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667 lines
27 KiB
C++
667 lines
27 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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libsydneyaudio 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 nsBuiltinDecoder.
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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 nsAudioStream and libsydneyaudio).
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*/
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#if !defined(nsBuiltinDecoderStateMachine_h__)
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#define nsBuiltinDecoderStateMachine_h__
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#include "prmem.h"
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#include "nsThreadUtils.h"
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#include "nsBuiltinDecoder.h"
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#include "nsBuiltinDecoderReader.h"
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#include "nsAudioAvailableEventManager.h"
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#include "nsHTMLMediaElement.h"
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#include "mozilla/ReentrantMonitor.h"
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#include "nsITimer.h"
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#include "AudioSegment.h"
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#include "VideoSegment.h"
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/*
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The state machine class. This manages the decoding and seeking in the
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nsBuiltinDecoderReader 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 nsBuiltinDecoder.h for more details.
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*/
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class nsBuiltinDecoderStateMachine : public nsDecoderStateMachine
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{
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public:
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typedef mozilla::ReentrantMonitor ReentrantMonitor;
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typedef mozilla::TimeStamp TimeStamp;
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typedef mozilla::TimeDuration TimeDuration;
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typedef mozilla::VideoFrameContainer VideoFrameContainer;
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typedef nsBuiltinDecoder::OutputMediaStream OutputMediaStream;
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typedef mozilla::SourceMediaStream SourceMediaStream;
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typedef mozilla::AudioSegment AudioSegment;
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typedef mozilla::VideoSegment VideoSegment;
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nsBuiltinDecoderStateMachine(nsBuiltinDecoder* aDecoder, nsBuiltinDecoderReader* aReader, bool aRealTime = false);
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~nsBuiltinDecoderStateMachine();
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// nsDecoderStateMachine interface
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virtual nsresult Init(nsDecoderStateMachine* aCloneDonor);
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State GetState()
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{
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mDecoder->GetReentrantMonitor().AssertCurrentThreadIn();
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return mState;
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}
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virtual void SetVolume(double aVolume);
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virtual void SetAudioCaptured(bool aCapture);
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virtual void Shutdown();
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virtual PRInt64 GetDuration();
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virtual void SetDuration(PRInt64 aDuration);
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void SetEndTime(PRInt64 aEndTime);
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virtual bool OnDecodeThread() const {
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return IsCurrentThread(mDecodeThread);
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}
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virtual nsHTMLMediaElement::NextFrameStatus GetNextFrameStatus();
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virtual void Play();
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virtual void Seek(double aTime);
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virtual double GetCurrentTime() const;
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virtual void ClearPositionChangeFlag();
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virtual void SetSeekable(bool aSeekable);
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virtual void UpdatePlaybackPosition(PRInt64 aTime);
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virtual void StartBuffering();
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// State machine thread run function. Defers to RunStateMachine().
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NS_IMETHOD Run();
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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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mDecoder->GetReentrantMonitor().AssertCurrentThreadIn();
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return mInfo.mHasAudio;
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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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mDecoder->GetReentrantMonitor().AssertCurrentThreadIn();
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return mInfo.mHasVideo;
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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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mDecoder->GetReentrantMonitor().AssertCurrentThreadIn();
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return mState == nsBuiltinDecoderStateMachine::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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mDecoder->GetReentrantMonitor().AssertCurrentThreadIn();
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return mState == nsBuiltinDecoderStateMachine::DECODER_STATE_SEEKING;
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}
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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 OnAudioThread() const {
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return IsCurrentThread(mAudioThread);
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}
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bool OnStateMachineThread() const;
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nsresult GetBuffered(nsTimeRanges* aBuffered);
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PRInt64 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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PRInt64 AudioQueueMemoryInUse() {
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if (mReader) {
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return mReader->AudioQueueMemoryInUse();
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}
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return 0;
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}
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void NotifyDataArrived(const char* aBuffer, PRUint32 aLength, PRInt64 aOffset);
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PRInt64 GetEndMediaTime() const {
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mDecoder->GetReentrantMonitor().AssertCurrentThreadIn();
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return mEndTime;
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}
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bool IsSeekable() {
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mDecoder->GetReentrantMonitor().AssertCurrentThreadIn();
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return mSeekable;
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}
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bool IsSeekableInBufferedRanges() {
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if (mReader) {
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return mReader->IsSeekableInBufferedRanges();
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}
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return false;
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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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virtual void SetFrameBufferLength(PRUint32 aLength);
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// Returns the shared state machine thread.
