AudioSegment.h"
#include "VideoSegment.h"
#include "ImageContainer.h"
#include "nsComponentManagerUtils.h"
#include "nsITimer.h"
#include "nsContentUtils.h"
#include "MediaShutdownManager.h"
#include "SharedThreadPool.h"
#include "MediaTaskQueue.h"
#include "nsIEventTarget.h"
#include "prenv.h"
#include "mozilla/Preferences.h"
#include "gfx2DGlue.h"
#include <algorithm>
namespace mozilla {
using namespace mozilla::layers;
using namespace mozilla::dom;
using namespace mozilla::gfx;
#ifdef PR_LOGGING
extern PRLogModuleInfo* gMediaDecoderLog;
#define DECODER_LOG(type, msg) PR_LOG(gMediaDecoderLog, type, msg)
#else
#define DECODER_LOG(type, msg)
#endif
// GetCurrentTime is defined in winbase.h as zero argument macro forwarding to
// GetTickCount() and conflicts with MediaDecoderStateMachine::GetCurrentTime
// implementation. With unified builds, putting this in headers is not enough.
#ifdef GetCurrentTime
#undef GetCurrentTime
#endif
// Wait this number of seconds when buffering, then leave and play
// as best as we can if the required amount of data hasn't been
// retrieved.
static const uint32_t BUFFERING_WAIT_S = 30;
// If audio queue has less than this many usecs of decoded audio, we won't risk
// trying to decode the video, we'll skip decoding video up to the next
// keyframe. We may increase this value for an individual decoder if we
// encounter video frames which take a long time to decode.
static const uint32_t LOW_AUDIO_USECS = 300000;
// If more than this many usecs of decoded audio is queued, we'll hold off
// decoding more audio. If we increase the low audio threshold (see
// LOW_AUDIO_USECS above) we'll also increase this value to ensure it's not
// less than the low audio threshold.
const int64_t AMPLE_AUDIO_USECS = 1000000;
// Maximum number of bytes we'll allocate and write at once to the audio
// hardware when the audio stream contains missing frames and we're
// writing silence in order to fill the gap. We limit our silence-writes
// to 32KB in order to avoid allocating an impossibly large chunk of
// memory if we encounter a large chunk of silence.
const uint32_t SILENCE_BYTES_CHUNK = 32 * 1024;
// 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
// which is at or after the current playback position.
static const uint32_t LOW_VIDEO_FRAMES = 1;
// Arbitrary "frame duration" when playing only audio.
static const int AUDIO_DURATION_USECS = 40000;
// If we increase our "low audio threshold" (see LOW_AUDIO_USECS 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;
// If we have less than this much undecoded data available, we'll consider
// ourselves to be running low on undecoded data. We determine how much
// undecoded data we have remaining using the reader's GetBuffered()
// implementation.
static const int64_t LOW_DATA_THRESHOLD_USECS = 5000000;
// LOW_DATA_THRESHOLD_USECS needs to be greater than AMPLE_AUDIO_USECS, otherwise
// the skip-to-keyframe logic can activate when we're running low on data.
static_assert(LOW_DATA_THRESHOLD_USECS > AMPLE_AUDIO_USECS,
"LOW_DATA_THRESHOLD_USECS is too small");
// Amount of excess usecs of data to add in to the "should we buffer" calculation.
static const uint32_t EXHAUSTED_DATA_MARGIN_USECS = 60000;
// If we enter buffering within QUICK_BUFFER_THRESHOLD_USECS seconds of starting
// decoding, we'll enter "quick buffering" mode, which exits a lot sooner than
// normal buffering mode. This exists so that if the decode-ahead exhausts the
// downloaded data while decode/playback is just starting up (for example
// after a seek while the media is still playing, or when playing a media
// as soon as it's load started), we won't necessarily stop for 30s and wait
// for buffering. We may actually be able to playback in this case, so exit
// buffering early and try to play. If it turns out we can't play, we'll fall
// back to buffering normally.
static const uint32_t QUICK_BUFFER_THRESHOLD_USECS = 2000000;
// If we're quick buffering, we'll remain in buffering mode while we have less than
// QUICK_BUFFERING_LOW_DATA_USECS of decoded data available.
static const uint32_t QUICK_BUFFERING_LOW_DATA_USECS = 1000000;
// If QUICK_BUFFERING_LOW_DATA_USECS is > AMPLE_AUDIO_USECS, we won't exit
// quick buffering in a timely fashion, as the decode pauses when it
// reaches AMPLE_AUDIO_USECS decoded data, and thus we'll never reach
// QUICK_BUFFERING_LOW_DATA_USECS.
static_assert(QUICK_BUFFERING_LOW_DATA_USECS <= AMPLE_AUDIO_USECS,
"QUICK_BUFFERING_LOW_DATA_USECS is too large");
// This value has been chosen empirically.
static const uint32_t AUDIOSTREAM_MIN_WRITE_BEFORE_START_USECS = 200000;
// The amount of instability we tollerate in calls to
// MediaDecoderStateMachine::UpdateEstimatedDuration(); changes of duration
// less than this are ignored, as they're assumed to be the result of
// instability in the duration estimation.
static const int64_t ESTIMATED_DURATION_FUZZ_FACTOR_USECS = USECS_PER_S / 2;
static TimeDuration UsecsToDuration(int64_t aUsecs) {
return TimeDuration::FromMilliseconds(static_cast<double>(aUsecs) / USECS_PER_MS);
}
static int64_t DurationToUsecs(TimeDuration aDuration) {
return static_cast<int64_t>(aDuration.ToSeconds() * USECS_PER_S);
}
MediaDecoderStateMachine::MediaDecoderStateMachine(MediaDecoder* aDecoder,
MediaDecoderReader* aReader,
bool aRealTime) :
mDecoder(aDecoder),
mState(DECODER_STATE_DECODING_METADATA),
mSyncPointInMediaStream(-1),
mSyncPointInDecodedStream(-1),
mResetPlayStartTime(false),
mPlayDuration(0),
mStartTime(-1),
mEndTime(-1),
mSeekTime(0),
mFragmentEndTime(-1),
mReader(aReader),
mCurrentFrameTime(0),
mAudioStartTime(-1),
mAudioEndTime(-1),
mVideoFrameEndTime(-1),
mVolume(1.0),
mPlaybackRate(1.0),
mPreservesPitch(true),
mBasePosition(0),
mAudioCaptured(false),
mTransportSeekable(true),
mMediaSeekable(true),
mPositionChangeQueued(false),
mAudioCompleted(false),
mGotDurationFromMetaData(false),
mStopDecodeThread(true),
mDispatchedEventToDecode(false),
mStopAudioThread(true),
mQuickBuffering(false),
mIsRunning(false),
mRunAgain(false),
mDispatchedRunEvent(false),
mDecodeThreadWaiting(false),
mRealTime(aRealTime),
mDidThrottleAudioDecoding(false),
mDidThrottleVideoDecoding(false),
mEventManager(aDecoder),
mLastFrameStatus(MediaDecoderOwner::NEXT_FRAME_UNINITIALIZED)
{
MOZ_COUNT_CTOR(MediaDecoderStateMachine);
NS_ASSERTION(NS_IsMainThread(), "Should be on main thread.");
// only enable realtime mode when "media.realtime_decoder.enabled" is true.
if (Preferences::GetBool("media.realtime_decoder.enabled", false) == false)
mRealTime = false;
mBufferingWait = mRealTime ? 0 : BUFFERING_WAIT_S;
mLowDataThresholdUsecs = mRealTime ? 0 : LOW_DATA_THRESHOLD_USECS;
// 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.
#if defined(MOZ_OMX_DECODER) || defined(MOZ_MEDIA_PLUGINS)
// On B2G and Android this is decided by a similar value which varies for
// each OMX decoder |OMX_PARAM_PORTDEFINITIONTYPE::nBufferCountMin|. This
// number must be less than the OMX equivalent or gecko will think it is
// chronically starved of video frames. All decoders seen so far have a value
// of at least 4.
mAmpleVideoFrames = Preferences::GetUint("media.video-queue.default-size", 3);
#else
mAmpleVideoFrames = Preferences::GetUint("media.video-queue.default-size", 10);
#endif
if (mAmpleVideoFrames < 2) {
mAmpleVideoFrames = 2;
}
#ifdef XP_WIN
// Ensure high precision timers are enabled on Windows, otherwise the state
// machine thread isn't woken up at reliable intervals to set the next frame,
// and we drop frames while painting. Note that multiple calls to this
// function per-process is OK, provided each call is matched by a corresponding
// timeEndPeriod() call.
timeBeginPeriod(1);
#endif
}
MediaDecoderStateMachine::~MediaDecoderStateMachine()
{
MOZ_ASSERT(NS_IsMainThread(), "Should be on main thread.");
MOZ_COUNT_DTOR(MediaDecoderStateMachine);
NS_ASSERTION(!mPendingWakeDecoder.get(),
"WakeDecoder should have been revoked already");
if (mDecodeTaskQueue) {
mDecodeTaskQueue->Shutdown();
mDecodeTaskQueue = nullptr;
}
if (mTimer) {
mTimer->Cancel();
}
mTimer = nullptr;
mReader = nullptr;
#ifdef XP_WIN
timeEndPeriod(1);
#endif
}
bool MediaDecoderStateMachine::HasFutureAudio() const {
AssertCurrentThreadInMonitor();
NS_ASSERTION(HasAudio(), "Should only call HasFutureAudio() when we have audio");
// We've got audio ready to play if:
// 1. We've not completed playback of audio, and
// 2. we either have more than the threshold of decoded audio available, or
// we've completely decoded all audio (but not finished playing it yet
// as per 1).
return !mAudioCompleted &&
(AudioDecodedUsecs() > LOW_AUDIO_USECS * mPlaybackRate || mReader->AudioQueue().IsFinished());
}
bool MediaDecoderStateMachine::HaveNextFrameData() const {
AssertCurrentThreadInMonitor();
return (!HasAudio() || HasFutureAudio()) &&
(!HasVideo() || mReader->VideoQueue().GetSize() > 0);
}
int64_t MediaDecoderStateMachine::GetDecodedAudioDuration() {
NS_ASSERTION(OnDecodeThread(), "Should be on decode thread.");
AssertCurrentThreadInMonitor();
int64_t audioDecoded = mReader->AudioQueue().Duration();
if (mAudioEndTime != -1) {
audioDecoded += mAudioEndTime - GetMediaTime();
}
return audioDecoded;
}
void MediaDecoderStateMachine::DecodeThreadRun()
{
ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor());
if (mReader) {
mReader->OnDecodeThreadStart();
}
if (mState == DECODER_STATE_DECODING_METADATA &&
NS_FAILED(DecodeMetadata())) {
NS_ASSERTION(mState == DECODER_STATE_SHUTDOWN,
"Should be in shutdown state if metadata loading fails.");
DECODER_LOG(PR_LOG_DEBUG, ("Decode metadata failed, shutting down decode thread"));
}
while (mState != DECODER_STATE_SHUTDOWN &&
mState != DECODER_STATE_COMPLETED &&
mState != DECODER_STATE_DORMANT &&
!mStopDecodeThread)
{
if (mState == DECODER_STATE_DECODING || mState == DECODER_STATE_BUFFERING) {
DecodeLoop();
} else if (mState == DECODER_STATE_SEEKING) {
DecodeSeek();
} else if (mState == DECODER_STATE_DECODING_METADATA) {
if (NS_FAILED(DecodeMetadata())) {
NS_ASSERTION(mState == DECODER_STATE_SHUTDOWN,
"Should be in shutdown state if metadata loading fails.");
DECODER_LOG(PR_LOG_DEBUG, ("Decode metadata failed, shutting down decode thread"));
}
} else if (mState == DECODER_STATE_WAIT_FOR_RESOURCES) {
mDecoder->GetReentrantMonitor().Wait();
if (!mReader->IsWaitingMediaResources()) {
// change state to DECODER_STATE_WAIT_FOR_RESOURCES
StartDecodeMetadata();
}
} else if (mState == DECODER_STATE_DORMANT) {
mDecoder->GetReentrantMonitor().Wait();
}
}
if (mReader) {
mReader->OnDecodeThreadFinish();
}
DECODER_LOG(PR_LOG_DEBUG, ("%p Decode thread finished", mDecoder.get()));
mDispatchedEventToDecode = false;
mon.NotifyAll();
}
void MediaDecoderStateMachine::SendStreamAudio(AudioData* aAudio,
DecodedStreamData* aStream,
AudioSegment* aOutput)
{
NS_ASSERTION(OnDecodeThread() ||
OnStateMachineThread(), "Should be on decode thread or state machine thread");
AssertCurrentThreadInMonitor();
if (aAudio->mTime <= aStream->mLastAudioPacketTime) {
// ignore packet that we've already processed
return;
}
aStream->mLastAudioPacketTime = aAudio->mTime;
aStream->mLastAudioPacketEndTime = aAudio->GetEndTime();
// This logic has to mimic AudioLoop closely to make sure we write
// the exact same silences
CheckedInt64 audioWrittenOffset = UsecsToFrames(mInfo.mAudio.mRate,
aStream->mInitialTime + mStartTime) + aStream->mAudioFramesWritten;
CheckedInt64 frameOffset = UsecsToFrames(mInfo.mAudio.mRate, aAudio->mTime);
if (!audioWrittenOffset.isValid() || !frameOffset.isValid())
return;
if (audioWrittenOffset.value() < frameOffset.value()) {
// Write silence to catch up
DECODER_LOG(PR_LOG_DEBUG, ("%p Decoder writing %d frames of silence to MediaStream",
mDecoder.get(), int32_t(frameOffset.value() - audioWrittenOffset.value())));
AudioSegment silence;
silence.InsertNullDataAtStart(frameOffset.value() - audioWrittenOffset.value());
aStream->mAudioFramesWritten += silence.GetDuration();
aOutput->AppendFrom(&silence);
}
int64_t offset;
if (aStream->mAudioFramesWritten == 0) {
NS_ASSERTION(frameOffset.value() <= audioWrittenOffset.value(),
"Otherwise we'd have taken the write-silence path");
// We're starting in the middle of a packet. Split the packet.
