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aa81ed9e24
Use the sample rate passed to the OfflineAudioContext constructor in MediaStreamGraph::CreateOfflineInstance, and pass the preferred mixer sample rate to the (real time) MediaStreamGraph constructor. Then, always use this sample rate for the lifetime of the graph. This patch needed to pass the sample rate to the AudioMixer class to avoid relying on globals like it was done before. --HG-- extra : rebase_source : 2802208819887605fe26a7040998fc328b3c9a57
631 lines
22 KiB
C++
631 lines
22 KiB
C++
/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*-*/
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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 file,
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* You can obtain one at http://mozilla.org/MPL/2.0/. */
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#ifndef MOZILLA_MEDIASTREAMGRAPHIMPL_H_
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#define MOZILLA_MEDIASTREAMGRAPHIMPL_H_
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#include "MediaStreamGraph.h"
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#include "mozilla/Monitor.h"
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#include "mozilla/TimeStamp.h"
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#include "nsIMemoryReporter.h"
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#include "nsIThread.h"
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#include "nsIRunnable.h"
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#include "Latency.h"
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#include "mozilla/WeakPtr.h"
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namespace mozilla {
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template <typename T>
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class LinkedList;
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class AudioMixer;
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/**
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* Assume we can run an iteration of the MediaStreamGraph loop in this much time
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* or less.
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* We try to run the control loop at this rate.
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*/
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static const int MEDIA_GRAPH_TARGET_PERIOD_MS = 10;
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/**
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* Assume that we might miss our scheduled wakeup of the MediaStreamGraph by
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* this much.
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*/
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static const int SCHEDULE_SAFETY_MARGIN_MS = 10;
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/**
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* Try have this much audio buffered in streams and queued to the hardware.
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* The maximum delay to the end of the next control loop
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* is 2*MEDIA_GRAPH_TARGET_PERIOD_MS + SCHEDULE_SAFETY_MARGIN_MS.
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* There is no point in buffering more audio than this in a stream at any
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* given time (until we add processing).
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* This is not optimal yet.
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*/
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static const int AUDIO_TARGET_MS = 2*MEDIA_GRAPH_TARGET_PERIOD_MS +
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SCHEDULE_SAFETY_MARGIN_MS;
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/**
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* Try have this much video buffered. Video frames are set
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* near the end of the iteration of the control loop. The maximum delay
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* to the setting of the next video frame is 2*MEDIA_GRAPH_TARGET_PERIOD_MS +
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* SCHEDULE_SAFETY_MARGIN_MS. This is not optimal yet.
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*/
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static const int VIDEO_TARGET_MS = 2*MEDIA_GRAPH_TARGET_PERIOD_MS +
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SCHEDULE_SAFETY_MARGIN_MS;
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/**
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* A per-stream update message passed from the media graph thread to the
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* main thread.
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*/
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struct StreamUpdate {
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int64_t mGraphUpdateIndex;
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nsRefPtr<MediaStream> mStream;
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StreamTime mNextMainThreadCurrentTime;
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bool mNextMainThreadFinished;
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};
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/**
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* This represents a message passed from the main thread to the graph thread.
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* A ControlMessage always has a weak reference a particular affected stream.
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*/
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class ControlMessage {
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public:
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explicit ControlMessage(MediaStream* aStream) : mStream(aStream)
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{
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MOZ_COUNT_CTOR(ControlMessage);
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}
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// All these run on the graph thread
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virtual ~ControlMessage()
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{
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MOZ_COUNT_DTOR(ControlMessage);
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}
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// Do the action of this message on the MediaStreamGraph thread. Any actions
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// affecting graph processing should take effect at mStateComputedTime.
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// All stream data for times < mStateComputedTime has already been
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// computed.
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virtual void Run() = 0;
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// When we're shutting down the application, most messages are ignored but
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// some cleanup messages should still be processed (on the main thread).
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virtual void RunDuringShutdown() {}
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MediaStream* GetStream() { return mStream; }
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protected:
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// We do not hold a reference to mStream. The graph will be holding
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// a reference to the stream until the Destroy message is processed. The
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// last message referencing a stream is the Destroy message for that stream.
