gecko-dev/dom/media/MediaDecoderStateMachine.cpp
Bobby Holley a757b63f7e Bug 1090991 - Unify MediaDecoderStateMachine::On{DecodeError,AudioEOS,VideoEOS} and eliminate duplicated logic. r=cpearce
We take this opportunity to align the behavior of Finish() calls between audio
and video EOS, invoking them unconditionally for both cases. Currently both
cases always call Finish() immediately, with the exception of:

(A) Video in seeking mode, where we may push mFirstVideoFrameAfterSeek before
    doing so, and
(B) Video in the |default:| case.

Push() and Finish() seem like orthogonal operations on MediaQueue, but we
nonetheless preserve the old order just in case. There doesn't seem to be a good
reason for (B).
2014-11-03 09:20:14 +01:00

3170 lines
109 KiB
C++

/* vim:set ts=2 sw=2 sts=2 et cindent: */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#ifdef XP_WIN
// Include Windows headers required for enabling high precision timers.
#include "windows.h"
#include "mmsystem.h"
#endif
#include "mozilla/DebugOnly.h"
#include <stdint.h>
#include "MediaDecoderStateMachine.h"
#include "MediaDecoderStateMachineScheduler.h"
#include "AudioSink.h"
#include "nsTArray.h"
#include "MediaDecoder.h"
#include "MediaDecoderReader.h"
#include "mozilla/mozalloc.h"
#include "VideoUtils.h"
#include "mozilla/dom/TimeRanges.h"
#include "nsDeque.h"
#include "AudioSegment.h"
#include "VideoSegment.h"
#include "ImageContainer.h"
#include "nsComponentManagerUtils.h"
#include "nsITimer.h"
#include "nsContentUtils.h"
#include "MediaShutdownManager.h"
#include "SharedThreadPool.h"
#include "MediaTaskQueue.h"
#include "nsIEventTarget.h"
#include "prenv.h"
#include "mozilla/Preferences.h"
#include "gfx2DGlue.h"
#include "nsPrintfCString.h"
#include <algorithm>
namespace mozilla {
using namespace mozilla::layers;
using namespace mozilla::dom;
using namespace mozilla::gfx;
// avoid redefined macro in unified build
#undef DECODER_LOG
#undef VERBOSE_LOG
#ifdef PR_LOGGING
extern PRLogModuleInfo* gMediaDecoderLog;
#define DECODER_LOG(x, ...) \
PR_LOG(gMediaDecoderLog, PR_LOG_DEBUG, ("Decoder=%p " x, mDecoder.get(), ##__VA_ARGS__))
#define VERBOSE_LOG(x, ...) \
PR_BEGIN_MACRO \
if (!PR_GetEnv("MOZ_QUIET")) { \
DECODER_LOG(x, ##__VA_ARGS__); \
} \
PR_END_MACRO
#define SAMPLE_LOG(x, ...) \
PR_BEGIN_MACRO \
if (PR_GetEnv("MEDIA_LOG_SAMPLES")) { \
DECODER_LOG(x, ##__VA_ARGS__); \
} \
PR_END_MACRO
#else
#define DECODER_LOG(x, ...)
#define VERBOSE_LOG(x, ...)
#define SAMPLE_LOG(x, ...)
#endif
// Somehow MSVC doesn't correctly delete the comma before ##__VA_ARGS__
// when __VA_ARGS__ expands to nothing. This is a workaround for it.
#define DECODER_WARN_HELPER(a, b) NS_WARNING b
#define DECODER_WARN(x, ...) \
DECODER_WARN_HELPER(0, (nsPrintfCString("Decoder=%p " x, mDecoder.get(), ##__VA_ARGS__).get()))
// GetCurrentTime is defined in winbase.h as zero argument macro forwarding to
// GetTickCount() and conflicts with MediaDecoderStateMachine::GetCurrentTime
// implementation. With unified builds, putting this in headers is not enough.
#ifdef GetCurrentTime
#undef GetCurrentTime
#endif
// Wait this number of seconds when buffering, then leave and play
// as best as we can if the required amount of data hasn't been
// retrieved.
static const uint32_t BUFFERING_WAIT_S = 30;
// If audio queue has less than this many usecs of decoded audio, we won't risk
// trying to decode the video, we'll skip decoding video up to the next
// keyframe. We may increase this value for an individual decoder if we
// encounter video frames which take a long time to decode.
static const uint32_t LOW_AUDIO_USECS = 300000;
// If more than this many usecs of decoded audio is queued, we'll hold off
// decoding more audio. If we increase the low audio threshold (see
// LOW_AUDIO_USECS above) we'll also increase this value to ensure it's not
// less than the low audio threshold.
const int64_t AMPLE_AUDIO_USECS = 1000000;
// When we're only playing audio and we don't have a video stream, we divide
// AMPLE_AUDIO_USECS and LOW_AUDIO_USECS by the following value. This reduces
// the amount of decoded audio we buffer, reducing our memory usage. We only
// need to decode far ahead when we're decoding video using software decoding,
// as otherwise a long video decode could cause an audio underrun.
const int64_t NO_VIDEO_AMPLE_AUDIO_DIVISOR = 8;
// If we have fewer than LOW_VIDEO_FRAMES decoded frames, and
// we're not "prerolling video", we'll skip the video up to the next keyframe
// which is at or after the current playback position.
static const uint32_t LOW_VIDEO_FRAMES = 1;
// Arbitrary "frame duration" when playing only audio.
static const int AUDIO_DURATION_USECS = 40000;
// If we increase our "low audio threshold" (see LOW_AUDIO_USECS above), we
// use this as a factor in all our calculations. Increasing this will cause
// us to be more likely to increase our low audio threshold, and to
// increase it by more.
static const int THRESHOLD_FACTOR = 2;
// If we have less than this much undecoded data available, we'll consider
// ourselves to be running low on undecoded data. We determine how much
// undecoded data we have remaining using the reader's GetBuffered()
// implementation.
static const int64_t LOW_DATA_THRESHOLD_USECS = 5000000;
// LOW_DATA_THRESHOLD_USECS needs to be greater than AMPLE_AUDIO_USECS, otherwise
// the skip-to-keyframe logic can activate when we're running low on data.
static_assert(LOW_DATA_THRESHOLD_USECS > AMPLE_AUDIO_USECS,
"LOW_DATA_THRESHOLD_USECS is too small");
// Amount of excess usecs of data to add in to the "should we buffer" calculation.
static const uint32_t EXHAUSTED_DATA_MARGIN_USECS = 60000;
// If we enter buffering within QUICK_BUFFER_THRESHOLD_USECS seconds of starting
// decoding, we'll enter "quick buffering" mode, which exits a lot sooner than
// normal buffering mode. This exists so that if the decode-ahead exhausts the
// downloaded data while decode/playback is just starting up (for example
// after a seek while the media is still playing, or when playing a media
// as soon as it's load started), we won't necessarily stop for 30s and wait
// for buffering. We may actually be able to playback in this case, so exit
// buffering early and try to play. If it turns out we can't play, we'll fall
// back to buffering normally.
static const uint32_t QUICK_BUFFER_THRESHOLD_USECS = 2000000;
// If we're quick buffering, we'll remain in buffering mode while we have less than
// QUICK_BUFFERING_LOW_DATA_USECS of decoded data available.
static const uint32_t QUICK_BUFFERING_LOW_DATA_USECS = 1000000;
// If QUICK_BUFFERING_LOW_DATA_USECS is > AMPLE_AUDIO_USECS, we won't exit
// quick buffering in a timely fashion, as the decode pauses when it
// reaches AMPLE_AUDIO_USECS decoded data, and thus we'll never reach
// QUICK_BUFFERING_LOW_DATA_USECS.
static_assert(QUICK_BUFFERING_LOW_DATA_USECS <= AMPLE_AUDIO_USECS,
"QUICK_BUFFERING_LOW_DATA_USECS is too large");
// The amount of instability we tollerate in calls to
// MediaDecoderStateMachine::UpdateEstimatedDuration(); changes of duration
// less than this are ignored, as they're assumed to be the result of
// instability in the duration estimation.
static const int64_t ESTIMATED_DURATION_FUZZ_FACTOR_USECS = USECS_PER_S / 2;
static TimeDuration UsecsToDuration(int64_t aUsecs) {
return TimeDuration::FromMicroseconds(aUsecs);
}
static int64_t DurationToUsecs(TimeDuration aDuration) {
return static_cast<int64_t>(aDuration.ToSeconds() * USECS_PER_S);
}
MediaDecoderStateMachine::MediaDecoderStateMachine(MediaDecoder* aDecoder,
MediaDecoderReader* aReader,
bool aRealTime) :
mDecoder(aDecoder),
mScheduler(new MediaDecoderStateMachineScheduler(
aDecoder->GetReentrantMonitor(),
&MediaDecoderStateMachine::TimeoutExpired,
MOZ_THIS_IN_INITIALIZER_LIST(), aRealTime)),
mState(DECODER_STATE_DECODING_NONE),
mSyncPointInMediaStream(-1),
mSyncPointInDecodedStream(-1),
mPlayDuration(0),
mStartTime(-1),
mEndTime(-1),
mFragmentEndTime(-1),
mReader(aReader),
mCurrentFrameTime(0),
mAudioStartTime(-1),
mAudioEndTime(-1),
mVideoFrameEndTime(-1),
mVolume(1.0),
mPlaybackRate(1.0),
mPreservesPitch(true),
mAmpleVideoFrames(2),
mLowAudioThresholdUsecs(LOW_AUDIO_USECS),
mAmpleAudioThresholdUsecs(AMPLE_AUDIO_USECS),
mAudioRequestPending(false),
mVideoRequestPending(false),
mAudioCaptured(false),
mPositionChangeQueued(false),
mAudioCompleted(false),
mGotDurationFromMetaData(false),
mDispatchedEventToDecode(false),
mStopAudioThread(true),
mQuickBuffering(false),
mMinimizePreroll(false),
mDecodeThreadWaiting(false),
mDropAudioUntilNextDiscontinuity(false),
mDropVideoUntilNextDiscontinuity(false),
mDecodeToSeekTarget(false),
mCurrentTimeBeforeSeek(0),
mLastFrameStatus(MediaDecoderOwner::NEXT_FRAME_UNINITIALIZED),
mDecodingFrozenAtStateMetadata(false),
mDecodingFrozenAtStateDecoding(false)
{
MOZ_COUNT_CTOR(MediaDecoderStateMachine);
NS_ASSERTION(NS_IsMainThread(), "Should be on main thread.");
mAmpleVideoFrames =
std::max<uint32_t>(Preferences::GetUint("media.video-queue.default-size", 10), 3);
mBufferingWait = mScheduler->IsRealTime() ? 0 : BUFFERING_WAIT_S;
mLowDataThresholdUsecs = mScheduler->IsRealTime() ? 0 : LOW_DATA_THRESHOLD_USECS;
mVideoPrerollFrames = mScheduler->IsRealTime() ? 0 : mAmpleVideoFrames / 2;
mAudioPrerollUsecs = mScheduler->IsRealTime() ? 0 : LOW_AUDIO_USECS * 2;
#ifdef XP_WIN
// Ensure high precision timers are enabled on Windows, otherwise the state
// machine thread isn't woken up at reliable intervals to set the next frame,
// and we drop frames while painting. Note that multiple calls to this
// function per-process is OK, provided each call is matched by a corresponding
// timeEndPeriod() call.