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static nsIThread* GetStateMachineThread();
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// Schedules the shared state machine thread to run the state machine.
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// If the state machine thread is the currently running the state machine,
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// we wait until that has completely finished before running the state
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// machine again.
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nsresult ScheduleStateMachine();
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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(PRInt64 aUsecs);
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// Creates and starts a new decode thread. Don't call this directly,
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// request a new decode thread by calling
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// StateMachineTracker::RequestCreateDecodeThread().
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// The decoder monitor must not be held. Called on the state machine thread.
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nsresult StartDecodeThread();
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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(PRInt64 aEndTime);
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// Drop reference to decoder. Only called during shutdown dance.
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void ReleaseDecoder() { mDecoder = nsnull; }
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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 SendOutputStreamData();
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void FinishOutputStreams();
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bool HaveEnoughDecodedAudio(PRInt64 aAmpleAudioUSecs);
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bool HaveEnoughDecodedVideo();
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protected:
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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(PRInt64 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 the number of microseconds of undecoded data available for
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// decoding. The decoder monitor must be held.
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PRInt64 GetUndecodedData() 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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PRInt64 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(PRInt64 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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PRInt64 GetAudioClock();
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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(PRInt64 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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PRUint32 PlaySilence(PRUint32 aFrames,
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PRUint32 aChannels,
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PRUint64 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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PRUint32 PlayFromAudioQueue(PRUint64 aFrameOffset, PRUint32 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
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// one lock count. Called on the state machine thread.
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void StopAudioThread();
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// Ensures the decode thread is running if it already exists, or requests
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// a new decode thread be started if there currently is no decode thread.
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// The decoder monitor must be held with exactly one lock count. Called on
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// the state machine thread.
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nsresult ScheduleDecodeThread();
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// Starts the audio thread. 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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nsresult StartAudioThread();
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// The main loop for the audio thread. Sent to the thread as
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// an nsRunnableMethod. This continually does blocking writes to
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// to audio stream to play audio data.
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void AudioLoop();
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// Sets internal state which causes playback of media to pause.
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// The decoder monitor must be held. Called on the main, state machine,
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// and decode threads.
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void StopPlayback();
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// Sets internal state which causes playback of media to begin or resume.
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// Must be called with the decode monitor held. Called on the state machine
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// and decode threads.
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void StartPlayback();
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// Moves the decoder into decoding state. Called on the state machine
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// thread. The decoder monitor must be held.
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void StartDecoding();
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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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// Returns the "media time". This is the absolute time which the media
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// playback has reached. i.e. this returns values in the range
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// [mStartTime, mEndTime], and mStartTime will not be 0 if the media does
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// not start at 0. Note this is different to the value returned
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// by GetCurrentTime(), which is in the range [0,duration].
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PRInt64 GetMediaTime() const {
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mDecoder->GetReentrantMonitor().AssertCurrentThreadIn();
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return mStartTime + mCurrentFrameTime;
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}
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// Returns an upper bound on the number of microseconds of audio that is
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// decoded and playable. This is the sum of the number of usecs of audio which
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// is decoded and in the reader's audio queue, and the usecs of unplayed audio
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// which has been pushed to the audio hardware for playback. Note that after
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// calling this, the audio hardware may play some of the audio pushed to
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// hardware, so this can only be used as a upper bound. The decoder monitor
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// must be held when calling this. Called on the decode thread.
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PRInt64 GetDecodedAudioDuration();
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// Load metadata. Called on the decode thread. The decoder monitor
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// must be held with exactly one lock count.
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nsresult DecodeMetadata();
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// Seeks to mSeekTarget. Called on the decode thread. The decoder monitor
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// must be held with exactly one lock count.
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void DecodeSeek();
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// Decode loop, decodes data until EOF or shutdown.
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// Called on the decode thread.
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void DecodeLoop();
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// Decode thread run function. Determines which of the Decode*() functions
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// to call.
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void DecodeThreadRun();
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// Copy audio from an AudioData packet to aOutput. This may require
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// inserting silence depending on the timing of the audio packet.
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void SendOutputStreamAudio(AudioData* aAudio, OutputMediaStream* aStream,
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AudioSegment* aOutput);
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// State machine thread run function. Defers to RunStateMachine().