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MediaStream* mStream;
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};
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/**
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* The implementation of a media stream graph. This class is private to this
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* file. It's not in the anonymous namespace because MediaStream needs to
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* be able to friend it.
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*
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* Currently we have one global instance per process, and one per each
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* OfflineAudioContext object.
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*/
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class MediaStreamGraphImpl : public MediaStreamGraph,
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public nsIMemoryReporter {
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public:
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NS_DECL_ISUPPORTS
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NS_DECL_NSIMEMORYREPORTER
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/**
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* Set aRealtime to true in order to create a MediaStreamGraph which provides
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* support for real-time audio and video. Set it to false in order to create
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* a non-realtime instance which just churns through its inputs and produces
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* output. Those objects currently only support audio, and are used to
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* implement OfflineAudioContext. They do not support MediaStream inputs.
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*/
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explicit MediaStreamGraphImpl(bool aRealtime, TrackRate aSampleRate);
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/**
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* Unregisters memory reporting and deletes this instance. This should be
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* called instead of calling the destructor directly.
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*/
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void Destroy();
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// Main thread only.
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/**
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* This runs every time we need to sync state from the media graph thread
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* to the main thread while the main thread is not in the middle
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* of a script. It runs during a "stable state" (per HTML5) or during
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* an event posted to the main thread.
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*/
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void RunInStableState();
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/**
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* Ensure a runnable to run RunInStableState is posted to the appshell to
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* run at the next stable state (per HTML5).
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* See EnsureStableStateEventPosted.
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*/
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void EnsureRunInStableState();
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/**
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* Called to apply a StreamUpdate to its stream.
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*/
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void ApplyStreamUpdate(StreamUpdate* aUpdate);
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/**
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* Append a ControlMessage to the message queue. This queue is drained
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* during RunInStableState; the messages will run on the graph thread.
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*/
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void AppendMessage(ControlMessage* aMessage);
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/**
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* Make this MediaStreamGraph enter forced-shutdown state. This state
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* will be noticed by the media graph thread, which will shut down all streams
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* and other state controlled by the media graph thread.
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* This is called during application shutdown.
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*/
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void ForceShutDown();
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/**
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* Shutdown() this MediaStreamGraph's threads and return when they've shut down.
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*/
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void ShutdownThreads();
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/**
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* Called before the thread runs.
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*/
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void Init();
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// The following methods run on the graph thread (or possibly the main thread if
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// mLifecycleState > LIFECYCLE_RUNNING)
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/**
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* Runs main control loop on the graph thread. Normally a single invocation
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* of this runs for the entire lifetime of the graph thread.
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*/
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void RunThread();
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/**
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* Call this to indicate that another iteration of the control loop is
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* required on its regular schedule. The monitor must not be held.
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*/
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void EnsureNextIteration();
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/**
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* As above, but with the monitor already held.
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*/
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void EnsureNextIterationLocked(MonitorAutoLock& aLock);
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/**
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* Call this to indicate that another iteration of the control loop is
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* required immediately. The monitor must already be held.
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*/
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void EnsureImmediateWakeUpLocked(MonitorAutoLock& aLock);
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/**
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* Ensure there is an event posted to the main thread to run RunInStableState.
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* mMonitor must be held.
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* See EnsureRunInStableState
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*/
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void EnsureStableStateEventPosted();
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/**
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* Generate messages to the main thread to update it for all state changes.
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* mMonitor must be held.
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*/
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void PrepareUpdatesToMainThreadState(bool aFinalUpdate);
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/**
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* Returns false if there is any stream that has finished but not yet finished
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* playing out.
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*/
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bool AllFinishedStreamsNotified();
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/**
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* If we are rendering in non-realtime mode, we don't want to send messages to
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* the main thread at each iteration for performance reasons. We instead
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* notify the main thread at the same rate
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*/
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bool ShouldUpdateMainThread();
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// The following methods are the various stages of RunThread processing.
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/**
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* Compute a new current time for the graph and advance all on-graph-thread
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* state to the new current time.
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*/
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void UpdateCurrentTime();
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/**
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* Update the consumption state of aStream to reflect whether its data
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* is needed or not.