timeBeginPeriod(1);
#endif
}
MediaDecoderStateMachine::~MediaDecoderStateMachine()
{
MOZ_ASSERT(NS_IsMainThread(), "Should be on main thread.");
MOZ_COUNT_DTOR(MediaDecoderStateMachine);
NS_ASSERTION(!mPendingWakeDecoder.get(),
"WakeDecoder should have been revoked already");
MOZ_ASSERT(!mDecodeTaskQueue, "Should be released in SHUTDOWN");
mReader = nullptr;
#ifdef XP_WIN
timeEndPeriod(1);
#endif
}
bool MediaDecoderStateMachine::HasFutureAudio() {
AssertCurrentThreadInMonitor();
NS_ASSERTION(HasAudio(), "Should only call HasFutureAudio() when we have audio");
// We've got audio ready to play if:
// 1. We've not completed playback of audio, and
// 2. we either have more than the threshold of decoded audio available, or
// we've completely decoded all audio (but not finished playing it yet
// as per 1).
return !mAudioCompleted &&
(AudioDecodedUsecs() >
mLowAudioThresholdUsecs * mPlaybackRate ||
AudioQueue().IsFinished());
}
bool MediaDecoderStateMachine::HaveNextFrameData() {
AssertCurrentThreadInMonitor();
return (!HasAudio() || HasFutureAudio()) &&
(!HasVideo() || VideoQueue().GetSize() > 0);
}
int64_t MediaDecoderStateMachine::GetDecodedAudioDuration() {
NS_ASSERTION(OnDecodeThread() || OnStateMachineThread(),
"Should be on decode thread or state machine thread");
AssertCurrentThreadInMonitor();
int64_t audioDecoded = AudioQueue().Duration();
if (mAudioEndTime != -1) {
audioDecoded += mAudioEndTime - GetMediaTime();
}
return audioDecoded;
}
void MediaDecoderStateMachine::SendStreamAudio(AudioData* aAudio,
DecodedStreamData* aStream,
AudioSegment* aOutput)
{
NS_ASSERTION(OnDecodeThread() ||
OnStateMachineThread(), "Should be on decode thread or state machine thread");
AssertCurrentThreadInMonitor();
if (aAudio->mTime <= aStream->mLastAudioPacketTime) {
// ignore packet that we've already processed
return;
}
aStream->mLastAudioPacketTime = aAudio->mTime;
aStream->mLastAudioPacketEndTime = aAudio->GetEndTime();
// This logic has to mimic AudioSink closely to make sure we write
// the exact same silences
CheckedInt64 audioWrittenOffset = UsecsToFrames(mInfo.mAudio.mRate,
aStream->mInitialTime + mStartTime) + aStream->mAudioFramesWritten;
CheckedInt64 frameOffset = UsecsToFrames(mInfo.mAudio.mRate, aAudio->mTime);
if (!audioWrittenOffset.isValid() || !frameOffset.isValid())
return;
if (audioWrittenOffset.value() < frameOffset.value()) {
// Write silence to catch up
VERBOSE_LOG("writing %d frames of silence to MediaStream",
int32_t(frameOffset.value() - audioWrittenOffset.value()));
AudioSegment silence;
silence.InsertNullDataAtStart(frameOffset.value() - audioWrittenOffset.value());
aStream->mAudioFramesWritten += silence.GetDuration();
aOutput->AppendFrom(&silence);
}
int64_t offset;
if (aStream->mAudioFramesWritten == 0) {
NS_ASSERTION(frameOffset.value() <= audioWrittenOffset.value(),
"Otherwise we'd have taken the write-silence path");
// We're starting in the middle of a packet. Split the packet.
offset = audioWrittenOffset.value() - frameOffset.value();
} else {
// Write the entire packet.
offset = 0;
}
if (offset >= aAudio->mFrames)
return;
aAudio->EnsureAudioBuffer();
nsRefPtr<SharedBuffer> buffer = aAudio->mAudioBuffer;
AudioDataValue* bufferData = static_cast<AudioDataValue*>(buffer->Data());
nsAutoTArray<const AudioDataValue*,2> channels;
for (uint32_t i = 0; i < aAudio->mChannels; ++i) {
channels.AppendElement(bufferData + i*aAudio->mFrames + offset);
}
aOutput->AppendFrames(buffer.forget(), channels, aAudio->mFrames);
VERBOSE_LOG("writing %d frames of data to MediaStream for AudioData at %lld",
aAudio->mFrames - int32_t(offset), aAudio->mTime);
aStream->mAudioFramesWritten += aAudio->mFrames - int32_t(offset);
}
static void WriteVideoToMediaStream(layers::Image* aImage,
int64_t aDuration,
const IntSize& aIntrinsicSize,
VideoSegment* aOutput)
{
nsRefPtr<layers::Image> image = aImage;
aOutput->AppendFrame(image.forget(), aDuration, aIntrinsicSize);
}
static const TrackID TRACK_AUDIO = 1;
static const TrackID TRACK_VIDEO = 2;
static const TrackRate RATE_VIDEO = USECS_PER_S;
void MediaDecoderStateMachine::SendStreamData()
{
NS_ASSERTION(OnDecodeThread() || OnStateMachineThread(),
"Should be on decode thread or state machine thread");
AssertCurrentThreadInMonitor();
MOZ_ASSERT(mState != DECODER_STATE_DECODING_NONE);
DecodedStreamData* stream = mDecoder->GetDecodedStream();
if (!stream) {
return;
}
if (mState == DECODER_STATE_DECODING_METADATA) {
return;
}
// If there's still an audio sink alive, then we can't send any stream
// data yet since both SendStreamData and the audio sink want to be in
// charge of popping the audio queue. We're waiting for the audio sink
if (mAudioSink) {
return;
}
int64_t minLastAudioPacketTime = INT64_MAX;
bool finished =
(!mInfo.HasAudio() || AudioQueue().IsFinished()) &&
(!mInfo.HasVideo() || VideoQueue().IsFinished());
if (mDecoder->IsSameOriginMedia()) {
SourceMediaStream* mediaStream = stream->mStream;
StreamTime endPosition = 0;
if (!stream->mStreamInitialized) {
if (mInfo.HasAudio()) {
AudioSegment* audio = new AudioSegment();
mediaStream->AddTrack(TRACK_AUDIO, mInfo.mAudio.mRate, 0, audio);
stream->mStream->DispatchWhenNotEnoughBuffered(TRACK_AUDIO,
GetStateMachineThread(), GetWakeDecoderRunnable());
}
if (mInfo.HasVideo()) {
VideoSegment* video = new VideoSegment();
mediaStream->AddTrack(TRACK_VIDEO, RATE_VIDEO, 0, video);
stream->mStream->DispatchWhenNotEnoughBuffered(TRACK_VIDEO,
GetStateMachineThread(), GetWakeDecoderRunnable());
}
stream->mStreamInitialized = true;
}
if (mInfo.HasAudio()) {
nsAutoTArray<AudioData*,10> audio;
// It's OK to hold references to the AudioData because while audio
// is captured, only the decoder thread pops from the queue (see below).
AudioQueue().GetElementsAfter(stream->mLastAudioPacketTime, &audio);
AudioSegment output;
for (uint32_t i = 0; i < audio.Length(); ++i) {
SendStreamAudio(audio[i], stream, &output);
}
if (output.GetDuration() > 0) {
mediaStream->AppendToTrack(TRACK_AUDIO, &output);
}
if (AudioQueue().IsFinished() && !stream->mHaveSentFinishAudio) {
mediaStream->EndTrack(TRACK_AUDIO);
stream->mHaveSentFinishAudio = true;
}
minLastAudioPacketTime = std::min(minLastAudioPacketTime, stream->mLastAudioPacketTime);
endPosition = std::max(endPosition,
mediaStream->TicksToTimeRoundDown(mInfo.mAudio.mRate,
stream->mAudioFramesWritten));
}
if (mInfo.HasVideo()) {
nsAutoTArray<VideoData*,10> video;
// It's OK to hold references to the VideoData only the decoder thread
// pops from the queue.
VideoQueue().GetElementsAfter(stream->mNextVideoTime, &video);
VideoSegment output;
for (uint32_t i = 0; i < video.Length(); ++i) {
VideoData* v = video[i];
if (stream->mNextVideoTime < v->mTime) {
VERBOSE_LOG("writing last video to MediaStream %p for %lldus",
mediaStream, v->mTime - stream->mNextVideoTime);
// Write last video frame to catch up. mLastVideoImage can be null here
// which is fine, it just means there's no video.
WriteVideoToMediaStream(stream->mLastVideoImage,
v->mTime - stream->mNextVideoTime, stream->mLastVideoImageDisplaySize,
&output);
stream->mNextVideoTime = v->mTime;
}
if (stream->mNextVideoTime < v->GetEndTime()) {
VERBOSE_LOG("writing video frame %lldus to MediaStream %p for %lldus",
v->mTime, mediaStream, v->GetEndTime() - stream->mNextVideoTime);
WriteVideoToMediaStream(v->mImage,
v->GetEndTime() - stream->mNextVideoTime, v->mDisplay,
&output);
stream->mNextVideoTime = v->GetEndTime();
stream->mLastVideoImage = v->mImage;
stream->mLastVideoImageDisplaySize = v->mDisplay;
} else {
VERBOSE_LOG("skipping writing video frame %lldus (end %lldus) to MediaStream",
v->mTime, v->GetEndTime());
}
}
if (output.GetDuration() > 0) {
mediaStream->AppendToTrack(TRACK_VIDEO, &output);
}
if (VideoQueue().IsFinished() && !stream->mHaveSentFinishVideo) {
mediaStream->EndTrack(TRACK_VIDEO);
stream->mHaveSentFinishVideo = true;
}
endPosition = std::max(endPosition,
mediaStream->TicksToTimeRoundDown(RATE_VIDEO, stream->mNextVideoTime - stream->mInitialTime));
}
if (!stream->mHaveSentFinish) {
stream->mStream->AdvanceKnownTracksTime(endPosition);
}
if (finished && !stream->mHaveSentFinish) {
stream->mHaveSentFinish = true;
stream->mStream->Finish();
}
}
if (mAudioCaptured) {
// Discard audio packets that are no longer needed.
while (true) {
const AudioData* a = AudioQueue().PeekFront();
// Packet times are not 100% reliable so this may discard packets that
// actually contain data for mCurrentFrameTime. This means if someone might
// create a new output stream and we actually don't have the audio for the
// very start. That's OK, we'll play silence instead for a brief moment.