offset = audioWrittenOffset.value() - frameOffset.value();
} else {
// Write the entire packet.
offset = 0;
}
if (offset >= aAudio->mFrames)
return;
aAudio->EnsureAudioBuffer();
nsRefPtr<SharedBuffer> buffer = aAudio->mAudioBuffer;
AudioDataValue* bufferData = static_cast<AudioDataValue*>(buffer->Data());
nsAutoTArray<const AudioDataValue*,2> channels;
for (uint32_t i = 0; i < aAudio->mChannels; ++i) {
channels.AppendElement(bufferData + i*aAudio->mFrames + offset);
}
aOutput->AppendFrames(buffer.forget(), channels, aAudio->mFrames);
DECODER_LOG(PR_LOG_DEBUG, ("%p Decoder writing %d frames of data to MediaStream for AudioData at %lld",
mDecoder.get(), aAudio->mFrames - int32_t(offset), aAudio->mTime));
aStream->mAudioFramesWritten += aAudio->mFrames - int32_t(offset);
}
static void WriteVideoToMediaStream(layers::Image* aImage,
int64_t aDuration,
const IntSize& aIntrinsicSize,
VideoSegment* aOutput)
{
nsRefPtr<layers::Image> image = aImage;
aOutput->AppendFrame(image.forget(), aDuration, aIntrinsicSize);
}
static const TrackID TRACK_AUDIO = 1;
static const TrackID TRACK_VIDEO = 2;
static const TrackRate RATE_VIDEO = USECS_PER_S;
void MediaDecoderStateMachine::SendStreamData()
{
NS_ASSERTION(OnDecodeThread() ||
OnStateMachineThread(), "Should be on decode thread or state machine thread");
AssertCurrentThreadInMonitor();
DecodedStreamData* stream = mDecoder->GetDecodedStream();
if (!stream)
return;
if (mState == DECODER_STATE_DECODING_METADATA)
return;
// If there's still an audio thread alive, then we can't send any stream
// data yet since both SendStreamData and the audio thread want to be in
// charge of popping the audio queue. We're waiting for the audio thread
// to die before sending anything to our stream.
if (mAudioThread)
return;
int64_t minLastAudioPacketTime = INT64_MAX;
bool finished =
(!mInfo.HasAudio() || mReader->AudioQueue().IsFinished()) &&
(!mInfo.HasVideo() || mReader->VideoQueue().IsFinished());
if (mDecoder->IsSameOriginMedia()) {
SourceMediaStream* mediaStream = stream->mStream;
StreamTime endPosition = 0;
if (!stream->mStreamInitialized) {
if (mInfo.HasAudio()) {
AudioSegment* audio = new AudioSegment();
mediaStream->AddTrack(TRACK_AUDIO, mInfo.mAudio.mRate, 0, audio);
stream->mStream->DispatchWhenNotEnoughBuffered(TRACK_AUDIO,
GetStateMachineThread(), GetWakeDecoderRunnable());
}
if (mInfo.HasVideo()) {
VideoSegment* video = new VideoSegment();
mediaStream->AddTrack(TRACK_VIDEO, RATE_VIDEO, 0, video);
stream->mStream->DispatchWhenNotEnoughBuffered(TRACK_VIDEO,
GetStateMachineThread(), GetWakeDecoderRunnable());
}
stream->mStreamInitialized = true;
}
if (mInfo.HasAudio()) {
nsAutoTArray<AudioData*,10> audio;
// It's OK to hold references to the AudioData because while audio
// is captured, only the decoder thread pops from the queue (see below).
mReader->AudioQueue().GetElementsAfter(stream->mLastAudioPacketTime, &audio);
AudioSegment output;
for (uint32_t i = 0; i < audio.Length(); ++i) {
SendStreamAudio(audio[i], stream, &output);
}
if (output.GetDuration() > 0) {
mediaStream->AppendToTrack(TRACK_AUDIO, &output);
}
if (mReader->AudioQueue().IsFinished() && !stream->mHaveSentFinishAudio) {
mediaStream->EndTrack(TRACK_AUDIO);
stream->mHaveSentFinishAudio = true;
}
minLastAudioPacketTime = std::min(minLastAudioPacketTime, stream->mLastAudioPacketTime);
endPosition = std::max(endPosition,
TicksToTimeRoundDown(mInfo.mAudio.mRate, stream->mAudioFramesWritten));
}
if (mInfo.HasVideo()) {
nsAutoTArray<VideoData*,10> video;
// It's OK to hold references to the VideoData only the decoder thread
// pops from the queue.
mReader->VideoQueue().GetElementsAfter(stream->mNextVideoTime, &video);
VideoSegment output;
for (uint32_t i = 0; i < video.Length(); ++i) {
VideoData* v = video[i];
if (stream->mNextVideoTime < v->mTime) {
DECODER_LOG(PR_LOG_DEBUG, ("%p Decoder writing last video to MediaStream %p for %lldus",
mDecoder.get(), mediaStream,
v->mTime - stream->mNextVideoTime));
// Write last video frame to catch up. mLastVideoImage can be null here
// which is fine, it just means there's no video.
WriteVideoToMediaStream(stream->mLastVideoImage,
v->mTime - stream->mNextVideoTime, stream->mLastVideoImageDisplaySize,
&output);
stream->mNextVideoTime = v->mTime;
}
if (stream->mNextVideoTime < v->GetEndTime()) {
DECODER_LOG(PR_LOG_DEBUG, ("%p Decoder writing video frame %lldus to MediaStream %p for %lldus",
mDecoder.get(), v->mTime, mediaStream,
v->GetEndTime() - stream->mNextVideoTime));
WriteVideoToMediaStream(v->mImage,
v->GetEndTime() - stream->mNextVideoTime, v->mDisplay,
&output);
stream->mNextVideoTime = v->GetEndTime();
stream->mLastVideoImage = v->mImage;
stream->mLastVideoImageDisplaySize = v->mDisplay;
} else {
DECODER_LOG(PR_LOG_DEBUG, ("%p Decoder skipping writing video frame %lldus (end %lldus) to MediaStream",
mDecoder.get(), v->mTime, v->GetEndTime()));
}
}
if (output.GetDuration() > 0) {
mediaStream->AppendToTrack(TRACK_VIDEO, &output);
}
if (mReader->VideoQueue().IsFinished() && !stream->mHaveSentFinishVideo) {
mediaStream->EndTrack(TRACK_VIDEO);
stream->mHaveSentFinishVideo = true;
}
endPosition = std::max(endPosition,
TicksToTimeRoundDown(RATE_VIDEO, stream->mNextVideoTime - stream->mInitialTime));
}
if (!stream->mHaveSentFinish) {
stream->mStream->AdvanceKnownTracksTime(endPosition);
}
if (finished && !stream->mHaveSentFinish) {
stream->mHaveSentFinish = true;
stream->mStream->Finish();
}
}
if (mAudioCaptured) {
// Discard audio packets that are no longer needed.
while (true) {
nsAutoPtr<AudioData> a(mReader->AudioQueue().PopFront());
if (!a)
break;
// Packet times are not 100% reliable so this may discard packets that
// actually contain data for mCurrentFrameTime. This means if someone might
// create a new output stream and we actually don't have the audio for the
// very start. That's OK, we'll play silence instead for a brief moment.
// That's OK. Seeking to this time would have a similar issue for such
// badly muxed resources.
if (a->GetEndTime() >= minLastAudioPacketTime) {
mReader->AudioQueue().PushFront(a.forget());
break;
}
mAudioEndTime = std::max(mAudioEndTime, a->GetEndTime());
}
if (finished) {
mAudioCompleted = true;
UpdateReadyState();
}
}
}
MediaDecoderStateMachine::WakeDecoderRunnable*
MediaDecoderStateMachine::GetWakeDecoderRunnable()
{
AssertCurrentThreadInMonitor();
if (!mPendingWakeDecoder.get()) {
mPendingWakeDecoder = new WakeDecoderRunnable(this);
}
return mPendingWakeDecoder.get();
}
bool MediaDecoderStateMachine::HaveEnoughDecodedAudio(int64_t aAmpleAudioUSecs)
{
AssertCurrentThreadInMonitor();
if (mReader->AudioQueue().GetSize() == 0 ||
GetDecodedAudioDuration() < aAmpleAudioUSecs) {
return false;
}
if (!mAudioCaptured) {
return true;
}
DecodedStreamData* stream = mDecoder->GetDecodedStream();
if (stream && stream->mStreamInitialized && !stream->mHaveSentFinishAudio) {
if (!stream->mStream->HaveEnoughBuffered(TRACK_AUDIO)) {
return false;
}
stream->mStream->DispatchWhenNotEnoughBuffered(TRACK_AUDIO,
GetStateMachineThread(), GetWakeDecoderRunnable());
}
return true;
}
bool MediaDecoderStateMachine::HaveEnoughDecodedVideo()
{
AssertCurrentThreadInMonitor();
if (static_cast<uint32_t>(mReader->VideoQueue().GetSize()) < GetAmpleVideoFrames() * mPlaybackRate) {
return false;
}
DecodedStreamData* stream = mDecoder->GetDecodedStream();
if (stream && stream->mStreamInitialized && !stream->mHaveSentFinishVideo) {
if (!stream->mStream->HaveEnoughBuffered(TRACK_VIDEO)) {
return false;
}
stream->mStream->DispatchWhenNotEnoughBuffered(TRACK_VIDEO,
GetStateMachineThread(), GetWakeDecoderRunnable());
}
return true;
}
void MediaDecoderStateMachine::DecodeLoop()
{
DECODER_LOG(PR_LOG_DEBUG, ("%p Start DecodeLoop()", mDecoder.get()));
AssertCurrentThreadInMonitor();
NS_ASSERTION(OnDecodeThread(), "Should be on decode thread.");
// We want to "pump" the decode until we've got a few frames decoded
// before we consider whether decode is falling behind.
bool audioPump = true;
bool videoPump = true;
// If the video decode is falling behind the audio, we'll start dropping the
// inter-frames up until the next keyframe which is at or before the current
// playback position. skipToNextKeyframe is true if we're currently
// skipping up to the next keyframe.
bool skipToNextKeyframe = false;
// Once we've decoded more than videoPumpThreshold video frames, we'll
// no longer be considered to be "pumping video".
const unsigned videoPumpThreshold = mRealTime ? 0 : GetAmpleVideoFrames() / 2;
// After the audio decode fills with more than audioPumpThreshold usecs
// of decoded audio, we'll start to check whether the audio or video decode
// is falling behind.
const unsigned audioPumpThreshold = mRealTime ? 0 : LOW_AUDIO_USECS * 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.
int64_t lowAudioThreshold = LOW_AUDIO_USECS;
// Our local ample audio threshold. If we increase lowAudioThreshold, we'll
// also increase this too appropriately (we don't want lowAudioThreshold to
// be greater than ampleAudioThreshold, else we'd stop decoding!).
int64_t ampleAudioThreshold = AMPLE_AUDIO_USECS;
// Main decode loop.
bool videoPlaying = HasVideo();
bool audioPlaying = HasAudio();
while ((mState == DECODER_STATE_DECODING || mState == DECODER_STATE_BUFFERING) &&
!mStopDecodeThread &&
(videoPlaying || audioPlaying))
{
// We don't want to consider skipping to the next keyframe if we've
// only just started up the decode loop, so wait until we've decoded
// some frames before enabling the keyframe skip logic on video.
if (videoPump &&
(static_cast<uint32_t>(mReader->VideoQueue().GetSize())
>= videoPumpThreshold * mPlaybackRate))
{
videoPump = false;
}
// We don't want to consider skipping to the next keyframe if we've
// only just started up the decode loop, so wait until we've decoded
// some audio data before enabling the keyframe skip logic on audio.
if (audioPump && GetDecodedAudioDuration() >= audioPumpThreshold * mPlaybackRate) {
audioPump = false;
}
// 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 (mState == DECODER_STATE_DECODING &&
!skipToNextKeyframe &&
videoPlaying &&
((!audioPump && audioPlaying && !mDidThrottleAudioDecoding &&
GetDecodedAudioDuration() < lowAudioThreshold * mPlaybackRate) ||
(!videoPump && videoPlaying && !mDidThrottleVideoDecoding &&
(static_cast<uint32_t>(mReader->VideoQueue().GetSize())
< LOW_VIDEO_FRAMES * mPlaybackRate))) &&
!HasLowUndecodedData())
{
skipToNextKeyframe = true;
DECODER_LOG(PR_LOG_DEBUG, ("%p Skipping video decode to the next keyframe", mDecoder.get()));
}
// Video decode.
bool throttleVideoDecoding = !videoPlaying || HaveEnoughDecodedVideo();
if (mDidThrottleVideoDecoding && !throttleVideoDecoding) {
videoPump = true;
}
mDidThrottleVideoDecoding = throttleVideoDecoding;
if (!throttleVideoDecoding)
{
// 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.