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*/
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void UpdateConsumptionState(SourceMediaStream* aStream);
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/**
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* Extract any state updates pending in aStream, and apply them.
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*/
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void ExtractPendingInput(SourceMediaStream* aStream,
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GraphTime aDesiredUpToTime,
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bool* aEnsureNextIteration);
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/**
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* Update "have enough data" flags in aStream.
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*/
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void UpdateBufferSufficiencyState(SourceMediaStream* aStream);
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/*
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* If aStream hasn't already been ordered, push it onto aStack and order
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* its children.
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*/
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void UpdateStreamOrderForStream(mozilla::LinkedList<MediaStream>* aStack,
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already_AddRefed<MediaStream> aStream);
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/**
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* Mark aStream and all its inputs (recursively) as consumed.
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*/
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static void MarkConsumed(MediaStream* aStream);
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/**
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* Sort mStreams so that every stream not in a cycle is after any streams
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* it depends on, and every stream in a cycle is marked as being in a cycle.
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* Also sets mIsConsumed on every stream.
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*/
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void UpdateStreamOrder();
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/**
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* Compute the blocking states of streams from mStateComputedTime
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* until the desired future time aEndBlockingDecisions.
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* Updates mStateComputedTime and sets MediaStream::mBlocked
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* for all streams.
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*/
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void RecomputeBlocking(GraphTime aEndBlockingDecisions);
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// The following methods are used to help RecomputeBlocking.
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/**
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* If aStream isn't already in aStreams, add it and recursively call
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* AddBlockingRelatedStreamsToSet on all the streams whose blocking
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* status could depend on or affect the state of aStream.
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*/
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void AddBlockingRelatedStreamsToSet(nsTArray<MediaStream*>* aStreams,
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MediaStream* aStream);
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/**
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* Mark a stream blocked at time aTime. If this results in decisions that need
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* to be revisited at some point in the future, *aEnd will be reduced to the
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* first time in the future to recompute those decisions.
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*/
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void MarkStreamBlocking(MediaStream* aStream);
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/**
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* Recompute blocking for the streams in aStreams for the interval starting at aTime.
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* If this results in decisions that need to be revisited at some point
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* in the future, *aEnd will be reduced to the first time in the future to
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* recompute those decisions.
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*/
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void RecomputeBlockingAt(const nsTArray<MediaStream*>& aStreams,
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GraphTime aTime, GraphTime aEndBlockingDecisions,
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GraphTime* aEnd);
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/**
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* Produce data for all streams >= aStreamIndex for the given time interval.
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* Advances block by block, each iteration producing data for all streams
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* for a single block.
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* This is called whenever we have an AudioNodeStream in the graph.
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*/
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void ProduceDataForStreamsBlockByBlock(uint32_t aStreamIndex,
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TrackRate aSampleRate,
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GraphTime aFrom,
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GraphTime aTo);
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/**
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* Returns true if aStream will underrun at aTime for its own playback.
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* aEndBlockingDecisions is when we plan to stop making blocking decisions.
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* *aEnd will be reduced to the first time in the future to recompute these
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* decisions.
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*/
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bool WillUnderrun(MediaStream* aStream, GraphTime aTime,
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GraphTime aEndBlockingDecisions, GraphTime* aEnd);
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/**
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* Given a graph time aTime, convert it to a stream time taking into
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* account the time during which aStream is scheduled to be blocked.
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*/
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StreamTime GraphTimeToStreamTime(MediaStream* aStream, GraphTime aTime);
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/**
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* Given a graph time aTime, convert it to a stream time taking into
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* account the time during which aStream is scheduled to be blocked, and
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* when we don't know whether it's blocked or not, we assume it's not blocked.
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*/
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StreamTime GraphTimeToStreamTimeOptimistic(MediaStream* aStream, GraphTime aTime);
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enum {
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INCLUDE_TRAILING_BLOCKED_INTERVAL = 0x01
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};
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/**
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* Given a stream time aTime, convert it to a graph time taking into
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* account the time during which aStream is scheduled to be blocked.
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* aTime must be <= mStateComputedTime since blocking decisions
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* are only known up to that point.