// That's OK. Seeking to this time would have a similar issue for such
// badly muxed resources.
if (!a || a->GetEndTime() >= minLastAudioPacketTime)
break;
OnAudioEndTimeUpdate(std::max(mAudioEndTime, a->GetEndTime()));
delete AudioQueue().PopFront();
}
if (finished) {
mAudioCompleted = true;
UpdateReadyState();
}
}
}
MediaDecoderStateMachine::WakeDecoderRunnable*
MediaDecoderStateMachine::GetWakeDecoderRunnable()
{
AssertCurrentThreadInMonitor();
if (!mPendingWakeDecoder.get()) {
mPendingWakeDecoder = new WakeDecoderRunnable(this);
}
return mPendingWakeDecoder.get();
}
bool MediaDecoderStateMachine::HaveEnoughDecodedAudio(int64_t aAmpleAudioUSecs)
{
AssertCurrentThreadInMonitor();
if (AudioQueue().GetSize() == 0 ||
GetDecodedAudioDuration() < aAmpleAudioUSecs) {
return false;
}
if (!mAudioCaptured) {
return true;
}
DecodedStreamData* stream = mDecoder->GetDecodedStream();
if (stream && stream->mStreamInitialized && !stream->mHaveSentFinishAudio) {
if (!stream->mStream->HaveEnoughBuffered(TRACK_AUDIO)) {
return false;
}
stream->mStream->DispatchWhenNotEnoughBuffered(TRACK_AUDIO,
GetStateMachineThread(), GetWakeDecoderRunnable());
}
return true;
}
bool MediaDecoderStateMachine::HaveEnoughDecodedVideo()
{
AssertCurrentThreadInMonitor();
if (static_cast<uint32_t>(VideoQueue().GetSize()) < mAmpleVideoFrames * mPlaybackRate) {
return false;
}
DecodedStreamData* stream = mDecoder->GetDecodedStream();
if (stream && stream->mStreamInitialized && !stream->mHaveSentFinishVideo) {
if (!stream->mStream->HaveEnoughBuffered(TRACK_VIDEO)) {
return false;
}
stream->mStream->DispatchWhenNotEnoughBuffered(TRACK_VIDEO,
GetStateMachineThread(), GetWakeDecoderRunnable());
}
return true;
}
bool
MediaDecoderStateMachine::NeedToDecodeVideo()
{
AssertCurrentThreadInMonitor();
return IsVideoDecoding() &&
((mState == DECODER_STATE_SEEKING && mDecodeToSeekTarget) ||
(!mMinimizePreroll && !HaveEnoughDecodedVideo()));
}
void
MediaDecoderStateMachine::DecodeVideo()
{
int64_t currentTime = 0;
bool skipToNextKeyFrame = false;
{
ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor());
NS_ASSERTION(OnDecodeThread(), "Should be on decode thread.");
if (mState != DECODER_STATE_DECODING &&
mState != DECODER_STATE_BUFFERING &&
mState != DECODER_STATE_SEEKING) {
mVideoRequestPending = false;
DispatchDecodeTasksIfNeeded();
return;
}
// We don't want to consider skipping to the next keyframe if we've
// only just started up the decode loop, so wait until we've decoded
// some frames before enabling the keyframe skip logic on video.
if (mIsVideoPrerolling &&
(static_cast<uint32_t>(VideoQueue().GetSize())
>= mVideoPrerollFrames * mPlaybackRate))
{
mIsVideoPrerolling = false;
}
// We'll skip the video decode to the nearest keyframe if we're low on
// audio, or if we're low on video, provided we're not running low on
// data to decode. If we're running low on downloaded data to decode,
// we won't start keyframe skipping, as we'll be pausing playback to buffer
// soon anyway and we'll want to be able to display frames immediately
// after buffering finishes.
if (mState == DECODER_STATE_DECODING &&
IsVideoDecoding() &&
((!mIsAudioPrerolling && IsAudioDecoding() &&
GetDecodedAudioDuration() < mLowAudioThresholdUsecs * mPlaybackRate) ||
(!mIsVideoPrerolling && IsVideoDecoding() &&
// don't skip frame when |clock time| <= |mVideoFrameEndTime| for
// we are still in the safe range without underrunning video frames
GetClock() > mVideoFrameEndTime &&
(static_cast<uint32_t>(VideoQueue().GetSize())
< LOW_VIDEO_FRAMES * mPlaybackRate))) &&
!HasLowUndecodedData())
{
skipToNextKeyFrame = true;
DECODER_LOG("Skipping video decode to the next keyframe");
}
currentTime = mState == DECODER_STATE_SEEKING ? 0 : GetMediaTime();
// Time the video decode, so that if it's slow, we can increase our low
// audio threshold to reduce the chance of an audio underrun while we're
// waiting for a video decode to complete.
mVideoDecodeStartTime = TimeStamp::Now();
}
mReader->RequestVideoData(skipToNextKeyFrame, currentTime);
}
bool
MediaDecoderStateMachine::NeedToDecodeAudio()
{
AssertCurrentThreadInMonitor();
return IsAudioDecoding() &&
((mState == DECODER_STATE_SEEKING && mDecodeToSeekTarget) ||
(!mMinimizePreroll &&
!HaveEnoughDecodedAudio(mAmpleAudioThresholdUsecs * mPlaybackRate) &&
(mState != DECODER_STATE_SEEKING || mDecodeToSeekTarget)));
}
void
MediaDecoderStateMachine::DecodeAudio()
{
{
ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor());
NS_ASSERTION(OnDecodeThread(), "Should be on decode thread.");
if (mState != DECODER_STATE_DECODING &&
mState != DECODER_STATE_BUFFERING &&
mState != DECODER_STATE_SEEKING) {
mAudioRequestPending = false;
DispatchDecodeTasksIfNeeded();
mon.NotifyAll();
return;
}
// We don't want to consider skipping to the next keyframe if we've
// only just started up the decode loop, so wait until we've decoded
// some audio data before enabling the keyframe skip logic on audio.
if (mIsAudioPrerolling &&
GetDecodedAudioDuration() >= mAudioPrerollUsecs * mPlaybackRate) {
mIsAudioPrerolling = false;
}
}
mReader->RequestAudioData();
}
bool
MediaDecoderStateMachine::IsAudioSeekComplete()
{
AssertCurrentThreadInMonitor();
SAMPLE_LOG("IsAudioSeekComplete() curTarVal=%d mAudDis=%d aqFin=%d aqSz=%d",
mCurrentSeekTarget.IsValid(), mDropAudioUntilNextDiscontinuity, AudioQueue().IsFinished(), AudioQueue().GetSize());
return
!HasAudio() ||
(mCurrentSeekTarget.IsValid() &&
!mDropAudioUntilNextDiscontinuity &&
(AudioQueue().IsFinished() || AudioQueue().GetSize() > 0));
}
bool
MediaDecoderStateMachine::IsVideoSeekComplete()
{
AssertCurrentThreadInMonitor();
SAMPLE_LOG("IsVideoSeekComplete() curTarVal=%d mVidDis=%d vqFin=%d vqSz=%d",
mCurrentSeekTarget.IsValid(), mDropVideoUntilNextDiscontinuity, VideoQueue().IsFinished(), VideoQueue().GetSize());
return
!HasVideo() ||
(mCurrentSeekTarget.IsValid() &&
!mDropVideoUntilNextDiscontinuity &&
(VideoQueue().IsFinished() || VideoQueue().GetSize() > 0));
}
void
MediaDecoderStateMachine::OnAudioDecoded(AudioData* aAudioSample)
{
ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor());
nsAutoPtr<AudioData> audio(aAudioSample);
MOZ_ASSERT(audio);
mAudioRequestPending = false;
SAMPLE_LOG("OnAudioDecoded [%lld,%lld] disc=%d",
(audio ? audio->mTime : -1),
(audio ? audio->GetEndTime() : -1),
(audio ? audio->mDiscontinuity : 0));
switch (mState) {
case DECODER_STATE_DECODING_METADATA: {
Push(audio.forget());
MaybeFinishDecodeMetadata();
return;
}
case DECODER_STATE_BUFFERING:
case DECODER_STATE_DECODING: {
// In buffering and decoding state, we simply enqueue samples.
Push(audio.forget());
return;
}
case DECODER_STATE_SEEKING: {
if (!mCurrentSeekTarget.IsValid()) {
// We've received a sample from a previous decode. Discard it.
return;
}
if (audio->mDiscontinuity) {
mDropAudioUntilNextDiscontinuity = false;
}
if (!mDropAudioUntilNextDiscontinuity) {
// We must be after the discontinuity; we're receiving samples
// at or after the seek target.
if (mCurrentSeekTarget.mType == SeekTarget::PrevSyncPoint &&
mCurrentSeekTarget.mTime > mCurrentTimeBeforeSeek &&
audio->mTime < mCurrentTimeBeforeSeek) {
// We are doing a fastSeek, but we ended up *before* the previous
// playback position. This is surprising UX, so switch to an accurate
// seek and decode to the seek target. This is not conformant to the
// spec, fastSeek should always be fast, but until we get the time to
// change all Readers to seek to the keyframe after the currentTime
// in this case, we'll just decode forward. Bug 1026330.
mCurrentSeekTarget.mType = SeekTarget::Accurate;
}
if (mCurrentSeekTarget.mType == SeekTarget::PrevSyncPoint) {
// Non-precise seek; we can stop the seek at the first sample.
AudioQueue().Push(audio.forget());
} else {
// We're doing an accurate seek. We must discard
// MediaData up to the one containing exact seek target.
if (NS_FAILED(DropAudioUpToSeekTarget(audio.forget()))) {
DecodeError();
return;
}
}
}
CheckIfSeekComplete();
return;
}
default: {
// Ignore other cases.
return;
}
}
}
void
MediaDecoderStateMachine::Push(AudioData* aSample)
{
MOZ_ASSERT(aSample);
// TODO: Send aSample to MSG and recalculate readystate before pushing,
// otherwise AdvanceFrame may pop the sample before we have a chance
// to reach playing.
AudioQueue().Push(aSample);
if (mState > DECODER_STATE_DECODING_METADATA) {
SendStreamData();
// The ready state can change when we've decoded data, so update the
// ready state, so that DOM events can fire.
UpdateReadyState();
DispatchDecodeTasksIfNeeded();
mDecoder->GetReentrantMonitor().NotifyAll();
}
}
void
MediaDecoderStateMachine::Push(VideoData* aSample)
{
MOZ_ASSERT(aSample);
// TODO: Send aSample to MSG and recalculate readystate before pushing,
// otherwise AdvanceFrame may pop the sample before we have a chance
// to reach playing.
VideoQueue().Push(aSample);
if (mState > DECODER_STATE_DECODING_METADATA) {
SendStreamData();
// The ready state can change when we've decoded data, so update the
// ready state, so that DOM events can fire.
UpdateReadyState();
DispatchDecodeTasksIfNeeded();
mDecoder->GetReentrantMonitor().NotifyAll();
}
}
void
MediaDecoderStateMachine::OnNotDecoded(MediaData::Type aType,
RequestSampleCallback::NotDecodedReason aReason)
{
ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor());
SAMPLE_LOG("OnNotDecoded (aType=%u, aReason=%u)", aType, aReason);
bool isAudio = aType == MediaData::AUDIO_DATA;
MOZ_ASSERT_IF(!isAudio, aType == MediaData::VIDEO_DATA);
// This callback means that the pending request is dead.
if (isAudio) {
mAudioRequestPending = false;
} else {
mVideoRequestPending = false;
}
// If this is a decode error, delegate to the generic error path.
if (aReason == RequestSampleCallback::DECODE_ERROR) {
DecodeError();
return;
}
// This is an EOS. Finish off the queue, and then handle things based on our
// state.