TimeDuration decodeTime;
{
int64_t currentTime = GetMediaTime();
ReentrantMonitorAutoExit exitMon(mDecoder->GetReentrantMonitor());
TimeStamp start = TimeStamp::Now();
videoPlaying = mReader->DecodeVideoFrame(skipToNextKeyframe, currentTime);
decodeTime = TimeStamp::Now() - start;
if (!videoPlaying) {
// Playback ended for this stream, close the sample queue.
mReader->VideoQueue().Finish();
}
}
if (THRESHOLD_FACTOR * DurationToUsecs(decodeTime) > lowAudioThreshold &&
!HasLowUndecodedData())
{
lowAudioThreshold =
std::min(THRESHOLD_FACTOR * DurationToUsecs(decodeTime), AMPLE_AUDIO_USECS);
ampleAudioThreshold = std::max(THRESHOLD_FACTOR * lowAudioThreshold,
ampleAudioThreshold);
DECODER_LOG(PR_LOG_DEBUG,
("Slow video decode, set lowAudioThreshold=%lld ampleAudioThreshold=%lld",
lowAudioThreshold, ampleAudioThreshold));
}
}
// Audio decode.
bool throttleAudioDecoding = !audioPlaying || HaveEnoughDecodedAudio(ampleAudioThreshold * mPlaybackRate);
if (mDidThrottleAudioDecoding && !throttleAudioDecoding) {
audioPump = true;
}
mDidThrottleAudioDecoding = throttleAudioDecoding;
if (!mDidThrottleAudioDecoding) {
ReentrantMonitorAutoExit exitMon(mDecoder->GetReentrantMonitor());
audioPlaying = mReader->DecodeAudioData();
if (!audioPlaying) {
// Playback ended for this stream, close the sample queue.
mReader->AudioQueue().Finish();
}
}
SendStreamData();
// Notify to ensure that the AudioLoop() is not waiting, in case it was
// waiting for more audio to be decoded.
mDecoder->GetReentrantMonitor().NotifyAll();
// The ready state can change when we've decoded data, so update the
// ready state, so that DOM events can fire.
UpdateReadyState();
if ((mState == DECODER_STATE_DECODING || mState == DECODER_STATE_BUFFERING) &&
!mStopDecodeThread &&
(videoPlaying || audioPlaying) &&
throttleAudioDecoding && throttleVideoDecoding)
{
// All active bitstreams' decode is well ahead of the playback
// position, we may as well wait for the playback to catch up. Note the
// audio push thread acquires and notifies the decoder monitor every time
// it pops AudioData off the audio queue. So if the audio push thread pops
// the last AudioData off the audio queue right after that queue reported
// it was non-empty here, we'll receive a notification on the decoder
// monitor which will wake us up shortly after we sleep, thus preventing
// both the decode and audio push threads waiting at the same time.
// See bug 620326.
mDecodeThreadWaiting = true;
if (mDecoder->GetState() != MediaDecoder::PLAY_STATE_PLAYING) {
// We're not playing, and the decode is about to wait. This means
// the decode thread may not be needed in future. Signal the state
// machine thread to run, so it can decide whether to shutdown the
// decode thread.
ScheduleStateMachine();
}
mDecoder->GetReentrantMonitor().Wait();
mDecodeThreadWaiting = false;
}
} // End decode loop.
if (!mStopDecodeThread &&
mState != DECODER_STATE_SHUTDOWN &&
mState != DECODER_STATE_DORMANT &&
mState != DECODER_STATE_SEEKING)
{
mState = DECODER_STATE_COMPLETED;
ScheduleStateMachine();
}
DECODER_LOG(PR_LOG_DEBUG, ("%p Exiting DecodeLoop", mDecoder.get()));
}
bool MediaDecoderStateMachine::IsPlaying()
{
AssertCurrentThreadInMonitor();
return !mPlayStartTime.IsNull();
}
// If we have already written enough frames to the AudioStream, start the
// playback.
static void
StartAudioStreamPlaybackIfNeeded(AudioStream* aStream)
{
// We want to have enough data in the buffer to start the stream.
if (static_cast<double>(aStream->GetWritten()) / aStream->GetRate() >=
static_cast<double>(AUDIOSTREAM_MIN_WRITE_BEFORE_START_USECS) / USECS_PER_S) {
aStream->Start();
}
}
static void WriteSilence(AudioStream* aStream, uint32_t aFrames)
{
uint32_t numSamples = aFrames * aStream->GetChannels();
nsAutoTArray<AudioDataValue, 1000> buf;
buf.SetLength(numSamples);
memset(buf.Elements(), 0, numSamples * sizeof(AudioDataValue));
aStream->Write(buf.Elements(), aFrames);
StartAudioStreamPlaybackIfNeeded(aStream);
}
void MediaDecoderStateMachine::AudioLoop()
{
NS_ASSERTION(OnAudioThread(), "Should be on audio thread.");
DECODER_LOG(PR_LOG_DEBUG, ("%p Begun audio thread/loop", mDecoder.get()));
int64_t audioDuration = 0;
int64_t audioStartTime = -1;
uint32_t channels, rate;
double volume = -1;
bool setVolume;
double playbackRate = -1;
bool setPlaybackRate;
bool preservesPitch;
bool setPreservesPitch;
AudioChannelType audioChannelType;
{
ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor());
mAudioCompleted = false;
audioStartTime = mAudioStartTime;
NS_ASSERTION(audioStartTime != -1, "Should have audio start time by now");
channels = mInfo.mAudio.mChannels;
rate = mInfo.mAudio.mRate;
audioChannelType = mDecoder->GetAudioChannelType();
volume = mVolume;
preservesPitch = mPreservesPitch;
playbackRate = mPlaybackRate;
}
{
// AudioStream initialization can block for extended periods in unusual
// circumstances, so we take care to drop the decoder monitor while
// initializing.
nsAutoPtr<AudioStream> audioStream(new AudioStream());
audioStream->Init(channels, rate, audioChannelType, AudioStream::HighLatency);
audioStream->SetVolume(volume);
if (audioStream->SetPreservesPitch(preservesPitch) != NS_OK) {
NS_WARNING("Setting the pitch preservation failed at AudioLoop start.");
}
if (playbackRate != 1.0) {
NS_ASSERTION(playbackRate != 0,
"Don't set the playbackRate to 0 on an AudioStream.");
if (audioStream->SetPlaybackRate(playbackRate) != NS_OK) {
NS_WARNING("Setting the playback rate failed at AudioLoop start.");
}
}
{
ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor());
mAudioStream = audioStream;
}
}
while (1) {
// Wait while we're not playing, and we're not shutting down, or we're
// playing and we've got no audio to play.
{
ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor());
NS_ASSERTION(mState != DECODER_STATE_DECODING_METADATA,
"Should have meta data before audio started playing.");
while (mState != DECODER_STATE_SHUTDOWN &&
!mStopAudioThread &&
(!IsPlaying() ||
mState == DECODER_STATE_BUFFERING ||
(mReader->AudioQueue().GetSize() == 0 &&
!mReader->AudioQueue().AtEndOfStream())))
{
if (!IsPlaying() && !mAudioStream->IsPaused()) {
mAudioStream->Pause();
}
mon.Wait();
}
// If we're shutting down, break out and exit the audio thread.
// Also break out if audio is being captured.
if (mState == DECODER_STATE_SHUTDOWN ||
mStopAudioThread ||
mReader->AudioQueue().AtEndOfStream())
{
break;
}
// We only want to go to the expense of changing the volume if
// the volume has changed.
setVolume = volume != mVolume;
volume = mVolume;
// Same for the playbackRate.
setPlaybackRate = playbackRate != mPlaybackRate;
playbackRate = mPlaybackRate;
// Same for the pitch preservation.
setPreservesPitch = preservesPitch != mPreservesPitch;
preservesPitch = mPreservesPitch;
if (IsPlaying() && mAudioStream->IsPaused()) {
mAudioStream->Resume();
}
}
if (setVolume) {
mAudioStream->SetVolume(volume);
}
if (setPlaybackRate) {
NS_ASSERTION(playbackRate != 0,
"Don't set the playbackRate to 0 in the AudioStreams");
if (mAudioStream->SetPlaybackRate(playbackRate) != NS_OK) {
NS_WARNING("Setting the playback rate failed in AudioLoop.");
}
}
if (setPreservesPitch) {
if (mAudioStream->SetPreservesPitch(preservesPitch) != NS_OK) {
NS_WARNING("Setting the pitch preservation failed in AudioLoop.");
}
}
NS_ASSERTION(mReader->AudioQueue().GetSize() > 0,
"Should have data to play");
// See if there's a gap in the audio. If there is, push silence into the
// audio hardware, so we can play across the gap.
const AudioData* s = mReader->AudioQueue().PeekFront();
// Calculate the number of frames that have been pushed onto the audio
// hardware.
CheckedInt64 playedFrames = UsecsToFrames(audioStartTime, rate) +
audioDuration;
// Calculate the timestamp of the next chunk of audio in numbers of
// samples.
CheckedInt64 sampleTime = UsecsToFrames(s->mTime, rate);
CheckedInt64 missingFrames = sampleTime - playedFrames;
if (!missingFrames.isValid() || !sampleTime.isValid()) {
NS_WARNING("Int overflow adding in AudioLoop()");
break;
}
int64_t framesWritten = 0;
if (missingFrames.value() > 0) {
// The next audio chunk begins some time after the end of the last chunk
// we pushed to the audio hardware. We must push silence into the audio
// hardware so that the next audio chunk begins playback at the correct
// time.
missingFrames = std::min<int64_t>(UINT32_MAX, missingFrames.value());
DECODER_LOG(PR_LOG_DEBUG, ("%p Decoder playing %d frames of silence",
mDecoder.get(), int32_t(missingFrames.value())));
framesWritten = PlaySilence(static_cast<uint32_t>(missingFrames.value()),
channels, playedFrames.value());
} else {
framesWritten = PlayFromAudioQueue(sampleTime.value(), channels);
}
audioDuration += framesWritten;
{
ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor());
CheckedInt64 playedUsecs = FramesToUsecs(audioDuration, rate) + audioStartTime;
if (!playedUsecs.isValid()) {
NS_WARNING("Int overflow calculating audio end time");
break;
}
mAudioEndTime = playedUsecs.value();
}
}
{
ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor());
if (mReader->AudioQueue().AtEndOfStream() &&
mState != DECODER_STATE_SHUTDOWN &&
!mStopAudioThread)
{
// If the media was too short to trigger the start of the audio stream,
// start it now.
mAudioStream->Start();
// Last frame pushed to audio hardware, wait for the audio to finish,
// before the audio thread terminates.
bool seeking = false;
{
int64_t oldPosition = -1;
int64_t position = GetMediaTime();
while (oldPosition != position &&
mAudioEndTime - position > 0 &&
mState != DECODER_STATE_SEEKING &&
mState != DECODER_STATE_SHUTDOWN)
{
const int64_t DRAIN_BLOCK_USECS = 100000;
Wait(std::min(mAudioEndTime - position, DRAIN_BLOCK_USECS));
oldPosition = position;
position = GetMediaTime();
}
seeking = mState == DECODER_STATE_SEEKING;
}
if (!seeking && !mAudioStream->IsPaused()) {
{
ReentrantMonitorAutoExit exit(mDecoder->GetReentrantMonitor());
mAudioStream->Drain();
}
// Fire one last event for any extra frames that didn't fill a framebuffer.
mEventManager.Drain(mAudioEndTime);
}
}
}
DECODER_LOG(PR_LOG_DEBUG, ("%p Reached audio stream end.", mDecoder.get()));
{
// Must hold lock while shutting down and anulling the audio stream to prevent
// state machine thread trying to use it while we're destroying it.
ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor());
mAudioStream->Shutdown();
mAudioStream = nullptr;
mEventManager.Clear();
if (!mAudioCaptured) {
mAudioCompleted = true;
UpdateReadyState();
// Kick the decode thread; it may be sleeping waiting for this to finish.
mDecoder->GetReentrantMonitor().NotifyAll();
}
}
DECODER_LOG(PR_LOG_DEBUG, ("%p Audio stream finished playing, audio thread exit", mDecoder.get()));
}
uint32_t MediaDecoderStateMachine::PlaySilence(uint32_t aFrames,
uint32_t aChannels,
uint64_t aFrameOffset)
{
NS_ASSERTION(OnAudioThread(), "Only call on audio thread.");
NS_ASSERTION(!mAudioStream->IsPaused(), "Don't play when paused");
uint32_t maxFrames = SILENCE_BYTES_CHUNK / aChannels / sizeof(AudioDataValue);
uint32_t frames = std::min(aFrames, maxFrames);
WriteSilence(mAudioStream, frames);
// Dispatch events to the DOM for the audio just written.
mEventManager.QueueWrittenAudioData(nullptr, frames * aChannels,
(aFrameOffset + frames) * aChannels);
return frames;
}
uint32_t MediaDecoderStateMachine::PlayFromAudioQueue(uint64_t aFrameOffset,
uint32_t aChannels)
{
NS_ASSERTION(OnAudioThread(), "Only call on audio thread.");
NS_ASSERTION(!mAudioStream->IsPaused(), "Don't play when paused");
nsAutoPtr<AudioData> audio(mReader->AudioQueue().PopFront());
{
ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor());
NS_WARN_IF_FALSE(IsPlaying(), "Should be playing");
// Awaken the decode loop if it's waiting for space to free up in the
// audio queue.
mDecoder->GetReentrantMonitor().NotifyAll();
}
int64_t offset = -1;
uint32_t frames = 0;
if (!PR_GetEnv("MOZ_QUIET")) {
DECODER_LOG(PR_LOG_DEBUG, ("%p Decoder playing %d frames of data to stream for AudioData at %lld",
mDecoder.get(), audio->mFrames, audio->mTime));
}
mAudioStream->Write(audio->mAudioData,
audio->mFrames);
aChannels = mAudioStream->GetOutChannels();
StartAudioStreamPlaybackIfNeeded(mAudioStream);
offset = audio->mOffset;
frames = audio->mFrames;
// Dispatch events to the DOM for the audio just written.
mEventManager.QueueWrittenAudioData(audio->mAudioData.get(),
audio->mFrames * aChannels,
(aFrameOffset + frames) * aChannels);
if (offset != -1) {
mDecoder->UpdatePlaybackOffset(offset);
}
return frames;
}
nsresult MediaDecoderStateMachine::Init(MediaDecoderStateMachine* aCloneDonor)
{
MOZ_ASSERT(NS_IsMainThread());
RefPtr<SharedThreadPool> decodePool(
SharedThreadPool::Get(NS_LITERAL_CSTRING("Media Decode"),
Preferences::GetUint("media.num-decode-threads", 25)));
NS_ENSURE_TRUE(decodePool, NS_ERROR_FAILURE);
RefPtr<SharedThreadPool> stateMachinePool(
SharedThreadPool::Get(NS_LITERAL_CSTRING("Media State Machine"), 1));
NS_ENSURE_TRUE(stateMachinePool, NS_ERROR_FAILURE);
mDecodeTaskQueue = new MediaTaskQueue(decodePool.forget());
NS_ENSURE_TRUE(mDecodeTaskQueue, NS_ERROR_FAILURE);
MediaDecoderReader* cloneReader = nullptr;
if (aCloneDonor) {
cloneReader = static_cast<MediaDecoderStateMachine*>(aCloneDonor)->mReader;
}
mStateMachineThreadPool = stateMachinePool;
return mReader->Init(cloneReader);
}
void MediaDecoderStateMachine::StopPlayback()
{
DECODER_LOG(PR_LOG_DEBUG, ("%p StopPlayback()", mDecoder.get()));
AssertCurrentThreadInMonitor();
mDecoder->NotifyPlaybackStopped();
if (IsPlaying()) {
mPlayDuration = GetClock();
mPlayStartTime = TimeStamp();
}
// Notify the audio thread, so that it notices that we've stopped playing,
// so it can pause audio playback.
mDecoder->GetReentrantMonitor().NotifyAll();
NS_ASSERTION(!IsPlaying(), "Should report not playing at end of StopPlayback()");
mDecoder->UpdateStreamBlockingForStateMachinePlaying();
}
void MediaDecoderStateMachine::SetSyncPointForMediaStream()
{
AssertCurrentThreadInMonitor();
DecodedStreamData* stream = mDecoder->GetDecodedStream();
if (!stream) {
return;
}
mSyncPointInMediaStream = stream->GetLastOutputTime();
mSyncPointInDecodedStream = mStartTime + mPlayDuration;
}
int64_t MediaDecoderStateMachine::GetCurrentTimeViaMediaStreamSync()
{
AssertCurrentThreadInMonitor();
NS_ASSERTION(mSyncPointInDecodedStream >= 0, "Should have set up sync point");
DecodedStreamData* stream = mDecoder->GetDecodedStream();
StreamTime streamDelta = stream->GetLastOutputTime() - mSyncPointInMediaStream;
return mSyncPointInDecodedStream + MediaTimeToMicroseconds(streamDelta);
}
void MediaDecoderStateMachine::StartPlayback()
{
DECODER_LOG(PR_LOG_DEBUG, ("%p StartPlayback()", mDecoder.get()));
NS_ASSERTION(!IsPlaying(), "Shouldn't be playing when StartPlayback() is called");
AssertCurrentThreadInMonitor();
mDecoder->NotifyPlaybackStarted();
mPlayStartTime = TimeStamp::Now();
NS_ASSERTION(IsPlaying(), "Should report playing by end of StartPlayback()");
if (NS_FAILED(StartAudioThread())) {
NS_WARNING("Failed to create audio thread");
}
mDecoder->GetReentrantMonitor().NotifyAll();
mDecoder->UpdateStreamBlockingForStateMachinePlaying();
}
void MediaDecoderStateMachine::UpdatePlaybackPositionInternal(int64_t aTime)
{
NS_ASSERTION(OnStateMachineThread() || OnDecodeThread(),
"Should be on state machine thread.");
AssertCurrentThreadInMonitor();
NS_ASSERTION(mStartTime >= 0, "Should have positive mStartTime");
mCurrentFrameTime = aTime - mStartTime;
NS_ASSERTION(mCurrentFrameTime >= 0, "CurrentTime should be positive!");
if (aTime > mEndTime) {
NS_ASSERTION(mCurrentFrameTime > GetDuration(),
"CurrentTime must be after duration if aTime > endTime!");
mEndTime = aTime;
nsCOMPtr<nsIRunnable> event =
NS_NewRunnableMethod(mDecoder, &MediaDecoder::DurationChanged);
NS_DispatchToMainThread(event, NS_DISPATCH_NORMAL);
}
}
void MediaDecoderStateMachine::UpdatePlaybackPosition(int64_t aTime)
{
UpdatePlaybackPositionInternal(aTime);
bool fragmentEnded = mFragmentEndTime >= 0 && GetMediaTime() >= mFragmentEndTime;
if (!mPositionChangeQueued || fragmentEnded) {
mPositionChangeQueued = true;
nsCOMPtr<nsIRunnable> event =
NS_NewRunnableMethod(mDecoder, &MediaDecoder::PlaybackPositionChanged);
NS_DispatchToMainThread(event, NS_DISPATCH_NORMAL);
}
// Notify DOM of any queued up audioavailable events
mEventManager.DispatchPendingEvents(GetMediaTime());
mMetadataManager.DispatchMetadataIfNeeded(mDecoder, aTime);
if (fragmentEnded) {
StopPlayback();
}
}
void MediaDecoderStateMachine::ClearPositionChangeFlag()
{
NS_ASSERTION(NS_IsMainThread(), "Should be on main thread.");
AssertCurrentThreadInMonitor();
mPositionChangeQueued = false;
}
MediaDecoderOwner::NextFrameStatus MediaDecoderStateMachine::GetNextFrameStatus()
{
ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor());
if (IsBuffering() || IsSeeking()) {
return MediaDecoderOwner::NEXT_FRAME_UNAVAILABLE_BUFFERING;
} else if (HaveNextFrameData()) {
return MediaDecoderOwner::NEXT_FRAME_AVAILABLE;
}
return MediaDecoderOwner::NEXT_FRAME_UNAVAILABLE;
}
void MediaDecoderStateMachine::SetVolume(double volume)
{
NS_ASSERTION(NS_IsMainThread(), "Should be on main thread.");
ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor());
mVolume = volume;
}
void MediaDecoderStateMachine::SetAudioCaptured(bool aCaptured)
{
NS_ASSERTION(NS_IsMainThread(), "Should be on main thread.");
ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor());
if (!mAudioCaptured && aCaptured && !mStopAudioThread) {
// Make sure the state machine runs as soon as possible. That will
// stop the audio thread.
// If mStopAudioThread is true then we're already stopping the audio thread
// and since we set mAudioCaptured to true, nothing can start it again.
ScheduleStateMachine();
}
mAudioCaptured = aCaptured;
}
double MediaDecoderStateMachine::GetCurrentTime() const
{
NS_ASSERTION(NS_IsMainThread() ||
OnStateMachineThread() ||
OnDecodeThread(),
"Should be on main, decode, or state machine thread.");
return static_cast<double>(mCurrentFrameTime) / static_cast<double>(USECS_PER_S);
}
int64_t MediaDecoderStateMachine::GetDuration()
{
AssertCurrentThreadInMonitor();
if (mEndTime == -1 || mStartTime == -1)
return -1;
return mEndTime - mStartTime;
}
void MediaDecoderStateMachine::SetDuration(int64_t aDuration)
{
NS_ASSERTION(NS_IsMainThread() || OnDecodeThread(),
"Should be on main or decode thread.");
AssertCurrentThreadInMonitor();
if (aDuration == -1) {
return;
}
if (mStartTime != -1) {
mEndTime = mStartTime + aDuration;
} else {
mStartTime = 0;
mEndTime = aDuration;
}
}
void MediaDecoderStateMachine::UpdateEstimatedDuration(int64_t aDuration)
{
AssertCurrentThreadInMonitor();
int64_t duration = GetDuration();
if (aDuration != duration &&
abs(aDuration - duration) > ESTIMATED_DURATION_FUZZ_FACTOR_USECS) {
SetDuration(aDuration);
nsCOMPtr<nsIRunnable> event =
NS_NewRunnableMethod(mDecoder, &MediaDecoder::DurationChanged);
NS_DispatchToMainThread(event, NS_DISPATCH_NORMAL);
}
}
void MediaDecoderStateMachine::SetMediaEndTime(int64_t aEndTime)
{
NS_ASSERTION(OnDecodeThread(), "Should be on decode thread");
AssertCurrentThreadInMonitor();
mEndTime = aEndTime;
}
void MediaDecoderStateMachine::SetFragmentEndTime(int64_t aEndTime)
{
AssertCurrentThreadInMonitor();
mFragmentEndTime = aEndTime < 0 ? aEndTime : aEndTime + mStartTime;
}
void MediaDecoderStateMachine::SetTransportSeekable(bool aTransportSeekable)
{
NS_ASSERTION(NS_IsMainThread() || OnDecodeThread(),
"Should be on main thread or the decoder thread.");
AssertCurrentThreadInMonitor();
mTransportSeekable = aTransportSeekable;
}
void MediaDecoderStateMachine::SetMediaSeekable(bool aMediaSeekable)
{
NS_ASSERTION(NS_IsMainThread() || OnDecodeThread(),
"Should be on main thread or the decoder thread.");
mMediaSeekable = aMediaSeekable;
}
bool MediaDecoderStateMachine::IsDormantNeeded()
{
return mReader->IsDormantNeeded();
}
void MediaDecoderStateMachine::SetDormant(bool aDormant)
{
NS_ASSERTION(NS_IsMainThread(), "Should be on main thread.");
AssertCurrentThreadInMonitor();
if (!mReader) {
return;
}
if (aDormant) {
ScheduleStateMachine();
mState = DECODER_STATE_DORMANT;
mDecoder->GetReentrantMonitor().NotifyAll();
} else if ((aDormant != true) && (mState == DECODER_STATE_DORMANT)) {
ScheduleStateMachine();
mStartTime = 0;
mCurrentFrameTime = 0;
mState = DECODER_STATE_DECODING_METADATA;
mDecoder->GetReentrantMonitor().NotifyAll();
}
}
void MediaDecoderStateMachine::Shutdown()
{
NS_ASSERTION(NS_IsMainThread(), "Should be on main thread.");
// Once we've entered the shutdown state here there's no going back.
ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor());
// Change state before issuing shutdown request to threads so those
// threads can start exiting cleanly during the Shutdown call.
DECODER_LOG(PR_LOG_DEBUG, ("%p Changed state to SHUTDOWN", mDecoder.get()));
ScheduleStateMachine();
mState = DECODER_STATE_SHUTDOWN;
mDecoder->GetReentrantMonitor().NotifyAll();
}
void MediaDecoderStateMachine::StartDecoding()
{
NS_ASSERTION(OnStateMachineThread() || OnDecodeThread(),
"Should be on state machine or decode thread.");
ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor());
if (mState != DECODER_STATE_DECODING) {
mDecodeStartTime = TimeStamp::Now();
}
mState = DECODER_STATE_DECODING;
ScheduleStateMachine();
}
void MediaDecoderStateMachine::StartWaitForResources()
{
NS_ASSERTION(OnStateMachineThread() || OnDecodeThread(),
"Should be on state machine or decode thread.");
ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor());
mState = DECODER_STATE_WAIT_FOR_RESOURCES;
}
void MediaDecoderStateMachine::StartDecodeMetadata()
{
NS_ASSERTION(OnStateMachineThread() || OnDecodeThread(),
"Should be on state machine or decode thread.");
ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor());
mState = DECODER_STATE_DECODING_METADATA;
}
void MediaDecoderStateMachine::Play()
{
NS_ASSERTION(NS_IsMainThread(), "Should be on main thread.");
// When asked to play, switch to decoding state only if
// we are currently buffering. In other cases, we'll start playing anyway
// when the state machine notices the decoder's state change to PLAYING.
ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor());
if (mState == DECODER_STATE_BUFFERING) {
DECODER_LOG(PR_LOG_DEBUG, ("%p Changed state from BUFFERING to DECODING", mDecoder.get()));
mState = DECODER_STATE_DECODING;
mDecodeStartTime = TimeStamp::Now();
}
ScheduleStateMachine();
}
void MediaDecoderStateMachine::ResetPlayback()
{
NS_ASSERTION(OnDecodeThread(), "Should be on decode thread.");
mVideoFrameEndTime = -1;
mAudioStartTime = -1;
mAudioEndTime = -1;
mAudioCompleted = false;
}
void MediaDecoderStateMachine::NotifyDataArrived(const char* aBuffer,
uint32_t aLength,
int64_t aOffset)
{
NS_ASSERTION(NS_IsMainThread(), "Only call on main thread");
mReader->NotifyDataArrived(aBuffer, aLength, aOffset);
// While playing an unseekable stream of unknown duration, mEndTime is
// updated (in AdvanceFrame()) as we play. But if data is being downloaded
// faster than played, mEndTime won't reflect the end of playable data
// since we haven't played the frame at the end of buffered data. So update
// mEndTime here as new data is downloaded to prevent such a lag.
dom::TimeRanges buffered;
if (mDecoder->IsInfinite() &&
NS_SUCCEEDED(mDecoder->GetBuffered(&buffered)))
{
uint32_t length = 0;
buffered.GetLength(&length);
if (length) {
double end = 0;
buffered.End(length - 1, &end);
ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor());
mEndTime = std::max<int64_t>(mEndTime, end * USECS_PER_S);
}
}
}
void MediaDecoderStateMachine::Seek(double aTime)
{
NS_ASSERTION(NS_IsMainThread(), "Should be on main thread.");
ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor());
// We need to be able to seek both at a transport level and at a media level
// to seek.
if (!mMediaSeekable) {
return;
}
// MediaDecoder::mPlayState should be SEEKING while we seek, and
// in that case MediaDecoder shouldn't be calling us.
NS_ASSERTION(mState != DECODER_STATE_SEEKING,
"We shouldn't already be seeking");
NS_ASSERTION(mState >= DECODER_STATE_DECODING,
"We should have loaded metadata");
double t = aTime * static_cast<double>(USECS_PER_S);
if (t > INT64_MAX) {
// Prevent integer overflow.
return;
}
mSeekTime = static_cast<int64_t>(t) + mStartTime;
NS_ASSERTION(mSeekTime >= mStartTime && mSeekTime <= mEndTime,
"Can only seek in range [0,duration]");
// Bound the seek time to be inside the media range.
NS_ASSERTION(mStartTime != -1, "Should know start time by now");
NS_ASSERTION(mEndTime != -1, "Should know end time by now");
mSeekTime = std::min(mSeekTime, mEndTime);
mSeekTime = std::max(mStartTime, mSeekTime);
mBasePosition = mSeekTime - mStartTime;
DECODER_LOG(PR_LOG_DEBUG, ("%p Changed state to SEEKING (to %f)", mDecoder.get(), aTime));
mState = DECODER_STATE_SEEKING;
if (mDecoder->GetDecodedStream()) {
mDecoder->RecreateDecodedStream(mSeekTime - mStartTime);
}
ScheduleStateMachine();
}
void MediaDecoderStateMachine::StopDecodeThread()
{
NS_ASSERTION(OnStateMachineThread(), "Should be on state machine thread.");
AssertCurrentThreadInMonitor();
mStopDecodeThread = true;
mDecoder->GetReentrantMonitor().NotifyAll();
}
void MediaDecoderStateMachine::StopAudioThread()
{
NS_ASSERTION(OnDecodeThread() ||
OnStateMachineThread(), "Should be on decode thread or state machine thread");
AssertCurrentThreadInMonitor();
if (mStopAudioThread) {
// Nothing to do, since the thread is already stopping
return;
}
mStopAudioThread = true;
mDecoder->GetReentrantMonitor().NotifyAll();
if (mAudioThread) {
DECODER_LOG(PR_LOG_DEBUG, ("%p Shutdown audio thread", mDecoder.get()));
{
ReentrantMonitorAutoExit exitMon(mDecoder->GetReentrantMonitor());
mAudioThread->Shutdown();
}
mAudioThread = nullptr;
// Now that the audio thread is dead, try sending data to our MediaStream(s).
// That may have been waiting for the audio thread to stop.
SendStreamData();
}
}
nsresult
MediaDecoderStateMachine::ScheduleDecodeThread()
{
NS_ASSERTION(OnStateMachineThread(), "Should be on state machine thread.");
AssertCurrentThreadInMonitor();
mStopDecodeThread = false;
if (mState >= DECODER_STATE_COMPLETED) {
return NS_OK;
}
if (!mDispatchedEventToDecode) {
nsresult rv = mDecodeTaskQueue->Dispatch(
NS_NewRunnableMethod(this, &MediaDecoderStateMachine::DecodeThreadRun));
NS_ENSURE_SUCCESS(rv, rv);
mDispatchedEventToDecode = true;
}
return NS_OK;
}
nsresult
MediaDecoderStateMachine::StartAudioThread()
{
NS_ASSERTION(OnStateMachineThread() || OnDecodeThread(),
"Should be on state machine or decode thread.");
AssertCurrentThreadInMonitor();
if (mAudioCaptured) {
NS_ASSERTION(mStopAudioThread, "mStopAudioThread must always be true if audio is captured");
return NS_OK;
}
mStopAudioThread = false;
if (HasAudio() && !mAudioThread) {
nsresult rv = NS_NewNamedThread("Media Audio",
getter_AddRefs(mAudioThread),
nullptr,
MEDIA_THREAD_STACK_SIZE);
if (NS_FAILED(rv)) {
DECODER_LOG(PR_LOG_DEBUG, ("%p Changed state to SHUTDOWN because failed to create audio thread", mDecoder.get()));
mState = DECODER_STATE_SHUTDOWN;
return rv;
}
nsCOMPtr<nsIRunnable> event =
NS_NewRunnableMethod(this, &MediaDecoderStateMachine::AudioLoop);
mAudioThread->Dispatch(event, NS_DISPATCH_NORMAL);
}
return NS_OK;
}
int64_t MediaDecoderStateMachine::AudioDecodedUsecs() const
{
NS_ASSERTION(HasAudio(),
"Should only call AudioDecodedUsecs() when we have audio");
// The amount of audio we have decoded is the amount of audio data we've
// already decoded and pushed to the hardware, plus the amount of audio
// data waiting to be pushed to the hardware.
int64_t pushed = (mAudioEndTime != -1) ? (mAudioEndTime - GetMediaTime()) : 0;
return pushed + mReader->AudioQueue().Duration();
}
bool MediaDecoderStateMachine::HasLowDecodedData(int64_t aAudioUsecs) const
{
AssertCurrentThreadInMonitor();
// We consider ourselves low on decoded data if we're low on audio,
// provided we've not decoded to the end of the audio stream, or
// if we're low on video frames, provided
// we've not decoded to the end of the video stream.
return ((HasAudio() &&
!mReader->AudioQueue().IsFinished() &&
AudioDecodedUsecs() < aAudioUsecs)
||
(HasVideo() &&
!mReader->VideoQueue().IsFinished() &&
static_cast<uint32_t>(mReader->VideoQueue().GetSize()) < LOW_VIDEO_FRAMES));
}
bool MediaDecoderStateMachine::HasLowUndecodedData() const
{
return HasLowUndecodedData(mLowDataThresholdUsecs);
}
bool MediaDecoderStateMachine::HasLowUndecodedData(double aUsecs) const
{
AssertCurrentThreadInMonitor();
NS_ASSERTION(mState > DECODER_STATE_DECODING_METADATA,
"Must have loaded metadata for GetBuffered() to work");
bool reliable;
double bytesPerSecond = mDecoder->ComputePlaybackRate(&reliable);
if (!reliable) {
// Default to assuming we have enough
return false;
}
MediaResource* stream = mDecoder->GetResource();
int64_t currentPos = stream->Tell();
int64_t requiredPos = currentPos + int64_t((aUsecs/1000000.0)*bytesPerSecond);
int64_t length = stream->GetLength();
if (length >= 0) {
requiredPos = std::min(requiredPos, length);
}
return stream->GetCachedDataEnd(currentPos) < requiredPos;
}
void MediaDecoderStateMachine::SetFrameBufferLength(uint32_t aLength)
{
NS_ASSERTION(aLength >= 512 && aLength <= 16384,
"The length must be between 512 and 16384");
AssertCurrentThreadInMonitor();
mEventManager.SetSignalBufferLength(aLength);
}
nsresult MediaDecoderStateMachine::DecodeMetadata()
{
NS_ASSERTION(OnDecodeThread(), "Should be on decode thread.");
AssertCurrentThreadInMonitor();
NS_ASSERTION(mState == DECODER_STATE_DECODING_METADATA,
"Only call when in metadata decoding state");
DECODER_LOG(PR_LOG_DEBUG, ("%p Decoding Media Headers", mDecoder.get()));
nsresult res;
MediaInfo info;
MetadataTags* tags;
{
ReentrantMonitorAutoExit exitMon(mDecoder->GetReentrantMonitor());
res = mReader->ReadMetadata(&info, &tags);
}
if (NS_SUCCEEDED(res) && (mState == DECODER_STATE_DECODING_METADATA) && (mReader->IsWaitingMediaResources())) {
// change state to DECODER_STATE_WAIT_FOR_RESOURCES
StartWaitForResources();
return NS_OK;
}
mInfo = info;
if (NS_FAILED(res) || (!info.HasValidMedia())) {
// Dispatch the event to call DecodeError synchronously. This ensures
// we're in shutdown state by the time we exit the decode thread.