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* If aTime is exactly at the start of a blocked interval, then the blocked
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* interval is included in the time returned if and only if
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* aFlags includes INCLUDE_TRAILING_BLOCKED_INTERVAL.
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*/
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GraphTime StreamTimeToGraphTime(MediaStream* aStream, StreamTime aTime,
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uint32_t aFlags = 0);
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/**
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* Get the current audio position of the stream's audio output.
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*/
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GraphTime GetAudioPosition(MediaStream* aStream);
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/**
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* Call NotifyHaveCurrentData on aStream's listeners.
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*/
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void NotifyHasCurrentData(MediaStream* aStream);
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/**
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* If aStream needs an audio stream but doesn't have one, create it.
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* If aStream doesn't need an audio stream but has one, destroy it.
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*/
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void CreateOrDestroyAudioStreams(GraphTime aAudioOutputStartTime,
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MediaStream* aStream);
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/**
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* Queue audio (mix of stream audio and silence for blocked intervals)
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* to the audio output stream. Returns the number of frames played.
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*/
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TrackTicks PlayAudio(MediaStream* aStream, GraphTime aFrom, GraphTime aTo);
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/**
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* Set the correct current video frame for stream aStream.
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*/
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void PlayVideo(MediaStream* aStream);
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/**
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* No more data will be forthcoming for aStream. The stream will end
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* at the current buffer end point. The StreamBuffer's tracks must be
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* explicitly set to finished by the caller.
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*/
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void FinishStream(MediaStream* aStream);
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/**
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* Compute how much stream data we would like to buffer for aStream.
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*/
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StreamTime GetDesiredBufferEnd(MediaStream* aStream);
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/**
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* Returns true when there are no active streams.
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*/
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bool IsEmpty() { return mStreams.IsEmpty() && mPortCount == 0; }
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// For use by control messages, on graph thread only.
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/**
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* Identify which graph update index we are currently processing.
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*/
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int64_t GetProcessingGraphUpdateIndex() { return mProcessingGraphUpdateIndex; }
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/**
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* Add aStream to the graph and initializes its graph-specific state.
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*/
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void AddStream(MediaStream* aStream);
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/**
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* Remove aStream from the graph. Ensures that pending messages about the
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* stream back to the main thread are flushed.
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*/
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void RemoveStream(MediaStream* aStream);
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/**
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* Remove aPort from the graph and release it.
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*/
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void DestroyPort(MediaInputPort* aPort);
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/**
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* Mark the media stream order as dirty.
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*/
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void SetStreamOrderDirty()
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{
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mStreamOrderDirty = true;
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}
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/**
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* Pause all AudioStreams being written to by MediaStreams
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*/
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void PauseAllAudioOutputs();
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/**
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* Resume all AudioStreams being written to by MediaStreams
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*/
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void ResumeAllAudioOutputs();
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TrackRate AudioSampleRate() { return mSampleRate; }
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// Data members
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/**
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* Media graph thread.
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* Readonly after initialization on the main thread.
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*/
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nsCOMPtr<nsIThread> mThread;
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// The following state is managed on the graph thread only, unless
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// mLifecycleState > LIFECYCLE_RUNNING in which case the graph thread
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// is not running and this state can be used from the main thread.
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nsTArray<nsRefPtr<MediaStream> > mStreams;
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/**
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* mOldStreams is used as temporary storage for streams when computing the
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* order in which we compute them.
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*/
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nsTArray<nsRefPtr<MediaStream> > mOldStreams;
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/**
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* The current graph time for the current iteration of the RunThread control
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* loop.
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*/
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GraphTime mCurrentTime;
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/**
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* Blocking decisions and all stream contents have been computed up to this
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* time. The next batch of updates from the main thread will be processed
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* at this time. Always >= mCurrentTime.
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*/
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GraphTime mStateComputedTime;
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/**
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* This is only used for logging.
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*/
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TimeStamp mInitialTimeStamp;
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/**
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* The real timestamp of the latest run of UpdateCurrentTime.
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*/
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TimeStamp mCurrentTimeStamp;
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/**
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* Date of the last time we updated the main thread with the graph state.