MOZ_ASSERT(aReason == RequestSampleCallback::END_OF_STREAM);
if (!isAudio && mState == DECODER_STATE_SEEKING &&
mCurrentSeekTarget.IsValid() && mFirstVideoFrameAfterSeek) {
// Null sample. Hit end of stream. If we have decoded a frame,
// insert it into the queue so that we have something to display.
// We make sure to do this before invoking VideoQueue().Finish()
// below.
VideoQueue().Push(mFirstVideoFrameAfterSeek.forget());
}
isAudio ? AudioQueue().Finish() : VideoQueue().Finish();
switch (mState) {
case DECODER_STATE_DECODING_METADATA: {
MaybeFinishDecodeMetadata();
return;
}
case DECODER_STATE_BUFFERING:
case DECODER_STATE_DECODING: {
CheckIfDecodeComplete();
SendStreamData();
// The ready state can change when we've decoded data, so update the
// ready state, so that DOM events can fire.
UpdateReadyState();
mDecoder->GetReentrantMonitor().NotifyAll();
return;
}
case DECODER_STATE_SEEKING: {
if (!mCurrentSeekTarget.IsValid()) {
// We've received a sample from a previous decode. Discard it.
return;
}
if (isAudio) {
mDropAudioUntilNextDiscontinuity = false;
} else {
mDropVideoUntilNextDiscontinuity = false;
}
CheckIfSeekComplete();
return;
}
default: {
return;
}
}
}
void
MediaDecoderStateMachine::AcquireMonitorAndInvokeDecodeError()
{
ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor());
DecodeError();
}
void
MediaDecoderStateMachine::MaybeFinishDecodeMetadata()
{
AssertCurrentThreadInMonitor();
if ((IsAudioDecoding() && AudioQueue().GetSize() == 0) ||
(IsVideoDecoding() && VideoQueue().GetSize() == 0)) {
return;
}
if (NS_FAILED(FinishDecodeMetadata())) {
DecodeError();
}
}
void
MediaDecoderStateMachine::OnVideoDecoded(VideoData* aVideoSample)
{
ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor());
nsAutoPtr<VideoData> video(aVideoSample);
mVideoRequestPending = false;
SAMPLE_LOG("OnVideoDecoded [%lld,%lld] disc=%d",
(video ? video->mTime : -1),
(video ? video->GetEndTime() : -1),
(video ? video->mDiscontinuity : 0));
switch (mState) {
case DECODER_STATE_DECODING_METADATA: {
Push(video.forget());
MaybeFinishDecodeMetadata();
return;
}
case DECODER_STATE_BUFFERING:
case DECODER_STATE_DECODING: {
Push(video.forget());
// If the requested video sample was slow to arrive, increase the
// amount of audio we buffer to ensure that we don't run out of audio.
// TODO: Detect when we're truly async, and don't do this if so, as
// it's not necessary.
TimeDuration decodeTime = TimeStamp::Now() - mVideoDecodeStartTime;
if (THRESHOLD_FACTOR * DurationToUsecs(decodeTime) > mLowAudioThresholdUsecs &&
!HasLowUndecodedData())
{
mLowAudioThresholdUsecs =
std::min(THRESHOLD_FACTOR * DurationToUsecs(decodeTime), AMPLE_AUDIO_USECS);
mAmpleAudioThresholdUsecs = std::max(THRESHOLD_FACTOR * mLowAudioThresholdUsecs,
mAmpleAudioThresholdUsecs);
DECODER_LOG("Slow video decode, set mLowAudioThresholdUsecs=%lld mAmpleAudioThresholdUsecs=%lld",
mLowAudioThresholdUsecs, mAmpleAudioThresholdUsecs);
}
return;
}
case DECODER_STATE_SEEKING: {
if (!mCurrentSeekTarget.IsValid()) {
// We've received a sample from a previous decode. Discard it.
return;
}
if (mDropVideoUntilNextDiscontinuity) {
if (video->mDiscontinuity) {
mDropVideoUntilNextDiscontinuity = false;
}
}
if (!mDropVideoUntilNextDiscontinuity) {
// We must be after the discontinuity; we're receiving samples
// at or after the seek target.
if (mCurrentSeekTarget.mType == SeekTarget::PrevSyncPoint &&
mCurrentSeekTarget.mTime > mCurrentTimeBeforeSeek &&
video->mTime < mCurrentTimeBeforeSeek) {
// We are doing a fastSeek, but we ended up *before* the previous
// playback position. This is surprising UX, so switch to an accurate
// seek and decode to the seek target. This is not conformant to the
// spec, fastSeek should always be fast, but until we get the time to
// change all Readers to seek to the keyframe after the currentTime
// in this case, we'll just decode forward. Bug 1026330.
mCurrentSeekTarget.mType = SeekTarget::Accurate;
}
if (mCurrentSeekTarget.mType == SeekTarget::PrevSyncPoint) {
// Non-precise seek; we can stop the seek at the first sample.
VideoQueue().Push(video.forget());
} else {
// We're doing an accurate seek. We still need to discard
// MediaData up to the one containing exact seek target.
if (NS_FAILED(DropVideoUpToSeekTarget(video.forget()))) {
DecodeError();
return;
}
}
}
CheckIfSeekComplete();
return;
}
default: {
// Ignore other cases.
return;
}
}
}
void
MediaDecoderStateMachine::CheckIfSeekComplete()
{
AssertCurrentThreadInMonitor();
const bool videoSeekComplete = IsVideoSeekComplete();
if (HasVideo() && !videoSeekComplete) {
// We haven't reached the target. Ensure we have requested another sample.
if (NS_FAILED(EnsureVideoDecodeTaskQueued())) {
DECODER_WARN("Failed to request video during seek");
DecodeError();
}
}
const bool audioSeekComplete = IsAudioSeekComplete();
if (HasAudio() && !audioSeekComplete) {
// We haven't reached the target. Ensure we have requested another sample.
if (NS_FAILED(EnsureAudioDecodeTaskQueued())) {
DECODER_WARN("Failed to request audio during seek");
DecodeError();
}
}
SAMPLE_LOG("CheckIfSeekComplete() audioSeekComplete=%d videoSeekComplete=%d",
audioSeekComplete, videoSeekComplete);
if (audioSeekComplete && videoSeekComplete) {
mDecodeToSeekTarget = false;
RefPtr<nsIRunnable> task(
NS_NewRunnableMethod(this, &MediaDecoderStateMachine::SeekCompleted));
nsresult rv = mDecodeTaskQueue->Dispatch(task);
if (NS_FAILED(rv)) {
DecodeError();
}
}
}
bool
MediaDecoderStateMachine::IsAudioDecoding()
{
AssertCurrentThreadInMonitor();
return HasAudio() && !AudioQueue().IsFinished();
}
bool
MediaDecoderStateMachine::IsVideoDecoding()
{
AssertCurrentThreadInMonitor();
return HasVideo() && !VideoQueue().IsFinished();
}
void
MediaDecoderStateMachine::CheckIfDecodeComplete()
{
AssertCurrentThreadInMonitor();
if (mState == DECODER_STATE_SHUTDOWN ||
mState == DECODER_STATE_SEEKING ||
mState == DECODER_STATE_COMPLETED) {
// Don't change our state if we've already been shutdown, or we're seeking,
// since we don't want to abort the shutdown or seek processes.
return;
}
if (!IsVideoDecoding() && !IsAudioDecoding()) {
// We've finished decoding all active streams,
// so move to COMPLETED state.
SetState(DECODER_STATE_COMPLETED);
DispatchDecodeTasksIfNeeded();
ScheduleStateMachine();
}
DECODER_LOG("CheckIfDecodeComplete %scompleted",
((mState == DECODER_STATE_COMPLETED) ? "" : "NOT "));
}
bool MediaDecoderStateMachine::IsPlaying() const
{
AssertCurrentThreadInMonitor();
return !mPlayStartTime.IsNull();
}
nsresult MediaDecoderStateMachine::Init(MediaDecoderStateMachine* aCloneDonor)
{
MOZ_ASSERT(NS_IsMainThread());
RefPtr<SharedThreadPool> decodePool(GetMediaDecodeThreadPool());
NS_ENSURE_TRUE(decodePool, NS_ERROR_FAILURE);
mDecodeTaskQueue = new MediaTaskQueue(decodePool.forget());
NS_ENSURE_TRUE(mDecodeTaskQueue, NS_ERROR_FAILURE);
MediaDecoderReader* cloneReader = nullptr;
if (aCloneDonor) {
cloneReader = aCloneDonor->mReader;
}
nsresult rv = mScheduler->Init();
NS_ENSURE_SUCCESS(rv, rv);
// Note: This creates a cycle, broken in shutdown.
mMediaDecodedListener =
new MediaDataDecodedListener<MediaDecoderStateMachine>(this,
mDecodeTaskQueue);
mReader->SetCallback(mMediaDecodedListener);
mReader->SetTaskQueue(mDecodeTaskQueue);
rv = mReader->Init(cloneReader);
NS_ENSURE_SUCCESS(rv, rv);
return NS_OK;
}
void MediaDecoderStateMachine::StopPlayback()
{
DECODER_LOG("StopPlayback()");
AssertCurrentThreadInMonitor();
mDecoder->NotifyPlaybackStopped();
if (IsPlaying()) {
mPlayDuration = GetClock() - mStartTime;
SetPlayStartTime(TimeStamp());
}
// Notify the audio sink, so that it notices that we've stopped playing,
// so it can pause audio playback.