// If we just moved to shutdown state here on the decode thread, we may
// cause the state machine to shutdown/free memory without closing its
// media stream properly, and we'll get callbacks from the media stream
// causing a crash. Note the state machine shutdown joins this decode
// thread during shutdown (and other state machines can run on the state
// machine thread while the join is waiting), so it's safe to do this
// synchronously.
nsCOMPtr<nsIRunnable> event =
NS_NewRunnableMethod(mDecoder, &MediaDecoder::DecodeError);
ReentrantMonitorAutoExit exitMon(mDecoder->GetReentrantMonitor());
NS_DispatchToMainThread(event, NS_DISPATCH_SYNC);
return NS_ERROR_FAILURE;
}
mDecoder->StartProgressUpdates();
mGotDurationFromMetaData = (GetDuration() != -1);
VideoData* videoData = FindStartTime();
if (videoData) {
ReentrantMonitorAutoExit exitMon(mDecoder->GetReentrantMonitor());
RenderVideoFrame(videoData, TimeStamp::Now());
}
if (mState == DECODER_STATE_SHUTDOWN) {
return NS_ERROR_FAILURE;
}
NS_ASSERTION(mStartTime != -1, "Must have start time");
MOZ_ASSERT((!HasVideo() && !HasAudio()) ||
!(mMediaSeekable && mTransportSeekable) || mEndTime != -1,
"Active seekable media should have end time");
MOZ_ASSERT(!(mMediaSeekable && mTransportSeekable) ||
GetDuration() != -1, "Seekable media should have duration");
DECODER_LOG(PR_LOG_DEBUG, ("%p Media goes from %lld to %lld (duration %lld)"
" transportSeekable=%d, mediaSeekable=%d",
mDecoder.get(), mStartTime, mEndTime, GetDuration(),
mTransportSeekable, mMediaSeekable));
// Inform the element that we've loaded the metadata and the first frame,
// setting the default framebuffer size for audioavailable events. Also,
// if there is audio, let the MozAudioAvailable event manager know about
// the metadata.
if (HasAudio()) {
mEventManager.Init(mInfo.mAudio.mChannels, mInfo.mAudio.mRate);
// Set the buffer length at the decoder level to be able, to be able
// to retrive the value via media element method. The RequestFrameBufferLength
// will call the MediaDecoderStateMachine::SetFrameBufferLength().
uint32_t frameBufferLength = mInfo.mAudio.mChannels * FRAMEBUFFER_LENGTH_PER_CHANNEL;
mDecoder->RequestFrameBufferLength(frameBufferLength);
}
nsCOMPtr<nsIRunnable> metadataLoadedEvent =
new AudioMetadataEventRunner(mDecoder,
mInfo.mAudio.mChannels,
mInfo.mAudio.mRate,
HasAudio(),
HasVideo(),
tags);
NS_DispatchToMainThread(metadataLoadedEvent, NS_DISPATCH_NORMAL);
if (mState == DECODER_STATE_DECODING_METADATA) {
DECODER_LOG(PR_LOG_DEBUG, ("%p Changed state from DECODING_METADATA to DECODING", mDecoder.get()));
StartDecoding();
}
if ((mState == DECODER_STATE_DECODING || mState == DECODER_STATE_COMPLETED) &&
mDecoder->GetState() == MediaDecoder::PLAY_STATE_PLAYING &&
!IsPlaying())
{
StartPlayback();
}
return NS_OK;
}
void MediaDecoderStateMachine::DecodeSeek()
{
NS_ASSERTION(OnDecodeThread(), "Should be on decode thread.");
AssertCurrentThreadInMonitor();
NS_ASSERTION(mState == DECODER_STATE_SEEKING,
"Only call when in seeking state");
mDidThrottleAudioDecoding = false;
mDidThrottleVideoDecoding = false;
// During the seek, don't have a lock on the decoder state,
// otherwise long seek operations can block the main thread.
// The events dispatched to the main thread are SYNC calls.
// These calls are made outside of the decode monitor lock so
// it is safe for the main thread to makes calls that acquire
// the lock since it won't deadlock. We check the state when
// acquiring the lock again in case shutdown has occurred
// during the time when we didn't have the lock.
int64_t seekTime = mSeekTime;
mDecoder->StopProgressUpdates();
bool currentTimeChanged = false;
int64_t mediaTime = GetMediaTime();
if (mediaTime != seekTime) {
currentTimeChanged = true;
// Stop playback now to ensure that while we're outside the monitor
// dispatching SeekingStarted, playback doesn't advance and mess with
// mCurrentFrameTime that we've setting to seekTime here.
StopPlayback();
UpdatePlaybackPositionInternal(seekTime);
}
// SeekingStarted will do a UpdateReadyStateForData which will
// inform the element and its users that we have no frames
// to display
{
ReentrantMonitorAutoExit exitMon(mDecoder->GetReentrantMonitor());
nsCOMPtr<nsIRunnable> startEvent =
NS_NewRunnableMethod(mDecoder, &MediaDecoder::SeekingStarted);
NS_DispatchToMainThread(startEvent, NS_DISPATCH_SYNC);
}
if (currentTimeChanged) {
// The seek target is different than the current playback position,
// we'll need to seek the playback position, so shutdown our decode
// and audio threads.
StopAudioThread();
ResetPlayback();
nsresult res;
{
ReentrantMonitorAutoExit exitMon(mDecoder->GetReentrantMonitor());
// Now perform the seek. We must not hold the state machine monitor
// while we seek, since the seek reads, which could block on I/O.
res = mReader->Seek(seekTime,
mStartTime,
mEndTime,
mediaTime);
}
if (NS_SUCCEEDED(res)) {
AudioData* audio = HasAudio() ? mReader->AudioQueue().PeekFront() : nullptr;
MOZ_ASSERT(!audio ||
(audio->mTime <= seekTime &&
seekTime <= audio->mTime + audio->mDuration) ||
mReader->AudioQueue().IsFinished(),
"Seek target should lie inside the first audio block after seek");
int64_t startTime = (audio && audio->mTime < seekTime) ? audio->mTime : seekTime;
mAudioStartTime = startTime;
mPlayDuration = startTime - mStartTime;
if (HasVideo()) {
VideoData* video = mReader->VideoQueue().PeekFront();
if (video) {
MOZ_ASSERT((video->mTime <= seekTime && seekTime <= video->GetEndTime()) ||
mReader->VideoQueue().IsFinished(),
"Seek target should lie inside the first frame after seek, unless it's the last frame.");
{
ReentrantMonitorAutoExit exitMon(mDecoder->GetReentrantMonitor());
RenderVideoFrame(video, TimeStamp::Now());
}
nsCOMPtr<nsIRunnable> event =
NS_NewRunnableMethod(mDecoder, &MediaDecoder::Invalidate);
NS_DispatchToMainThread(event, NS_DISPATCH_NORMAL);
}
}
}
}
mDecoder->StartProgressUpdates();
if (mState == DECODER_STATE_DECODING_METADATA ||
mState == DECODER_STATE_DORMANT ||
mState == DECODER_STATE_SHUTDOWN) {
return;
}
// Try to decode another frame to detect if we're at the end...
DECODER_LOG(PR_LOG_DEBUG, ("%p Seek completed, mCurrentFrameTime=%lld\n",
mDecoder.get(), mCurrentFrameTime));
// Change state to DECODING or COMPLETED now. SeekingStopped will
// call MediaDecoderStateMachine::Seek to reset our state to SEEKING
// if we need to seek again.
nsCOMPtr<nsIRunnable> stopEvent;
bool isLiveStream = mDecoder->GetResource()->GetLength() == -1;
if (GetMediaTime() == mEndTime && !isLiveStream) {
// Seeked to end of media, move to COMPLETED state. Note we don't do
// this if we're playing a live stream, since the end of media will advance
// once we download more data!
DECODER_LOG(PR_LOG_DEBUG, ("%p Changed state from SEEKING (to %lld) to COMPLETED",
mDecoder.get(), seekTime));
stopEvent = NS_NewRunnableMethod(mDecoder, &MediaDecoder::SeekingStoppedAtEnd);
mState = DECODER_STATE_COMPLETED;
} else {
DECODER_LOG(PR_LOG_DEBUG, ("%p Changed state from SEEKING (to %lld) to DECODING",
mDecoder.get(), seekTime));
stopEvent = NS_NewRunnableMethod(mDecoder, &MediaDecoder::SeekingStopped);
StartDecoding();
}
{
ReentrantMonitorAutoExit exitMon(mDecoder->GetReentrantMonitor());
NS_DispatchToMainThread(stopEvent, NS_DISPATCH_SYNC);
}
// Reset quick buffering status. This ensures that if we began the
// seek while quick-buffering, we won't bypass quick buffering mode
// if we need to buffer after the seek.
mQuickBuffering = false;
ScheduleStateMachine();
}
// Runnable to dispose of the decoder and state machine on the main thread.
class nsDecoderDisposeEvent : public nsRunnable {
public:
nsDecoderDisposeEvent(already_AddRefed<MediaDecoder> aDecoder,
already_AddRefed<MediaDecoderStateMachine> aStateMachine)
: mDecoder(aDecoder), mStateMachine(aStateMachine) {}
NS_IMETHOD Run() {
NS_ASSERTION(NS_IsMainThread(), "Must be on main thread.");
mStateMachine->ReleaseDecoder();
mDecoder->ReleaseStateMachine();
mStateMachine = nullptr;
mDecoder = nullptr;
return NS_OK;
}
private:
nsRefPtr<MediaDecoder> mDecoder;
nsCOMPtr<MediaDecoderStateMachine> mStateMachine;
};
// Runnable which dispatches an event to the main thread to dispose of the
// decoder and state machine. This runs on the state machine thread after
// the state machine has shutdown, and all events for that state machine have
// finished running.
class nsDispatchDisposeEvent : public nsRunnable {
public:
nsDispatchDisposeEvent(MediaDecoder* aDecoder,
MediaDecoderStateMachine* aStateMachine)
: mDecoder(aDecoder), mStateMachine(aStateMachine) {}
NS_IMETHOD Run() {
NS_DispatchToMainThread(new nsDecoderDisposeEvent(mDecoder.forget(),
mStateMachine.forget()));
return NS_OK;
}
private:
nsRefPtr<MediaDecoder> mDecoder;
nsCOMPtr<MediaDecoderStateMachine> mStateMachine;
};
nsresult MediaDecoderStateMachine::RunStateMachine()
{
AssertCurrentThreadInMonitor();
MediaResource* resource = mDecoder->GetResource();
NS_ENSURE_TRUE(resource, NS_ERROR_NULL_POINTER);
switch (mState) {
case DECODER_STATE_SHUTDOWN: {
if (IsPlaying()) {
StopPlayback();
}
StopAudioThread();
// If mAudioThread is non-null after StopAudioThread completes, we are
// running in a nested event loop waiting for Shutdown() on
// mAudioThread to complete. Return to the event loop and let it
// finish processing before continuing with shutdown.
if (mAudioThread) {
MOZ_ASSERT(mStopAudioThread);
return NS_OK;
}
StopDecodeThread();
{
ReentrantMonitorAutoExit exitMon(mDecoder->GetReentrantMonitor());
// Wait for the thread decoding to exit.
mDecodeTaskQueue->Shutdown();
mReader->ReleaseMediaResources();
}
// Now that those threads are stopped, there's no possibility of
// mPendingWakeDecoder being needed again. Revoke it.
mPendingWakeDecoder = nullptr;
NS_ASSERTION(mState == DECODER_STATE_SHUTDOWN,
"How did we escape from the shutdown state?");
// We must daisy-chain these events to destroy the decoder. We must
// destroy the decoder on the main thread, but we can't destroy the
// decoder while this thread holds the decoder monitor. We can't
// dispatch an event to the main thread to destroy the decoder from
// here, as the event may run before the dispatch returns, and we
// hold the decoder monitor here. We also want to guarantee that the
// state machine is destroyed on the main thread, and so the
// event runner running this function (which holds a reference to the
// state machine) needs to finish and be released in order to allow
// that. So we dispatch an event to run after this event runner has
// finished and released its monitor/references. That event then will
// dispatch an event to the main thread to release the decoder and
// state machine.
GetStateMachineThread()->Dispatch(
new nsDispatchDisposeEvent(mDecoder, this), NS_DISPATCH_NORMAL);
return NS_OK;
}
case DECODER_STATE_DORMANT: {
if (IsPlaying()) {
StopPlayback();
}
StopAudioThread();
StopDecodeThread();
// Now that those threads are stopped, there's no possibility of
// mPendingWakeDecoder being needed again. Revoke it.
mPendingWakeDecoder = nullptr;
{
ReentrantMonitorAutoExit exitMon(mDecoder->GetReentrantMonitor());
// Wait for the thread decoding, if any, to exit.
mDecodeTaskQueue->AwaitIdle();
mReader->ReleaseMediaResources();
}
return NS_OK;
}
case DECODER_STATE_WAIT_FOR_RESOURCES: {
return NS_OK;
}
case DECODER_STATE_DECODING_METADATA: {
// Ensure we have a decode thread to decode metadata.
return ScheduleDecodeThread();
}
case DECODER_STATE_DECODING: {
if (mDecoder->GetState() != MediaDecoder::PLAY_STATE_PLAYING &&
IsPlaying())
{
// We're playing, but the element/decoder is in paused state. Stop
// playing! Note we do this before StopDecodeThread() below because
// that blocks this state machine's execution, and can cause a
// perceptible delay between the pause command, and playback actually
// pausing.
StopPlayback();
}
if (mDecoder->GetState() == MediaDecoder::PLAY_STATE_PLAYING &&
!IsPlaying()) {
// We are playing, but the state machine does not know it yet. Tell it
// that it is, so that the clock can be properly queried.
StartPlayback();
}
if (IsPausedAndDecoderWaiting()) {
// The decode buffers are full, and playback is paused. Shutdown the
// decode thread.
StopDecodeThread();
return NS_OK;
}
// We're playing and/or our decode buffers aren't full. Ensure we have
// an active decode thread.
if (NS_FAILED(ScheduleDecodeThread())) {
NS_WARNING("Failed to start media decode thread!");
return NS_ERROR_FAILURE;
}
AdvanceFrame();
NS_ASSERTION(mDecoder->GetState() != MediaDecoder::PLAY_STATE_PLAYING ||
IsStateMachineScheduled() ||
mPlaybackRate == 0.0, "Must have timer scheduled");
return NS_OK;
}
case DECODER_STATE_BUFFERING: {
if (IsPausedAndDecoderWaiting()) {
// The decode buffers are full, and playback is paused. Shutdown the
// decode thread.