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*/
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TimeStamp mLastMainThreadUpdate;
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/**
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* Which update batch we are currently processing.
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*/
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int64_t mProcessingGraphUpdateIndex;
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/**
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* Number of active MediaInputPorts
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*/
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int32_t mPortCount;
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// mMonitor guards the data below.
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// MediaStreamGraph normally does its work without holding mMonitor, so it is
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// not safe to just grab mMonitor from some thread and start monkeying with
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// the graph. Instead, communicate with the graph thread using provided
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// mechanisms such as the ControlMessage queue.
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Monitor mMonitor;
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// Data guarded by mMonitor (must always be accessed with mMonitor held,
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// regardless of the value of mLifecycleState.
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/**
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* State to copy to main thread
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*/
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nsTArray<StreamUpdate> mStreamUpdates;
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/**
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* Runnables to run after the next update to main thread state.
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*/
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nsTArray<nsCOMPtr<nsIRunnable> > mUpdateRunnables;
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struct MessageBlock {
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int64_t mGraphUpdateIndex;
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nsTArray<nsAutoPtr<ControlMessage> > mMessages;
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};
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/**
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* A list of batches of messages to process. Each batch is processed
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* as an atomic unit.
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*/
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nsTArray<MessageBlock> mMessageQueue;
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/**
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* This enum specifies where this graph is in its lifecycle. This is used
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* to control shutdown.
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* Shutdown is tricky because it can happen in two different ways:
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* 1) Shutdown due to inactivity. RunThread() detects that it has no
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* pending messages and no streams, and exits. The next RunInStableState()
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* checks if there are new pending messages from the main thread (true only
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* if new stream creation raced with shutdown); if there are, it revives
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* RunThread(), otherwise it commits to shutting down the graph. New stream
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* creation after this point will create a new graph. An async event is
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* dispatched to Shutdown() the graph's threads and then delete the graph
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* object.
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* 2) Forced shutdown at application shutdown, or completion of a
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* non-realtime graph. A flag is set, RunThread() detects the flag and
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* exits, the next RunInStableState() detects the flag, and dispatches the
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* async event to Shutdown() the graph's threads. However the graph object
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* is not deleted. New messages for the graph are processed synchronously on
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* the main thread if necessary. When the last stream is destroyed, the
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* graph object is deleted.
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*/
|
|
enum LifecycleState {
|
|
// The graph thread hasn't started yet.
|
|
LIFECYCLE_THREAD_NOT_STARTED,
|
|
// RunThread() is running normally.
|
|
LIFECYCLE_RUNNING,
|
|
// In the following states, the graph thread is not running so
|
|
// all "graph thread only" state in this class can be used safely
|
|
// on the main thread.
|
|
// RunThread() has exited and we're waiting for the next
|
|
// RunInStableState(), at which point we can clean up the main-thread
|
|
// side of the graph.
|
|
LIFECYCLE_WAITING_FOR_MAIN_THREAD_CLEANUP,
|
|
// RunInStableState() posted a ShutdownRunnable, and we're waiting for it
|
|
// to shut down the graph thread(s).
|
|
LIFECYCLE_WAITING_FOR_THREAD_SHUTDOWN,
|
|
// Graph threads have shut down but we're waiting for remaining streams
|
|
// to be destroyed. Only happens during application shutdown and on
|
|
// completed non-realtime graphs, since normally we'd only shut down a
|
|
// realtime graph when it has no streams.
|
|
LIFECYCLE_WAITING_FOR_STREAM_DESTRUCTION
|
|
};
|
|
LifecycleState mLifecycleState;
|
|
/**
|
|
* This enum specifies the wait state of the graph thread.
|
|
*/
|
|
enum WaitState {
|
|
// RunThread() is running normally
|
|
WAITSTATE_RUNNING,
|
|
// RunThread() is paused waiting for its next iteration, which will
|
|
// happen soon
|
|
WAITSTATE_WAITING_FOR_NEXT_ITERATION,
|
|
// RunThread() is paused indefinitely waiting for something to change
|
|
WAITSTATE_WAITING_INDEFINITELY,
|
|
// Something has signaled RunThread() to wake up immediately,
|
|
// but it hasn't done so yet
|
|
WAITSTATE_WAKING_UP
|
|
};
|
|
WaitState mWaitState;
|
|
/**
|
|
* The graph should stop processing at or after this time.