mDecoder->GetReentrantMonitor().NotifyAll();
NS_ASSERTION(!IsPlaying(), "Should report not playing at end of StopPlayback()");
mDecoder->UpdateStreamBlockingForStateMachinePlaying();
DispatchDecodeTasksIfNeeded();
}
void MediaDecoderStateMachine::SetSyncPointForMediaStream()
{
AssertCurrentThreadInMonitor();
DecodedStreamData* stream = mDecoder->GetDecodedStream();
if (!stream) {
return;
}
mSyncPointInMediaStream = stream->GetLastOutputTime();
mSyncPointInDecodedStream = mStartTime + mPlayDuration;
}
int64_t MediaDecoderStateMachine::GetCurrentTimeViaMediaStreamSync() const
{
AssertCurrentThreadInMonitor();
NS_ASSERTION(mSyncPointInDecodedStream >= 0, "Should have set up sync point");
DecodedStreamData* stream = mDecoder->GetDecodedStream();
int64_t streamDelta = stream->GetLastOutputTime() - mSyncPointInMediaStream;
return mSyncPointInDecodedStream + streamDelta;
}
void MediaDecoderStateMachine::StartPlayback()
{
DECODER_LOG("StartPlayback()");
NS_ASSERTION(!IsPlaying(), "Shouldn't be playing when StartPlayback() is called");
AssertCurrentThreadInMonitor();
if (mDecoder->CheckDecoderCanOffloadAudio()) {
DECODER_LOG("Offloading playback");
return;
}
mDecoder->NotifyPlaybackStarted();
SetPlayStartTime(TimeStamp::Now());
NS_ASSERTION(IsPlaying(), "Should report playing by end of StartPlayback()");
nsresult rv = StartAudioThread();
NS_ENSURE_SUCCESS_VOID(rv);
mDecoder->GetReentrantMonitor().NotifyAll();
mDecoder->UpdateStreamBlockingForStateMachinePlaying();
DispatchDecodeTasksIfNeeded();
}
void MediaDecoderStateMachine::UpdatePlaybackPositionInternal(int64_t aTime)
{
SAMPLE_LOG("UpdatePlaybackPositionInternal(%lld) (mStartTime=%lld)", aTime, mStartTime);
NS_ASSERTION(OnStateMachineThread() || OnDecodeThread(),
"Should be on state machine thread.");
AssertCurrentThreadInMonitor();
NS_ASSERTION(mStartTime >= 0, "Should have positive mStartTime");
mCurrentFrameTime = aTime - mStartTime;
NS_ASSERTION(mCurrentFrameTime >= 0, "CurrentTime should be positive!");
if (aTime > mEndTime) {
NS_ASSERTION(mCurrentFrameTime > GetDuration(),
"CurrentTime must be after duration if aTime > endTime!");
mEndTime = aTime;
nsCOMPtr<nsIRunnable> event =
NS_NewRunnableMethod(mDecoder, &MediaDecoder::DurationChanged);
NS_DispatchToMainThread(event);
}
}
void MediaDecoderStateMachine::UpdatePlaybackPosition(int64_t aTime)
{
UpdatePlaybackPositionInternal(aTime);
bool fragmentEnded = mFragmentEndTime >= 0 && GetMediaTime() >= mFragmentEndTime;
if (!mPositionChangeQueued || fragmentEnded) {
mPositionChangeQueued = true;
nsCOMPtr<nsIRunnable> event =
NS_NewRunnableMethod(mDecoder, &MediaDecoder::PlaybackPositionChanged);
NS_DispatchToMainThread(event);
}
mMetadataManager.DispatchMetadataIfNeeded(mDecoder, aTime);
if (fragmentEnded) {
StopPlayback();
}
}
void MediaDecoderStateMachine::ClearPositionChangeFlag()
{
NS_ASSERTION(NS_IsMainThread(), "Should be on main thread.");
AssertCurrentThreadInMonitor();
mPositionChangeQueued = false;
}
MediaDecoderOwner::NextFrameStatus MediaDecoderStateMachine::GetNextFrameStatus()
{
ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor());
if (IsBuffering()) {
return MediaDecoderOwner::NEXT_FRAME_UNAVAILABLE_BUFFERING;
} else if (IsSeeking()) {
return MediaDecoderOwner::NEXT_FRAME_UNAVAILABLE_SEEKING;
} else if (HaveNextFrameData()) {
return MediaDecoderOwner::NEXT_FRAME_AVAILABLE;
}
return MediaDecoderOwner::NEXT_FRAME_UNAVAILABLE;
}
static const char* const gMachineStateStr[] = {
"NONE",
"DECODING_METADATA",
"WAIT_FOR_RESOURCES",
"DORMANT",
"DECODING",
"SEEKING",
"BUFFERING",
"COMPLETED",
"SHUTDOWN"
};
void MediaDecoderStateMachine::SetState(State aState)
{
AssertCurrentThreadInMonitor();
if (mState == aState) {
return;
}
DECODER_LOG("Change machine state from %s to %s",
gMachineStateStr[mState], gMachineStateStr[aState]);
mState = aState;
}
void MediaDecoderStateMachine::SetVolume(double volume)
{
NS_ASSERTION(NS_IsMainThread(), "Should be on main thread.");
ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor());
mVolume = volume;
if (mAudioSink) {
mAudioSink->SetVolume(mVolume);
}
}
void MediaDecoderStateMachine::SetAudioCaptured(bool aCaptured)
{
NS_ASSERTION(NS_IsMainThread(), "Should be on main thread.");
ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor());
if (!mAudioCaptured && aCaptured && !mStopAudioThread) {
// Make sure the state machine runs as soon as possible. That will
// stop the audio sink.
// If mStopAudioThread is true then we're already stopping the audio sink
// and since we set mAudioCaptured to true, nothing can start it again.
ScheduleStateMachine();
}
mAudioCaptured = aCaptured;
}
double MediaDecoderStateMachine::GetCurrentTime() const
{
NS_ASSERTION(NS_IsMainThread() ||
OnStateMachineThread() ||
OnDecodeThread(),
"Should be on main, decode, or state machine thread.");
return static_cast<double>(mCurrentFrameTime) / static_cast<double>(USECS_PER_S);
}
int64_t MediaDecoderStateMachine::GetDuration()
{
AssertCurrentThreadInMonitor();
if (mEndTime == -1 || mStartTime == -1)
return -1;
return mEndTime - mStartTime;
}
void MediaDecoderStateMachine::SetDuration(int64_t aDuration)
{
NS_ASSERTION(NS_IsMainThread() || OnDecodeThread(),
"Should be on main or decode thread.");
AssertCurrentThreadInMonitor();
if (aDuration == -1) {
return;
}
if (mStartTime != -1) {
mEndTime = mStartTime + aDuration;
} else {
mStartTime = 0;
mEndTime = aDuration;
}
}
void MediaDecoderStateMachine::UpdateEstimatedDuration(int64_t aDuration)
{
AssertCurrentThreadInMonitor();
int64_t duration = GetDuration();
if (aDuration != duration &&
std::abs(aDuration - duration) > ESTIMATED_DURATION_FUZZ_FACTOR_USECS) {
SetDuration(aDuration);
nsCOMPtr<nsIRunnable> event =
NS_NewRunnableMethod(mDecoder, &MediaDecoder::DurationChanged);
NS_DispatchToMainThread(event);
}
}
void MediaDecoderStateMachine::SetMediaEndTime(int64_t aEndTime)
{
NS_ASSERTION(OnDecodeThread(), "Should be on decode thread");
AssertCurrentThreadInMonitor();
mEndTime = aEndTime;
}
void MediaDecoderStateMachine::SetFragmentEndTime(int64_t aEndTime)
{
AssertCurrentThreadInMonitor();
mFragmentEndTime = aEndTime < 0 ? aEndTime : aEndTime + mStartTime;
}
bool MediaDecoderStateMachine::IsDormantNeeded()
{
return mReader->IsDormantNeeded();
}
void MediaDecoderStateMachine::SetDormant(bool aDormant)
{
NS_ASSERTION(NS_IsMainThread(), "Should be on main thread.");
AssertCurrentThreadInMonitor();
if (!mReader) {
return;
}
DECODER_LOG("SetDormant=%d", aDormant);
if (aDormant) {
ScheduleStateMachine();
SetState(DECODER_STATE_DORMANT);
mDecoder->GetReentrantMonitor().NotifyAll();
} else if ((aDormant != true) && (mState == DECODER_STATE_DORMANT)) {
mDecodingFrozenAtStateMetadata = true;
mDecodingFrozenAtStateDecoding = true;
ScheduleStateMachine();
mCurrentFrameTime = 0;
SetState(DECODER_STATE_DECODING_NONE);
mDecoder->GetReentrantMonitor().NotifyAll();
}
}
void MediaDecoderStateMachine::Shutdown()
{
NS_ASSERTION(NS_IsMainThread(), "Should be on main thread.");
// Once we've entered the shutdown state here there's no going back.
ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor());
// Change state before issuing shutdown request to threads so those
// threads can start exiting cleanly during the Shutdown call.
DECODER_LOG("Changed state to SHUTDOWN");
SetState(DECODER_STATE_SHUTDOWN);
mScheduler->ScheduleAndShutdown();
if (mAudioSink) {
mAudioSink->PrepareToShutdown();
}
mDecoder->GetReentrantMonitor().NotifyAll();
}
void MediaDecoderStateMachine::StartDecoding()
{
NS_ASSERTION(OnStateMachineThread() || OnDecodeThread(),
"Should be on state machine or decode thread.");
ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor());
if (mState == DECODER_STATE_DECODING) {
return;
}
SetState(DECODER_STATE_DECODING);
mDecodeStartTime = TimeStamp::Now();
CheckIfDecodeComplete();
if (mState == DECODER_STATE_COMPLETED) {
return;
}
// Reset other state to pristine values before starting decode.
mIsAudioPrerolling = true;
mIsVideoPrerolling = true;
// Ensure that we've got tasks enqueued to decode data if we need to.
DispatchDecodeTasksIfNeeded();
ScheduleStateMachine();
}
void MediaDecoderStateMachine::StartWaitForResources()
{
NS_ASSERTION(OnStateMachineThread() || OnDecodeThread(),
"Should be on state machine or decode thread.");
AssertCurrentThreadInMonitor();
SetState(DECODER_STATE_WAIT_FOR_RESOURCES);
DECODER_LOG("StartWaitForResources");
}
void MediaDecoderStateMachine::NotifyWaitingForResourcesStatusChanged()
{
AssertCurrentThreadInMonitor();
DECODER_LOG("NotifyWaitingForResourcesStatusChanged");
RefPtr<nsIRunnable> task(
NS_NewRunnableMethod(this,
&MediaDecoderStateMachine::DoNotifyWaitingForResourcesStatusChanged));
mDecodeTaskQueue->Dispatch(task);
}
void MediaDecoderStateMachine::DoNotifyWaitingForResourcesStatusChanged()
{
NS_ASSERTION(OnDecodeThread(), "Should be on decode thread.");
ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor());
if (mState != DECODER_STATE_WAIT_FOR_RESOURCES) {
return;
}
DECODER_LOG("DoNotifyWaitingForResourcesStatusChanged");
// The reader is no longer waiting for resources (say a hardware decoder),
// we can now proceed to decode metadata.
SetState(DECODER_STATE_DECODING_NONE);
ScheduleStateMachine();
}
void MediaDecoderStateMachine::Play()
{
NS_ASSERTION(NS_IsMainThread(), "Should be on main thread.");
// When asked to play, switch to decoding state only if
// we are currently buffering. In other cases, we'll start playing anyway
// when the state machine notices the decoder's state change to PLAYING.
ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor());
if (mState == DECODER_STATE_BUFFERING) {
DECODER_LOG("Changed state from BUFFERING to DECODING");
SetState(DECODER_STATE_DECODING);
mDecodeStartTime = TimeStamp::Now();
}
if (mDecodingFrozenAtStateDecoding) {
mDecodingFrozenAtStateDecoding = false;
DispatchDecodeTasksIfNeeded();
}
// Once we start playing, we don't want to minimize our prerolling, as we
// assume the user is likely to want to keep playing in future.
mMinimizePreroll = false;
ScheduleStateMachine();
}
void MediaDecoderStateMachine::ResetPlayback()
{
AssertCurrentThreadInMonitor();
MOZ_ASSERT(mState == DECODER_STATE_SEEKING ||
mState == DECODER_STATE_SHUTDOWN ||
mState == DECODER_STATE_DORMANT);
// Audio thread should've been stopped at the moment. Otherwise, AudioSink
// might be accessing AudioQueue outside of the decoder monitor while we
// are clearing the queue and causes crash for no samples to be popped.