StopDecodeThread();
return NS_OK;
}
TimeStamp now = TimeStamp::Now();
NS_ASSERTION(!mBufferingStart.IsNull(), "Must know buffering start time.");
// We will remain in the buffering state if we've not decoded enough
// data to begin playback, or if we've not downloaded a reasonable
// amount of data inside our buffering time.
TimeDuration elapsed = now - mBufferingStart;
bool isLiveStream = resource->GetLength() == -1;
if ((isLiveStream || !mDecoder->CanPlayThrough()) &&
elapsed < TimeDuration::FromSeconds(mBufferingWait * mPlaybackRate) &&
(mQuickBuffering ? HasLowDecodedData(QUICK_BUFFERING_LOW_DATA_USECS)
: HasLowUndecodedData(mBufferingWait * USECS_PER_S)) &&
!mDecoder->IsDataCachedToEndOfResource() &&
!resource->IsSuspended())
{
DECODER_LOG(PR_LOG_DEBUG,
("%p Buffering: wait %ds, timeout in %.3lfs %s",
mDecoder.get(),
mBufferingWait,
mBufferingWait - elapsed.ToSeconds(),
(mQuickBuffering ? "(quick exit)" : "")));
ScheduleStateMachine(USECS_PER_S);
return NS_OK;
} else {
DECODER_LOG(PR_LOG_DEBUG, ("%p Changed state from BUFFERING to DECODING", mDecoder.get()));
DECODER_LOG(PR_LOG_DEBUG, ("%p Buffered for %.3lfs",
mDecoder.get(),
(now - mBufferingStart).ToSeconds()));
StartDecoding();
}
// Notify to allow blocked decoder thread to continue
mDecoder->GetReentrantMonitor().NotifyAll();
UpdateReadyState();
if (mDecoder->GetState() == MediaDecoder::PLAY_STATE_PLAYING &&
!IsPlaying())
{
StartPlayback();
}
NS_ASSERTION(IsStateMachineScheduled(), "Must have timer scheduled");
return NS_OK;
}
case DECODER_STATE_SEEKING: {
// Ensure we have a decode thread to perform the seek.
return ScheduleDecodeThread();
}
case DECODER_STATE_COMPLETED: {
StopDecodeThread();
if (mState != DECODER_STATE_COMPLETED) {
// While we're waiting for the decode thread to shutdown, we can
// change state, for example to seeking or shutdown state.
// Whatever changed our state should have scheduled another state
// machine run.
NS_ASSERTION(IsStateMachineScheduled(), "Must have timer scheduled");
return NS_OK;
}
// Play the remaining media. We want to run AdvanceFrame() at least
// once to ensure the current playback position is advanced to the
// end of the media, and so that we update the readyState.
if (mState == DECODER_STATE_COMPLETED &&
(mReader->VideoQueue().GetSize() > 0 ||
(HasAudio() && !mAudioCompleted) ||
(mDecoder->GetDecodedStream() && !mDecoder->GetDecodedStream()->IsFinished())))
{
AdvanceFrame();
NS_ASSERTION(mDecoder->GetState() != MediaDecoder::PLAY_STATE_PLAYING ||
mPlaybackRate == 0 ||
IsStateMachineScheduled(),
"Must have timer scheduled");
return NS_OK;
}
// StopPlayback in order to reset the IsPlaying() state so audio
// is restarted correctly.
StopPlayback();
if (mState != DECODER_STATE_COMPLETED) {
// While we're presenting a frame we can change state. Whatever changed
// our state should have scheduled another state machine run.
NS_ASSERTION(IsStateMachineScheduled(), "Must have timer scheduled");
return NS_OK;
}
StopAudioThread();
// When we're decoding to a stream, the stream's main-thread finish signal
// will take care of calling MediaDecoder::PlaybackEnded.
if (mDecoder->GetState() == MediaDecoder::PLAY_STATE_PLAYING &&
!mDecoder->GetDecodedStream()) {
int64_t videoTime = HasVideo() ? mVideoFrameEndTime : 0;
int64_t clockTime = std::max(mEndTime, std::max(videoTime, GetAudioClock()));
UpdatePlaybackPosition(clockTime);
nsCOMPtr<nsIRunnable> event =
NS_NewRunnableMethod(mDecoder, &MediaDecoder::PlaybackEnded);
NS_DispatchToMainThread(event, NS_DISPATCH_NORMAL);
}
return NS_OK;
}
}
return NS_OK;
}
void MediaDecoderStateMachine::RenderVideoFrame(VideoData* aData,
TimeStamp aTarget)
{
NS_ASSERTION(OnStateMachineThread() || OnDecodeThread(),
"Should be on state machine or decode thread.");
mDecoder->GetReentrantMonitor().AssertNotCurrentThreadIn();
if (aData->mDuplicate) {
return;
}
if (!PR_GetEnv("MOZ_QUIET")) {
DECODER_LOG(PR_LOG_DEBUG, ("%p Decoder playing video frame %lld",
mDecoder.get(), aData->mTime));
}
VideoFrameContainer* container = mDecoder->GetVideoFrameContainer();
if (container) {
container->SetCurrentFrame(ThebesIntSize(aData->mDisplay), aData->mImage,
aTarget);
}
}
int64_t
MediaDecoderStateMachine::GetAudioClock()
{
// We must hold the decoder monitor while using the audio stream off the
// audio thread to ensure that it doesn't get destroyed on the audio thread
// while we're using it.
AssertCurrentThreadInMonitor();
if (!HasAudio() || mAudioCaptured)
return -1;
if (!mAudioStream) {
// Audio thread hasn't played any data yet.
return mAudioStartTime;
}
int64_t t = mAudioStream->GetPosition();
return (t == -1) ? -1 : t + mAudioStartTime;
}
int64_t MediaDecoderStateMachine::GetVideoStreamPosition()
{
AssertCurrentThreadInMonitor();
if (!IsPlaying()) {
return mPlayDuration + mStartTime;
}
// The playbackRate has been just been changed, reset the playstartTime.
if (mResetPlayStartTime) {
mPlayStartTime = TimeStamp::Now();
mResetPlayStartTime = false;
}
int64_t pos = DurationToUsecs(TimeStamp::Now() - mPlayStartTime) + mPlayDuration;
pos -= mBasePosition;
NS_ASSERTION(pos >= 0, "Video stream position should be positive.");
return mBasePosition + pos * mPlaybackRate + mStartTime;
}
int64_t MediaDecoderStateMachine::GetClock()
{
AssertCurrentThreadInMonitor();
// Determine the clock time. If we've got audio, and we've not reached
// the end of the audio, use the audio clock. However if we've finished
// audio, or don't have audio, use the system clock. If our output is being
// fed to a MediaStream, use that stream as the source of the clock.
int64_t clock_time = -1;
DecodedStreamData* stream = mDecoder->GetDecodedStream();
if (!IsPlaying()) {
clock_time = mPlayDuration + mStartTime;
} else if (stream) {
clock_time = GetCurrentTimeViaMediaStreamSync();
} else {
int64_t audio_time = GetAudioClock();
if (HasAudio() && !mAudioCompleted && audio_time != -1) {
clock_time = audio_time;
// Resync against the audio clock, while we're trusting the
// audio clock. This ensures no "drift", particularly on Linux.
mPlayDuration = clock_time - mStartTime;
mPlayStartTime = TimeStamp::Now();
} else {
// Audio is disabled on this system. Sync to the system clock.
clock_time = GetVideoStreamPosition();
// Ensure the clock can never go backwards.
NS_ASSERTION(mCurrentFrameTime <= clock_time || mPlaybackRate <= 0,
"Clock should go forwards if the playback rate is > 0.");
}
}
return clock_time;
}
void MediaDecoderStateMachine::AdvanceFrame()
{
NS_ASSERTION(OnStateMachineThread(), "Should be on state machine thread.");
AssertCurrentThreadInMonitor();
NS_ASSERTION(!HasAudio() || mAudioStartTime != -1,
"Should know audio start time if we have audio.");
if (mDecoder->GetState() != MediaDecoder::PLAY_STATE_PLAYING) {
return;
}
// If playbackRate is 0.0, we should stop the progress, but not be in paused
// state, per spec.
if (mPlaybackRate == 0.0) {
return;
}
int64_t clock_time = GetClock();
// Skip frames up to the frame at the playback position, and figure out
// the time remaining until it's time to display the next frame.
int64_t remainingTime = AUDIO_DURATION_USECS;
NS_ASSERTION(clock_time >= mStartTime, "Should have positive clock time.");
nsAutoPtr<VideoData> currentFrame;
#ifdef PR_LOGGING
int32_t droppedFrames = 0;
#endif
if (mReader->VideoQueue().GetSize() > 0) {
VideoData* frame = mReader->VideoQueue().PeekFront();
while (mRealTime || clock_time >= frame->mTime) {
mVideoFrameEndTime = frame->GetEndTime();
currentFrame = frame;
#ifdef PR_LOGGING
if (!PR_GetEnv("MOZ_QUIET")) {
DECODER_LOG(PR_LOG_DEBUG, ("%p Decoder discarding video frame %lld", mDecoder.get(), frame->mTime));
if (droppedFrames++) {
DECODER_LOG(PR_LOG_DEBUG, ("%p Decoder discarding video frame %lld (%d so far)",
mDecoder.get(), frame->mTime, droppedFrames - 1));
}
}
#endif
mReader->VideoQueue().PopFront();
// Notify the decode thread that the video queue's buffers may have
// free'd up space for more frames.
mDecoder->GetReentrantMonitor().NotifyAll();
mDecoder->UpdatePlaybackOffset(frame->mOffset);
if (mReader->VideoQueue().GetSize() == 0)
break;
frame = mReader->VideoQueue().PeekFront();
}
// Current frame has already been presented, wait until it's time to
// present the next frame.
if (frame && !currentFrame) {
int64_t now = IsPlaying() ? clock_time : mPlayDuration;
remainingTime = frame->mTime - now;
}
}
// Check to see if we don't have enough data to play up to the next frame.
// If we don't, switch to buffering mode.
MediaResource* resource = mDecoder->GetResource();
if (mState == DECODER_STATE_DECODING &&
mDecoder->GetState() == MediaDecoder::PLAY_STATE_PLAYING &&
HasLowDecodedData(remainingTime + EXHAUSTED_DATA_MARGIN_USECS) &&
!mDecoder->IsDataCachedToEndOfResource() &&
!resource->IsSuspended()) {
if (JustExitedQuickBuffering() || HasLowUndecodedData()) {
if (currentFrame) {
mReader->VideoQueue().PushFront(currentFrame.forget());
}
StartBuffering();
ScheduleStateMachine();
return;
}
}
// We've got enough data to keep playing until at least the next frame.
// Start playing now if need be.
if (!IsPlaying() && ((mFragmentEndTime >= 0 && clock_time < mFragmentEndTime) || mFragmentEndTime < 0)) {
StartPlayback();
}
if (currentFrame) {
// Decode one frame and display it.
TimeStamp presTime = mPlayStartTime - UsecsToDuration(mPlayDuration) +
UsecsToDuration(currentFrame->mTime - mStartTime);
NS_ASSERTION(currentFrame->mTime >= mStartTime, "Should have positive frame time");
{
ReentrantMonitorAutoExit exitMon(mDecoder->GetReentrantMonitor());
// If we have video, we want to increment the clock in steps of the frame
// duration.
RenderVideoFrame(currentFrame, presTime);
}
// If we're no longer playing after dropping and reacquiring the lock,
// playback must've been stopped on the decode thread (by a seek, for
// example). In that case, the current frame is probably out of date.
if (!IsPlaying()) {
ScheduleStateMachine();
return;
}
MediaDecoder::FrameStatistics& frameStats = mDecoder->GetFrameStatistics();
frameStats.NotifyPresentedFrame();
double frameDelay = double(clock_time - currentFrame->mTime) / USECS_PER_S;
NS_ASSERTION(frameDelay >= 0.0, "Frame should never be displayed early.");
frameStats.NotifyFrameDelay(frameDelay);
remainingTime = currentFrame->GetEndTime() - clock_time;
currentFrame = nullptr;
}
// Cap the current time to the larger of the audio and video end time.
// This ensures that if we're running off the system clock, we don't
// advance the clock to after the media end time.
if (mVideoFrameEndTime != -1 || mAudioEndTime != -1) {
// These will be non -1 if we've displayed a video frame, or played an audio frame.
clock_time = std::min(clock_time, std::max(mVideoFrameEndTime, mAudioEndTime));
if (clock_time > GetMediaTime()) {
// Only update the playback position if the clock time is greater
// than the previous playback position. The audio clock can
// sometimes report a time less than its previously reported in
// some situations, and we need to gracefully handle that.