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nsresult CallRunStateMachine();
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// Performs one "cycle" of the state machine. Polls the state, and may send
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// a video frame to be displayed, and generally manages the decode. Called
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// periodically via timer to ensure the video stays in sync.
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nsresult RunStateMachine();
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bool IsStateMachineScheduled() const {
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mDecoder->GetReentrantMonitor().AssertCurrentThreadIn();
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return !mTimeout.IsNull() || mRunAgain;
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}
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// Returns true if we're not playing and the decode thread has filled its
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// decode buffers and is waiting. We can shut the decode thread down in this
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// case as it may not be needed again.
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bool IsPausedAndDecoderWaiting();
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// The decoder object that created this state machine. The state machine
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// holds a strong reference to the decoder to ensure that the decoder stays
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// alive once media element has started the decoder shutdown process, and has
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// dropped its reference to the decoder. This enables the state machine to
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// keep using the decoder's monitor until the state machine has finished
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// shutting down, without fear of the monitor being destroyed. After
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// shutting down, the state machine will then release this reference,
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// causing the decoder to be destroyed. This is accessed on the decode,
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// state machine, audio and main threads.
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nsRefPtr<nsBuiltinDecoder> mDecoder;
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// The decoder monitor must be obtained before modifying this state.
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// NotifyAll on the monitor must be called when the state is changed so
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// that interested threads can wake up and alter behaviour if appropriate
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// Accessed on state machine, audio, main, and AV thread.
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State mState;
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// The size of the decoded YCbCr frame.
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// Accessed on state machine thread.
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PRUint32 mCbCrSize;
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// Accessed on state machine thread.
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nsAutoArrayPtr<unsigned char> mCbCrBuffer;
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// Thread for pushing audio onto the audio hardware.
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// The "audio push thread".
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nsCOMPtr<nsIThread> mAudioThread;
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// Thread for decoding video in background. The "decode thread".
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nsCOMPtr<nsIThread> mDecodeThread;
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// Timer to call the state machine Run() method. Used by
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// ScheduleStateMachine(). Access protected by decoder monitor.
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nsCOMPtr<nsITimer> mTimer;
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// 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;
|
|
|
|
// 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.
|
|
PRInt64 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.
|
|
PRInt64 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.
|
|
PRInt64 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.
|
|
PRInt64 mSeekTime;
|
|
|
|
// Media Fragment end time in microseconds. Access controlled by decoder monitor.
|
|
PRInt64 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.
|
|
nsRefPtr<nsAudioStream> 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<nsBuiltinDecoderReader> mReader;
|
|
|
|
// 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.
|
|
PRInt64 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.
|
|
PRInt64 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.
|
|
PRInt64 mAudioEndTime;
|
|
|
|
// The presentation end time of the last video frame which has been displayed
|
|
// in microseconds. Accessed from the state machine thread.
|
|
PRInt64 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;
|
|
|
|
// Time at which we started decoding. Synchronised via decoder monitor.
|
|
TimeStamp mDecodeStartTime;
|
|
|
|
// True if we shouldn't play our audio (but still write it to any capturing
|
|
// streams).
|
|
bool mAudioCaptured;
|
|
|
|
// True if the media resource can be seeked. Accessed from the state
|
|
// machine and main threads. Synchronised via decoder monitor.
|
|
bool mSeekable;
|
|
|
|
// 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 in the Vorbis bitstream 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.
|
|
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 when the decode thread run function has finished, but the thread
|
|
// has not necessarily been shut down yet. This can happen if we switch
|
|
// from COMPLETED state to SEEKING before the state machine has a chance
|
|
// to run in the COMPLETED state and shutdown the decode thread.
|
|
// Synchronised by the decoder monitor.
|
|
bool mDecodeThreadIdle;
|
|
|
|
// 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;
|
|
|
|
// True if we've requested a new decode thread, but it has not yet been
|
|
// created. Synchronized by the decoder monitor.
|
|
bool mRequestedNewDecodeThread;
|
|
|
|
// The maximum number of second we spend buffering when we are short on
|
|
// unbuffered data.
|
|
PRUint32 mBufferingWait;
|
|
PRInt64 mLowDataThresholdUsecs;
|
|
|
|
private:
|
|
// 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.
|
|
nsAudioAvailableEventManager mEventManager;
|
|
|
|
// Stores presentation info required for playback. The decoder monitor
|
|
// must be held when accessing this.
|
|
nsVideoInfo mInfo;
|
|
};
|
|
|
|
#endif
|