MOZ_ASSERT(!mAudioSink);
mVideoFrameEndTime = -1;
mAudioStartTime = -1;
mAudioEndTime = -1;
mAudioCompleted = false;
AudioQueue().Reset();
VideoQueue().Reset();
mFirstVideoFrameAfterSeek = nullptr;
mDropAudioUntilNextDiscontinuity = true;
mDropVideoUntilNextDiscontinuity = true;
}
void MediaDecoderStateMachine::NotifyDataArrived(const char* aBuffer,
uint32_t aLength,
int64_t aOffset)
{
NS_ASSERTION(NS_IsMainThread(), "Only call on main thread");
mReader->NotifyDataArrived(aBuffer, aLength, aOffset);
// While playing an unseekable stream of unknown duration, mEndTime is
// updated (in AdvanceFrame()) as we play. But if data is being downloaded
// faster than played, mEndTime won't reflect the end of playable data
// since we haven't played the frame at the end of buffered data. So update
// mEndTime here as new data is downloaded to prevent such a lag.
nsRefPtr<dom::TimeRanges> buffered = new dom::TimeRanges();
if (mDecoder->IsInfinite() &&
NS_SUCCEEDED(mDecoder->GetBuffered(buffered)))
{
uint32_t length = 0;
buffered->GetLength(&length);
if (length) {
double end = 0;
buffered->End(length - 1, &end);
ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor());
mEndTime = std::max<int64_t>(mEndTime, end * USECS_PER_S);
}
}
}
void MediaDecoderStateMachine::Seek(const SeekTarget& aTarget)
{
NS_ASSERTION(NS_IsMainThread(), "Should be on main thread.");
ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor());
mDecodingFrozenAtStateDecoding = false;
if (mState == DECODER_STATE_SHUTDOWN) {
return;
}
// We need to be able to seek both at a transport level and at a media level
// to seek.
if (!mDecoder->IsMediaSeekable()) {
DECODER_WARN("Seek() function should not be called on a non-seekable state machine");
return;
}
// MediaDecoder::mPlayState should be SEEKING while we seek, and
// in that case MediaDecoder shouldn't be calling us.
NS_ASSERTION(mState != DECODER_STATE_SEEKING,
"We shouldn't already be seeking");
NS_ASSERTION(mState >= DECODER_STATE_DECODING,
"We should have loaded metadata");
// Bound the seek time to be inside the media range.
NS_ASSERTION(mStartTime != -1, "Should know start time by now");
NS_ASSERTION(mEndTime != -1, "Should know end time by now");
int64_t seekTime = aTarget.mTime + mStartTime;
seekTime = std::min(seekTime, mEndTime);
seekTime = std::max(mStartTime, seekTime);
NS_ASSERTION(seekTime >= mStartTime && seekTime <= mEndTime,
"Can only seek in range [0,duration]");
mSeekTarget = SeekTarget(seekTime, aTarget.mType);
DECODER_LOG("Changed state to SEEKING (to %lld)", mSeekTarget.mTime);
SetState(DECODER_STATE_SEEKING);
if (mDecoder->GetDecodedStream()) {
mDecoder->RecreateDecodedStream(seekTime - mStartTime);
}
ScheduleStateMachine();
}
void MediaDecoderStateMachine::StopAudioThread()
{
NS_ASSERTION(OnDecodeThread() ||
OnStateMachineThread(), "Should be on decode thread or state machine thread");
AssertCurrentThreadInMonitor();
if (mStopAudioThread) {
// Audio sink is being stopped in another thread. Wait until finished.
while (mAudioSink) {
mDecoder->GetReentrantMonitor().Wait();
}
return;
}
mStopAudioThread = true;
// Wake up audio sink so that it can reach the finish line.
mDecoder->GetReentrantMonitor().NotifyAll();
if (mAudioSink) {
DECODER_LOG("Shutdown audio thread");
mAudioSink->PrepareToShutdown();
{
ReentrantMonitorAutoExit exitMon(mDecoder->GetReentrantMonitor());
mAudioSink->Shutdown();
}
mAudioSink = nullptr;
// Now that the audio sink is dead, try sending data to our MediaStream(s).
// That may have been waiting for the audio thread to stop.
SendStreamData();
}
// Wake up those waiting for audio sink to finish.
mDecoder->GetReentrantMonitor().NotifyAll();
}
nsresult
MediaDecoderStateMachine::EnqueueDecodeMetadataTask()
{
AssertCurrentThreadInMonitor();
MOZ_ASSERT(mState == DECODER_STATE_DECODING_METADATA);
RefPtr<nsIRunnable> task(
NS_NewRunnableMethod(this, &MediaDecoderStateMachine::CallDecodeMetadata));
nsresult rv = mDecodeTaskQueue->Dispatch(task);
NS_ENSURE_SUCCESS(rv, rv);
return NS_OK;
}
void
MediaDecoderStateMachine::SetReaderIdle()
{
#ifdef PR_LOGGING
{
ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor());
DECODER_LOG("SetReaderIdle() audioQueue=%lld videoQueue=%lld",
GetDecodedAudioDuration(),
VideoQueue().Duration());
}
#endif
MOZ_ASSERT(OnDecodeThread());
mReader->SetIdle();
}
void
MediaDecoderStateMachine::DispatchDecodeTasksIfNeeded()
{
AssertCurrentThreadInMonitor();
if (mState != DECODER_STATE_DECODING &&
mState != DECODER_STATE_BUFFERING &&
mState != DECODER_STATE_SEEKING) {
return;
}
if (mState == DECODER_STATE_DECODING && mDecodingFrozenAtStateDecoding) {
DECODER_LOG("DispatchDecodeTasksIfNeeded return due to "
"mFreezeDecodingAtStateDecoding");
return;
}
// NeedToDecodeAudio() can go from false to true while we hold the
// monitor, but it can't go from true to false. This can happen because
// NeedToDecodeAudio() takes into account the amount of decoded audio
// that's been written to the AudioStream but not played yet. So if we
// were calling NeedToDecodeAudio() twice and we thread-context switch
// between the calls, audio can play, which can affect the return value
// of NeedToDecodeAudio() giving inconsistent results. So we cache the
// value returned by NeedToDecodeAudio(), and make decisions
// based on the cached value. If NeedToDecodeAudio() has
// returned false, and then subsequently returns true and we're not
// playing, it will probably be OK since we don't need to consume data
// anyway.
const bool needToDecodeAudio = NeedToDecodeAudio();
const bool needToDecodeVideo = NeedToDecodeVideo();
// If we're in completed state, we should not need to decode anything else.
MOZ_ASSERT(mState != DECODER_STATE_COMPLETED ||
(!needToDecodeAudio && !needToDecodeVideo));
bool needIdle = !mDecoder->IsLogicallyPlaying() &&
mState != DECODER_STATE_SEEKING &&
!needToDecodeAudio &&
!needToDecodeVideo &&
!IsPlaying();
if (needToDecodeAudio) {
EnsureAudioDecodeTaskQueued();
}
if (needToDecodeVideo) {
EnsureVideoDecodeTaskQueued();
}
SAMPLE_LOG("DispatchDecodeTasksIfNeeded needAudio=%d dispAudio=%d needVideo=%d dispVid=%d needIdle=%d",
needToDecodeAudio, mAudioRequestPending,
needToDecodeVideo, mVideoRequestPending,
needIdle);
if (needIdle) {
RefPtr<nsIRunnable> event = NS_NewRunnableMethod(
this, &MediaDecoderStateMachine::SetReaderIdle);
nsresult rv = mDecodeTaskQueue->Dispatch(event.forget());
if (NS_FAILED(rv) && mState != DECODER_STATE_SHUTDOWN) {
DECODER_WARN("Failed to dispatch event to set decoder idle state");
}
}
}
nsresult
MediaDecoderStateMachine::EnqueueDecodeSeekTask()
{
NS_ASSERTION(OnStateMachineThread() || OnDecodeThread(),
"Should be on state machine or decode thread.");
AssertCurrentThreadInMonitor();
if (mState != DECODER_STATE_SEEKING ||
!mSeekTarget.IsValid() ||
mCurrentSeekTarget.IsValid()) {
return NS_OK;
}
mCurrentSeekTarget = mSeekTarget;
mSeekTarget.Reset();
mDropAudioUntilNextDiscontinuity = HasAudio();
mDropVideoUntilNextDiscontinuity = HasVideo();
RefPtr<nsIRunnable> task(
NS_NewRunnableMethod(this, &MediaDecoderStateMachine::DecodeSeek));
nsresult rv = mDecodeTaskQueue->Dispatch(task);
if (NS_FAILED(rv)) {
DECODER_WARN("Dispatch DecodeSeek task failed.");
mCurrentSeekTarget.Reset();
DecodeError();
}
return rv;
}
nsresult
MediaDecoderStateMachine::DispatchAudioDecodeTaskIfNeeded()
{
ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor());
NS_ASSERTION(OnStateMachineThread() || OnDecodeThread(),
"Should be on state machine or decode thread.");
if (NeedToDecodeAudio()) {
return EnsureAudioDecodeTaskQueued();
}
return NS_OK;
}
nsresult
MediaDecoderStateMachine::EnsureAudioDecodeTaskQueued()
{
AssertCurrentThreadInMonitor();
NS_ASSERTION(OnStateMachineThread() || OnDecodeThread(),
"Should be on state machine or decode thread.");
SAMPLE_LOG("EnsureAudioDecodeTaskQueued isDecoding=%d dispatched=%d",
IsAudioDecoding(), mAudioRequestPending);
if (mState >= DECODER_STATE_COMPLETED) {
return NS_OK;
}
MOZ_ASSERT(mState > DECODER_STATE_DECODING_METADATA);
if (IsAudioDecoding() && !mAudioRequestPending) {
RefPtr<nsIRunnable> task(
NS_NewRunnableMethod(this, &MediaDecoderStateMachine::DecodeAudio));
nsresult rv = mDecodeTaskQueue->Dispatch(task);
if (NS_SUCCEEDED(rv)) {
mAudioRequestPending = true;
} else {
DECODER_WARN("Failed to dispatch task to decode audio");
}
}
return NS_OK;
}
nsresult
MediaDecoderStateMachine::DispatchVideoDecodeTaskIfNeeded()
{
ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor());
NS_ASSERTION(OnStateMachineThread() || OnDecodeThread(),
"Should be on state machine or decode thread.");
if (NeedToDecodeVideo()) {
return EnsureVideoDecodeTaskQueued();
}
return NS_OK;
}
nsresult
MediaDecoderStateMachine::EnsureVideoDecodeTaskQueued()
{
AssertCurrentThreadInMonitor();
SAMPLE_LOG("EnsureVideoDecodeTaskQueued isDecoding=%d dispatched=%d",
IsVideoDecoding(), mVideoRequestPending);
NS_ASSERTION(OnStateMachineThread() || OnDecodeThread(),
"Should be on state machine or decode thread.");
if (mState >= DECODER_STATE_COMPLETED) {
return NS_OK;
}
MOZ_ASSERT(mState > DECODER_STATE_DECODING_METADATA);
if (IsVideoDecoding() && !mVideoRequestPending) {
RefPtr<nsIRunnable> task(
NS_NewRunnableMethod(this, &MediaDecoderStateMachine::DecodeVideo));
nsresult rv = mDecodeTaskQueue->Dispatch(task);
if (NS_SUCCEEDED(rv)) {
mVideoRequestPending = true;
} else {
DECODER_WARN("Failed to dispatch task to decode video");
}
}
return NS_OK;
}
nsresult
MediaDecoderStateMachine::StartAudioThread()
{
NS_ASSERTION(OnStateMachineThread() || OnDecodeThread(),
"Should be on state machine or decode thread.");
AssertCurrentThreadInMonitor();
if (mAudioCaptured) {
NS_ASSERTION(mStopAudioThread, "mStopAudioThread must always be true if audio is captured");
return NS_OK;
}
mStopAudioThread = false;
if (HasAudio() && !mAudioSink) {
// The audio end time should always be at least the audio start time.