UpdatePlaybackPosition(clock_time);
}
}
// If the number of audio/video frames queued has changed, either by
// this function popping and playing a video frame, or by the audio
// thread popping and playing an audio frame, we may need to update our
// ready state. Post an update to do so.
UpdateReadyState();
ScheduleStateMachine(remainingTime);
}
void MediaDecoderStateMachine::Wait(int64_t aUsecs) {
NS_ASSERTION(OnAudioThread(), "Only call on the audio thread");
AssertCurrentThreadInMonitor();
TimeStamp end = TimeStamp::Now() + UsecsToDuration(std::max<int64_t>(USECS_PER_MS, aUsecs));
TimeStamp now;
while ((now = TimeStamp::Now()) < end &&
mState != DECODER_STATE_SHUTDOWN &&
mState != DECODER_STATE_SEEKING &&
!mStopAudioThread &&
IsPlaying())
{
int64_t ms = static_cast<int64_t>(NS_round((end - now).ToSeconds() * 1000));
if (ms == 0 || ms > UINT32_MAX) {
break;
}
mDecoder->GetReentrantMonitor().Wait(PR_MillisecondsToInterval(static_cast<uint32_t>(ms)));
}
}
VideoData* MediaDecoderStateMachine::FindStartTime()
{
NS_ASSERTION(OnDecodeThread(), "Should be on decode thread.");
AssertCurrentThreadInMonitor();
int64_t startTime = 0;
mStartTime = 0;
VideoData* v = nullptr;
{
ReentrantMonitorAutoExit exitMon(mDecoder->GetReentrantMonitor());
v = mReader->FindStartTime(startTime);
}
if (startTime != 0) {
mStartTime = startTime;
if (mGotDurationFromMetaData) {
NS_ASSERTION(mEndTime != -1,
"We should have mEndTime as supplied duration here");
// We were specified a duration from a Content-Duration HTTP header.
// Adjust mEndTime so that mEndTime-mStartTime matches the specified
// duration.
mEndTime = mStartTime + mEndTime;
}
}
// Set the audio start time to be start of media. If this lies before the
// first actual audio frame we have, we'll inject silence during playback
// to ensure the audio starts at the correct time.
mAudioStartTime = mStartTime;
DECODER_LOG(PR_LOG_DEBUG, ("%p Media start time is %lld", mDecoder.get(), mStartTime));
return v;
}
void MediaDecoderStateMachine::UpdateReadyState() {
AssertCurrentThreadInMonitor();
MediaDecoderOwner::NextFrameStatus nextFrameStatus = GetNextFrameStatus();
if (nextFrameStatus == mLastFrameStatus) {
return;
}
mLastFrameStatus = nextFrameStatus;
/* This is a bit tricky. MediaDecoder::UpdateReadyStateForData will run on
* the main thread and re-evaluate GetNextFrameStatus there, passing it to
* HTMLMediaElement::UpdateReadyStateForData. It doesn't use the value of
* GetNextFrameStatus we computed here, because what we're computing here
* could be stale by the time MediaDecoder::UpdateReadyStateForData runs.
* We only compute GetNextFrameStatus here to avoid posting runnables to the main
* thread unnecessarily.
*/
nsCOMPtr<nsIRunnable> event;
event = NS_NewRunnableMethod(mDecoder, &MediaDecoder::UpdateReadyStateForData);
NS_DispatchToMainThread(event, NS_DISPATCH_NORMAL);
}
bool MediaDecoderStateMachine::JustExitedQuickBuffering()
{
return !mDecodeStartTime.IsNull() &&
mQuickBuffering &&
(TimeStamp::Now() - mDecodeStartTime) < TimeDuration::FromMicroseconds(QUICK_BUFFER_THRESHOLD_USECS);
}
void MediaDecoderStateMachine::StartBuffering()
{
AssertCurrentThreadInMonitor();
if (IsPlaying()) {
StopPlayback();
}
TimeDuration decodeDuration = TimeStamp::Now() - mDecodeStartTime;
// Go into quick buffering mode provided we've not just left buffering using
// a "quick exit". This stops us flip-flopping between playing and buffering
// when the download speed is similar to the decode speed.
mQuickBuffering =
!JustExitedQuickBuffering() &&
decodeDuration < UsecsToDuration(QUICK_BUFFER_THRESHOLD_USECS);
mBufferingStart = TimeStamp::Now();
// We need to tell the element that buffering has started.
// We can't just directly send an asynchronous runnable that
// eventually fires the "waiting" event. The problem is that
// there might be pending main-thread events, such as "data
// received" notifications, that mean we're not actually still
// buffering by the time this runnable executes. So instead
// we just trigger UpdateReadyStateForData; when it runs, it
// will check the current state and decide whether to tell
// the element we're buffering or not.
UpdateReadyState();
mState = DECODER_STATE_BUFFERING;
DECODER_LOG(PR_LOG_DEBUG, ("%p Changed state from DECODING to BUFFERING, decoded for %.3lfs",
mDecoder.get(), decodeDuration.ToSeconds()));
#ifdef PR_LOGGING
MediaDecoder::Statistics stats = mDecoder->GetStatistics();
#endif
DECODER_LOG(PR_LOG_DEBUG, ("%p Playback rate: %.1lfKB/s%s download rate: %.1lfKB/s%s",
mDecoder.get(),
stats.mPlaybackRate/1024, stats.mPlaybackRateReliable ? "" : " (unreliable)",
stats.mDownloadRate/1024, stats.mDownloadRateReliable ? "" : " (unreliable)"));
}
nsresult MediaDecoderStateMachine::GetBuffered(dom::TimeRanges* aBuffered) {
MediaResource* resource = mDecoder->GetResource();
NS_ENSURE_TRUE(resource, NS_ERROR_FAILURE);
resource->Pin();
nsresult res = mReader->GetBuffered(aBuffered, mStartTime);
resource->Unpin();
return res;
}
bool MediaDecoderStateMachine::IsPausedAndDecoderWaiting() {
AssertCurrentThreadInMonitor();
NS_ASSERTION(OnStateMachineThread(), "Should be on state machine thread.");
return
mDecodeThreadWaiting &&
mDecoder->GetState() != MediaDecoder::PLAY_STATE_PLAYING &&
(mState == DECODER_STATE_DECODING || mState == DECODER_STATE_BUFFERING);
}
nsresult MediaDecoderStateMachine::Run()
{
ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor());
NS_ASSERTION(OnStateMachineThread(), "Should be on state machine thread.");
return CallRunStateMachine();
}
nsresult MediaDecoderStateMachine::CallRunStateMachine()
{
AssertCurrentThreadInMonitor();
NS_ASSERTION(OnStateMachineThread(), "Should be on state machine thread.");
// This will be set to true by ScheduleStateMachine() if it's called
// while we're in RunStateMachine().
mRunAgain = false;
// Set to true whenever we dispatch an event to run this state machine.
// This flag prevents us from dispatching
mDispatchedRunEvent = false;
// If audio is being captured, stop the audio thread if it's running
if (mAudioCaptured) {
StopAudioThread();
}
mTimeout = TimeStamp();
mIsRunning = true;
nsresult res = RunStateMachine();
mIsRunning = false;
if (mRunAgain && !mDispatchedRunEvent) {
mDispatchedRunEvent = true;
return GetStateMachineThread()->Dispatch(this, NS_DISPATCH_NORMAL);
}
return res;
}
static void TimeoutExpired(nsITimer *aTimer, void *aClosure) {
MediaDecoderStateMachine *machine =
static_cast<MediaDecoderStateMachine*>(aClosure);
NS_ASSERTION(machine, "Must have been passed state machine");
machine->TimeoutExpired();
}
void MediaDecoderStateMachine::TimeoutExpired()
{
ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor());
NS_ASSERTION(OnStateMachineThread(), "Must be on state machine thread");
if (mIsRunning) {
mRunAgain = true;
} else if (!mDispatchedRunEvent) {
// We don't have an event dispatched to run the state machine, so we
// can just run it from here.
CallRunStateMachine();
}
// Otherwise, an event has already been dispatched to run the state machine
// as soon as possible. Nothing else needed to do, the state machine is
// going to run anyway.
}
void MediaDecoderStateMachine::ScheduleStateMachineWithLockAndWakeDecoder() {
ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor());
mon.NotifyAll();
ScheduleStateMachine();
}
nsresult MediaDecoderStateMachine::ScheduleStateMachine(int64_t aUsecs) {
AssertCurrentThreadInMonitor();
NS_ABORT_IF_FALSE(GetStateMachineThread(),
"Must have a state machine thread to schedule");
if (mState == DECODER_STATE_SHUTDOWN) {
return NS_ERROR_FAILURE;
}
aUsecs = std::max<int64_t>(aUsecs, 0);
TimeStamp timeout = TimeStamp::Now() + UsecsToDuration(aUsecs);
if (!mTimeout.IsNull()) {
if (timeout >= mTimeout) {
// We've already scheduled a timer set to expire at or before this time,
// or have an event dispatched to run the state machine.
return NS_OK;
}
if (mTimer) {
// We've been asked to schedule a timer to run before an existing timer.
// Cancel the existing timer.
mTimer->Cancel();
}
}
uint32_t ms = static_cast<uint32_t>((aUsecs / USECS_PER_MS) & 0xFFFFFFFF);
if (mRealTime && ms > 40)
ms = 40;
if (ms == 0) {
if (mIsRunning) {
// We're currently running this state machine on the state machine
// thread. Signal it to run again once it finishes its current cycle.
mRunAgain = true;
return NS_OK;
} else if (!mDispatchedRunEvent) {
// We're not currently running this state machine on the state machine
// thread. Dispatch an event to run one cycle of the state machine.
mDispatchedRunEvent = true;
return GetStateMachineThread()->Dispatch(this, NS_DISPATCH_NORMAL);
}
// We're not currently running this state machine on the state machine
// thread, but something has already dispatched an event to run it again,
// so just exit; it's going to run real soon.
return NS_OK;
}
mTimeout = timeout;
nsresult res;
if (!mTimer) {
mTimer = do_CreateInstance("@mozilla.org/timer;1", &res);
if (NS_FAILED(res)) return res;
mTimer->SetTarget(GetStateMachineThread());
}
res = mTimer->InitWithFuncCallback(mozilla::TimeoutExpired,
this,
ms,
nsITimer::TYPE_ONE_SHOT);
return res;
}
bool MediaDecoderStateMachine::OnDecodeThread() const
{
return mDecodeTaskQueue->IsCurrentThreadIn();
}
bool MediaDecoderStateMachine::OnStateMachineThread() const
{
bool rv = false;
mStateMachineThreadPool->IsOnCurrentThread(&rv);
return rv;
}
nsIEventTarget* MediaDecoderStateMachine::GetStateMachineThread()
{
return mStateMachineThreadPool->GetEventTarget();
}
void MediaDecoderStateMachine::NotifyAudioAvailableListener()
{
AssertCurrentThreadInMonitor();
mEventManager.NotifyAudioAvailableListener();
}
void MediaDecoderStateMachine::SetPlaybackRate(double aPlaybackRate)
{
NS_ASSERTION(NS_IsMainThread(), "Should be on main thread.");
NS_ASSERTION(aPlaybackRate != 0,
"PlaybackRate == 0 should be handled before this function.");
ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor());
// We don't currently support more than two channels when changing playback
// rate.
if (mAudioStream && mAudioStream->GetChannels() > 2) {
return;
}
if (mPlaybackRate == aPlaybackRate) {
return;
}
// Get position of the last time we changed the rate.
if (!HasAudio()) {
// mBasePosition is a position in the video stream, not an absolute time.
if (mState == DECODER_STATE_SEEKING) {
mBasePosition = mSeekTime - mStartTime;
} else {
mBasePosition = GetVideoStreamPosition();
}
mPlayDuration = mBasePosition;
mResetPlayStartTime = true;
mPlayStartTime = TimeStamp::Now();
}
mPlaybackRate = aPlaybackRate;
}
void MediaDecoderStateMachine::SetPreservesPitch(bool aPreservesPitch)
{
NS_ASSERTION(NS_IsMainThread(), "Should be on main thread.");
ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor());
mPreservesPitch = aPreservesPitch;
return;
}
bool MediaDecoderStateMachine::IsShutdown()
{
AssertCurrentThreadInMonitor();
return GetState() == DECODER_STATE_SHUTDOWN;
}
void MediaDecoderStateMachine::QueueMetadata(int64_t aPublishTime,
int aChannels,
int aRate,
bool aHasAudio,
bool aHasVideo,
MetadataTags* aTags)
{
NS_ASSERTION(OnDecodeThread(), "Should be on decode thread.");
AssertCurrentThreadInMonitor();
TimedMetadata* metadata = new TimedMetadata;
metadata->mPublishTime = aPublishTime;
metadata->mChannels = aChannels;
metadata->mRate = aRate;
metadata->mHasAudio = aHasAudio;
metadata->mHasVideo = aHasVideo;
metadata->mTags = aTags;
mMetadataManager.QueueMetadata(metadata);
}
} // namespace mozilla