|
|
*/
|
|
GraphTime mEndTime;
|
|
|
|
/**
|
|
* Sample rate at which this graph runs. For real time graphs, this is
|
|
* the rate of the audio mixer. For offline graphs, this is the rate specified
|
|
* at construction.
|
|
*/
|
|
TrackRate mSampleRate;
|
|
/**
|
|
* True when another iteration of the control loop is required.
|
|
*/
|
|
bool mNeedAnotherIteration;
|
|
/**
|
|
* True when we need to do a forced shutdown during application shutdown.
|
|
*/
|
|
bool mForceShutDown;
|
|
/**
|
|
* True when we have posted an event to the main thread to run
|
|
* RunInStableState() and the event hasn't run yet.
|
|
*/
|
|
bool mPostedRunInStableStateEvent;
|
|
|
|
// Main thread only
|
|
|
|
/**
|
|
* Messages posted by the current event loop task. These are forwarded to
|
|
* the media graph thread during RunInStableState. We can't forward them
|
|
* immediately because we want all messages between stable states to be
|
|
* processed as an atomic batch.
|
|
*/
|
|
nsTArray<nsAutoPtr<ControlMessage> > mCurrentTaskMessageQueue;
|
|
/**
|
|
* True when RunInStableState has determined that mLifecycleState is >
|
|
* LIFECYCLE_RUNNING. Since only the main thread can reset mLifecycleState to
|
|
* LIFECYCLE_RUNNING, this can be relied on to not change unexpectedly.
|
|
*/
|
|
bool mDetectedNotRunning;
|
|
/**
|
|
* True when a stable state runner has been posted to the appshell to run
|
|
* RunInStableState at the next stable state.
|
|
*/
|
|
bool mPostedRunInStableState;
|
|
/**
|
|
* True when processing real-time audio/video. False when processing non-realtime
|
|
* audio.
|
|
*/
|
|
bool mRealtime;
|
|
/**
|
|
* True when a non-realtime MediaStreamGraph has started to process input. This
|
|
* value is only accessed on the main thread.
|
|
*/
|
|
bool mNonRealtimeProcessing;
|
|
/**
|
|
* True when a change has happened which requires us to recompute the stream
|
|
* blocking order.
|
|
*/
|
|
bool mStreamOrderDirty;
|
|
/**
|
|
* Hold a ref to the Latency logger
|
|
*/
|
|
nsRefPtr<AsyncLatencyLogger> mLatencyLog;
|
|
/**
|
|
* If this is not null, all the audio output for the MSG will be mixed down.
|
|
*/
|
|
nsAutoPtr<AudioMixer> mMixer;
|
|
|
|
private:
|
|
virtual ~MediaStreamGraphImpl();
|
|
|
|
MOZ_DEFINE_MALLOC_SIZE_OF(MallocSizeOf)
|
|
|
|
/**
|
|
* Used to signal that a memory report has been requested.
|
|
*/
|
|
Monitor mMemoryReportMonitor;
|
|
/**
|
|
* This class uses manual memory management, and all pointers to it are raw
|
|
* pointers. However, in order for it to implement nsIMemoryReporter, it needs
|
|
* to implement nsISupports and so be ref-counted. So it maintains a single
|
|
* nsRefPtr to itself, giving it a ref-count of 1 during its entire lifetime,
|
|
* and Destroy() nulls this self-reference in order to trigger self-deletion.
|
|
*/
|
|
nsRefPtr<MediaStreamGraphImpl> mSelfRef;
|
|
/**
|
|
* Used to pass memory report information across threads.
|
|
*/
|
|
nsTArray<AudioNodeSizes> mAudioStreamSizes;
|
|
/**
|
|
* Indicates that the MSG thread should gather data for a memory report.
|
|
*/
|
|
bool mNeedsMemoryReport;
|
|
};
|
|
|
|
}
|
|
|
|
#endif /* MEDIASTREAMGRAPHIMPL_H_ */
|