mAudioEndTime = mAudioStartTime;
MOZ_ASSERT(mAudioStartTime == GetMediaTime());
mAudioCompleted = false;
mAudioSink = new AudioSink(this, mAudioStartTime,
mInfo.mAudio, mDecoder->GetAudioChannel());
// OnAudioSinkError() will be called before Init() returns if an error
// occurs during initialization.
nsresult rv = mAudioSink->Init();
NS_ENSURE_SUCCESS(rv, rv);
mAudioSink->SetVolume(mVolume);
mAudioSink->SetPlaybackRate(mPlaybackRate);
mAudioSink->SetPreservesPitch(mPreservesPitch);
}
return NS_OK;
}
int64_t MediaDecoderStateMachine::AudioDecodedUsecs()
{
NS_ASSERTION(HasAudio(),
"Should only call AudioDecodedUsecs() when we have audio");
// The amount of audio we have decoded is the amount of audio data we've
// already decoded and pushed to the hardware, plus the amount of audio
// data waiting to be pushed to the hardware.
int64_t pushed = (mAudioEndTime != -1) ? (mAudioEndTime - GetMediaTime()) : 0;
return pushed + AudioQueue().Duration();
}
bool MediaDecoderStateMachine::HasLowDecodedData(int64_t aAudioUsecs)
{
AssertCurrentThreadInMonitor();
// We consider ourselves low on decoded data if we're low on audio,
// provided we've not decoded to the end of the audio stream, or
// if we're low on video frames, provided
// we've not decoded to the end of the video stream.
return ((IsAudioDecoding() && AudioDecodedUsecs() < aAudioUsecs) ||
(IsVideoDecoding() &&
static_cast<uint32_t>(VideoQueue().GetSize()) < LOW_VIDEO_FRAMES));
}
bool MediaDecoderStateMachine::HasLowUndecodedData()
{
return HasLowUndecodedData(mLowDataThresholdUsecs);
}
bool MediaDecoderStateMachine::HasLowUndecodedData(double aUsecs)
{
AssertCurrentThreadInMonitor();
NS_ASSERTION(mState > DECODER_STATE_DECODING_METADATA,
"Must have loaded metadata for GetBuffered() to work");
bool reliable;
double bytesPerSecond = mDecoder->ComputePlaybackRate(&reliable);
if (!reliable) {
// Default to assuming we have enough
return false;
}
MediaResource* stream = mDecoder->GetResource();
int64_t currentPos = stream->Tell();
int64_t requiredPos = currentPos + int64_t((aUsecs/1000000.0)*bytesPerSecond);
int64_t length = stream->GetLength();
if (length >= 0) {
requiredPos = std::min(requiredPos, length);
}
return stream->GetCachedDataEnd(currentPos) < requiredPos;
}
void
MediaDecoderStateMachine::DecodeError()
{
AssertCurrentThreadInMonitor();
NS_ASSERTION(OnDecodeThread(), "Should be on decode thread.");
if (mState == DECODER_STATE_SHUTDOWN) {
// Already shutdown.
return;
}
// Change state to shutdown before sending error report to MediaDecoder
// and the HTMLMediaElement, so that our pipeline can start exiting
// cleanly during the sync dispatch below.
DECODER_WARN("Decode error, changed state to SHUTDOWN due to error");
SetState(DECODER_STATE_SHUTDOWN);
mScheduler->ScheduleAndShutdown();
mDecoder->GetReentrantMonitor().NotifyAll();
// Dispatch the event to call DecodeError synchronously. This ensures
// we're in shutdown state by the time we exit the decode thread.
// If we just moved to shutdown state here on the decode thread, we may
// cause the state machine to shutdown/free memory without closing its
// media stream properly, and we'll get callbacks from the media stream
// causing a crash.
{
nsCOMPtr<nsIRunnable> event =
NS_NewRunnableMethod(mDecoder, &MediaDecoder::DecodeError);
ReentrantMonitorAutoExit exitMon(mDecoder->GetReentrantMonitor());
NS_DispatchToMainThread(event, NS_DISPATCH_SYNC);
}
}
void
MediaDecoderStateMachine::CallDecodeMetadata()
{
ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor());
if (mState != DECODER_STATE_DECODING_METADATA) {
return;
}
if (NS_FAILED(DecodeMetadata())) {
DECODER_WARN("Decode metadata failed, shutting down decoder");
DecodeError();
}
}
nsresult MediaDecoderStateMachine::DecodeMetadata()
{
AssertCurrentThreadInMonitor();
NS_ASSERTION(OnDecodeThread(), "Should be on decode thread.");
MOZ_ASSERT(mState == DECODER_STATE_DECODING_METADATA);
DECODER_LOG("Decoding Media Headers");
mReader->PreReadMetadata();
if (mReader->IsWaitingMediaResources()) {
StartWaitForResources();
return NS_OK;
}
nsresult res;
MediaInfo info;
{
ReentrantMonitorAutoExit exitMon(mDecoder->GetReentrantMonitor());
res = mReader->ReadMetadata(&info, getter_Transfers(mMetadataTags));
}
if (NS_SUCCEEDED(res)) {
if (mState == DECODER_STATE_DECODING_METADATA &&
mReader->IsWaitingMediaResources()) {
// change state to DECODER_STATE_WAIT_FOR_RESOURCES
StartWaitForResources();
// affect values only if ReadMetadata succeeds
return NS_OK;
}
}
if (NS_SUCCEEDED(res)) {
mDecoder->SetMediaSeekable(mReader->IsMediaSeekable());
}
mInfo = info;
if (NS_FAILED(res) || (!info.HasValidMedia())) {
DECODER_WARN("ReadMetadata failed, res=%x HasValidMedia=%d", res, info.HasValidMedia());
return NS_ERROR_FAILURE;
}
mDecoder->StartProgressUpdates();
mGotDurationFromMetaData = (GetDuration() != -1);
if (HasAudio()) {
RefPtr<nsIRunnable> decodeTask(
NS_NewRunnableMethod(this, &MediaDecoderStateMachine::DispatchAudioDecodeTaskIfNeeded));
AudioQueue().AddPopListener(decodeTask, mDecodeTaskQueue);
}
if (HasVideo()) {
RefPtr<nsIRunnable> decodeTask(
NS_NewRunnableMethod(this, &MediaDecoderStateMachine::DispatchVideoDecodeTaskIfNeeded));
VideoQueue().AddPopListener(decodeTask, mDecodeTaskQueue);
}
if (mScheduler->IsRealTime()) {
SetStartTime(0);
res = FinishDecodeMetadata();
NS_ENSURE_SUCCESS(res, res);
} else if (mDecodingFrozenAtStateMetadata) {
SetStartTime(mStartTime);
res = FinishDecodeMetadata();
NS_ENSURE_SUCCESS(res, res);
} else {
if (HasAudio()) {
ReentrantMonitorAutoExit unlock(mDecoder->GetReentrantMonitor());
mReader->RequestAudioData();
}
if (HasVideo()) {
ReentrantMonitorAutoExit unlock(mDecoder->GetReentrantMonitor());
mReader->RequestVideoData(false, 0);
}
}
return NS_OK;
}
nsresult
MediaDecoderStateMachine::FinishDecodeMetadata()
{
AssertCurrentThreadInMonitor();
NS_ASSERTION(OnDecodeThread(), "Should be on decode thread.");
DECODER_LOG("FinishDecodeMetadata");
if (mState == DECODER_STATE_SHUTDOWN) {
return NS_ERROR_FAILURE;
}
if (!mScheduler->IsRealTime() && !mDecodingFrozenAtStateMetadata) {
const VideoData* v = VideoQueue().PeekFront();
const AudioData* a = AudioQueue().PeekFront();
SetStartTime(mReader->ComputeStartTime(v, a));
if (VideoQueue().GetSize()) {
ReentrantMonitorAutoExit exitMon(mDecoder->GetReentrantMonitor());
RenderVideoFrame(VideoQueue().PeekFront(), TimeStamp::Now());
}
}
NS_ASSERTION(mStartTime != -1, "Must have start time");
MOZ_ASSERT((!HasVideo() && !HasAudio()) ||
!(mDecoder->IsMediaSeekable() && mDecoder->IsTransportSeekable()) ||
mEndTime != -1,
"Active seekable media should have end time");
MOZ_ASSERT(!(mDecoder->IsMediaSeekable() && mDecoder->IsTransportSeekable()) ||
GetDuration() != -1,
"Seekable media should have duration");
DECODER_LOG("Media goes from %lld to %lld (duration %lld) "
"transportSeekable=%d, mediaSeekable=%d",
mStartTime, mEndTime, GetDuration(),
mDecoder->IsTransportSeekable(), mDecoder->IsMediaSeekable());
mDecodingFrozenAtStateMetadata = false;
if (HasAudio() && !HasVideo()) {
// We're playing audio only. We don't need to worry about slow video
// decodes causing audio underruns, so don't buffer so much audio in
// order to reduce memory usage.
mAmpleAudioThresholdUsecs /= NO_VIDEO_AMPLE_AUDIO_DIVISOR;
mLowAudioThresholdUsecs /= NO_VIDEO_AMPLE_AUDIO_DIVISOR;
}
// Inform the element that we've loaded the metadata and the first frame.
nsAutoPtr<MediaInfo> info(new MediaInfo());
*info = mInfo;
nsCOMPtr<nsIRunnable> metadataLoadedEvent =
new MetadataEventRunner(mDecoder, info.forget(), mMetadataTags.forget());
NS_DispatchToMainThread(metadataLoadedEvent, NS_DISPATCH_NORMAL);
if (mState == DECODER_STATE_DECODING_METADATA) {
DECODER_LOG("Changed state from DECODING_METADATA to DECODING");
StartDecoding();
}
// For very short media the metadata decode can decode the entire media.
// So we need to check if this has occurred, else our decode pipeline won't
// run (since it doesn't need to) and we won't detect end of stream.
CheckIfDecodeComplete();
if ((mState == DECODER_STATE_DECODING || mState == DECODER_STATE_COMPLETED) &&
mDecoder->GetState() == MediaDecoder::PLAY_STATE_PLAYING &&
!IsPlaying())
{
StartPlayback();
}
return NS_OK;
}
void MediaDecoderStateMachine::DecodeSeek()
{
ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor());
NS_ASSERTION(OnDecodeThread(), "Should be on decode thread.");
if (mState != DECODER_STATE_SEEKING) {
return;
}
// During the seek, don't have a lock on the decoder state,
// otherwise long seek operations can block the main thread.
// The events dispatched to the main thread are SYNC calls.
// These calls are made outside of the decode monitor lock so
// it is safe for the main thread to makes calls that acquire
// the lock since it won't deadlock. We check the state when
// acquiring the lock again in case shutdown has occurred
// during the time when we didn't have the lock.
int64_t seekTime = mCurrentSeekTarget.mTime;
mDecoder->StopProgressUpdates();
bool currentTimeChanged = false;
mCurrentTimeBeforeSeek = GetMediaTime();
if (mCurrentTimeBeforeSeek != seekTime) {
currentTimeChanged = true;
// Stop playback now to ensure that while we're outside the monitor
// dispatching SeekingStarted, playback doesn't advance and mess with
// mCurrentFrameTime that we've setting to seekTime here.
StopPlayback();
UpdatePlaybackPositionInternal(seekTime);
}
// SeekingStarted will do a UpdateReadyStateForData which will
// inform the element and its users that we have no frames
// to display
{
ReentrantMonitorAutoExit exitMon(mDecoder->GetReentrantMonitor());
nsCOMPtr<nsIRunnable> startEvent =
NS_NewRunnableMethod(mDecoder, &MediaDecoder::SeekingStarted);
NS_DispatchToMainThread(startEvent, NS_DISPATCH_SYNC);
}
if (mState != DECODER_STATE_SEEKING) {
// May have shutdown while we released the monitor.
return;
}
if (!currentTimeChanged) {
DECODER_LOG("Seek !currentTimeChanged...");
mDecodeToSeekTarget = false;
nsresult rv = mDecodeTaskQueue->Dispatch(
NS_NewRunnableMethod(this, &MediaDecoderStateMachine::SeekCompleted));
if (NS_FAILED(rv)) {
DecodeError();
}
} else {
// The seek target is different than the current playback position,
// we'll need to seek the playback position, so shutdown our decode
// thread and audio sink.
StopAudioThread();
ResetPlayback();
nsresult res;
{
ReentrantMonitorAutoExit exitMon(mDecoder->GetReentrantMonitor());
// We must not hold the state machine monitor while we call into
// the reader, since it could do I/O or deadlock some other way.
res = mReader->ResetDecode();
if (NS_SUCCEEDED(res)) {
res = mReader->Seek(seekTime,
mStartTime,
mEndTime,
mCurrentTimeBeforeSeek);
}
}
if (NS_FAILED(res)) {
DecodeError();
return;
}
// We must decode the first samples of active streams, so we can determine
// the new stream time. So dispatch tasks to do that.
mDecodeToSeekTarget = true;
DispatchDecodeTasksIfNeeded();
}
}
void
MediaDecoderStateMachine::SeekCompleted()
{
ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor());
// We must reset the seek target when exiting this function, but not
// before, as if we dropped the monitor in any function called here,
// we may begin a new seek on the state machine thread, and be in
// an inconsistent state.
AutoSetOnScopeExit<SeekTarget> reset(mCurrentSeekTarget, SeekTarget());
NS_ASSERTION(OnDecodeThread(), "Should be on decode thread.");
if (mState != DECODER_STATE_SEEKING) {
return;
}
int64_t seekTime = mCurrentSeekTarget.mTime;
int64_t newCurrentTime = mCurrentSeekTarget.mTime;
// Setup timestamp state.
VideoData* video = VideoQueue().PeekFront();
if (seekTime == mEndTime) {
newCurrentTime = mAudioStartTime = seekTime;
} else if (HasAudio()) {
AudioData* audio = AudioQueue().PeekFront();
newCurrentTime = mAudioStartTime = audio ? audio->mTime : seekTime;
} else {
newCurrentTime = video ? video->mTime : seekTime;
}
mPlayDuration = newCurrentTime - mStartTime;
if (HasVideo()) {
if (video) {
{
ReentrantMonitorAutoExit exitMon(mDecoder->GetReentrantMonitor());
RenderVideoFrame(video, TimeStamp::Now());
}
nsCOMPtr<nsIRunnable> event =
NS_NewRunnableMethod(mDecoder, &MediaDecoder::Invalidate);
NS_DispatchToMainThread(event, NS_DISPATCH_NORMAL);
}
}
MOZ_ASSERT(mState != DECODER_STATE_DECODING_NONE);
mDecoder->StartProgressUpdates();
if (mState == DECODER_STATE_DECODING_METADATA ||
mState == DECODER_STATE_DORMANT ||
mState == DECODER_STATE_SHUTDOWN) {
return;
}
// Change state to DECODING or COMPLETED now. SeekingStopped will
// call MediaDecoderStateMachine::Seek to reset our state to SEEKING
// if we need to seek again.
nsCOMPtr<nsIRunnable> stopEvent;
bool isLiveStream = mDecoder->GetResource()->GetLength() == -1;
if (GetMediaTime() == mEndTime && !isLiveStream) {
// Seeked to end of media, move to COMPLETED state. Note we don't do
// this if we're playing a live stream, since the end of media will advance
// once we download more data!
DECODER_LOG("Changed state from SEEKING (to %lld) to COMPLETED", seekTime);
stopEvent = NS_NewRunnableMethod(mDecoder, &MediaDecoder::SeekingStoppedAtEnd);
// Explicitly set our state so we don't decode further, and so
// we report playback ended to the media element.
SetState(DECODER_STATE_COMPLETED);
DispatchDecodeTasksIfNeeded();
} else {
DECODER_LOG("Changed state from SEEKING (to %lld) to DECODING", seekTime);
stopEvent = NS_NewRunnableMethod(mDecoder, &MediaDecoder::SeekingStopped);
StartDecoding();
}
// Ensure timestamps are up to date.
UpdatePlaybackPositionInternal(newCurrentTime);
if (mDecoder->GetDecodedStream()) {
SetSyncPointForMediaStream();
}
// Try to decode another frame to detect if we're at the end...
DECODER_LOG("Seek completed, mCurrentFrameTime=%lld", mCurrentFrameTime);
// Prevent changes in playback position before 'seeked' is fired for we
// expect currentTime equals seek target in 'seeked' callback.
mScheduler->FreezeScheduling();
{
ReentrantMonitorAutoExit exitMon(mDecoder->GetReentrantMonitor());
NS_DispatchToMainThread(stopEvent, NS_DISPATCH_SYNC);
}
// Reset quick buffering status. This ensures that if we began the
// seek while quick-buffering, we won't bypass quick buffering mode
// if we need to buffer after the seek.
mQuickBuffering = false;
ScheduleStateMachine();
mScheduler->ThawScheduling();
}
// Runnable to dispose of the decoder and state machine on the main thread.
class nsDecoderDisposeEvent : public nsRunnable {
public:
nsDecoderDisposeEvent(already_AddRefed<MediaDecoder> aDecoder,
already_AddRefed<MediaDecoderStateMachine> aStateMachine)
: mDecoder(aDecoder), mStateMachine(aStateMachine) {}
NS_IMETHOD Run() {
NS_ASSERTION(NS_IsMainThread(), "Must be on main thread.");
MOZ_ASSERT(mStateMachine);
MOZ_ASSERT(mDecoder);
mStateMachine->BreakCycles();
mDecoder->BreakCycles();
mStateMachine = nullptr;
mDecoder = nullptr;
return NS_OK;
}
private:
nsRefPtr<MediaDecoder> mDecoder;
nsRefPtr<MediaDecoderStateMachine> mStateMachine;
};
// Runnable which dispatches an event to the main thread to dispose of the
// decoder and state machine. This runs on the state machine thread after
// the state machine has shutdown, and all events for that state machine have
// finished running.
class nsDispatchDisposeEvent : public nsRunnable {
public:
nsDispatchDisposeEvent(MediaDecoder* aDecoder,
MediaDecoderStateMachine* aStateMachine)
: mDecoder(aDecoder), mStateMachine(aStateMachine) {}
NS_IMETHOD Run() {
NS_DispatchToMainThread(new nsDecoderDisposeEvent(mDecoder.forget(),
mStateMachine.forget()));
return NS_OK;
}
private:
nsRefPtr<MediaDecoder> mDecoder;
nsRefPtr<MediaDecoderStateMachine> mStateMachine;
};
nsresult MediaDecoderStateMachine::RunStateMachine()
{
AssertCurrentThreadInMonitor();
MediaResource* resource = mDecoder->GetResource();
NS_ENSURE_TRUE(resource, NS_ERROR_NULL_POINTER);
switch (mState) {
case DECODER_STATE_SHUTDOWN: {
if (IsPlaying()) {
StopPlayback();
}
StopAudioThread();
FlushDecoding();
// Put a task in the decode queue to shutdown the reader.
RefPtr<nsIRunnable> task;
task = NS_NewRunnableMethod(mReader, &MediaDecoderReader::Shutdown);
mDecodeTaskQueue->Dispatch(task);
{
// Wait for the thread decoding to exit.
ReentrantMonitorAutoExit exitMon(mDecoder->GetReentrantMonitor());
mDecodeTaskQueue->Shutdown();
mDecodeTaskQueue = nullptr;
}
// The reader's listeners hold references to the state machine,
// creating a cycle which keeps the state machine and its shared
// thread pools alive. So break it here.
AudioQueue().ClearListeners();
VideoQueue().ClearListeners();
// Now that those threads are stopped, there's no possibility of
// mPendingWakeDecoder being needed again. Revoke it.
mPendingWakeDecoder = nullptr;
MOZ_ASSERT(mState == DECODER_STATE_SHUTDOWN,
"How did we escape from the shutdown state?");
// We must daisy-chain these events to destroy the decoder. We must
// destroy the decoder on the main thread, but we can't destroy the
// decoder while this thread holds the decoder monitor. We can't
// dispatch an event to the main thread to destroy the decoder from
// here, as the event may run before the dispatch returns, and we
// hold the decoder monitor here. We also want to guarantee that the
// state machine is destroyed on the main thread, and so the
// event runner running this function (which holds a reference to the
// state machine) needs to finish and be released in order to allow
// that. So we dispatch an event to run after this event runner has
// finished and released its monitor/references. That event then will
// dispatch an event to the main thread to release the decoder and
// state machine.
GetStateMachineThread()->Dispatch(
new nsDispatchDisposeEvent(mDecoder, this), NS_DISPATCH_NORMAL);
DECODER_LOG("SHUTDOWN OK");
return NS_OK;
}
case DECODER_STATE_DORMANT: {
if (IsPlaying()) {
StopPlayback();
}
StopAudioThread();
FlushDecoding();
// Now that those threads are stopped, there's no possibility of
// mPendingWakeDecoder being needed again. Revoke it.
mPendingWakeDecoder = nullptr;
{
ReentrantMonitorAutoExit exitMon(mDecoder->GetReentrantMonitor());
// Wait for the thread decoding, if any, to exit.
mDecodeTaskQueue->AwaitIdle();
mReader->ReleaseMediaResources();
}
return NS_OK;
}
case DECODER_STATE_WAIT_FOR_RESOURCES: {
return NS_OK;
}
case DECODER_STATE_DECODING_NONE: {
SetState(DECODER_STATE_DECODING_METADATA);
// Ensure we have a decode thread to decode metadata.
return EnqueueDecodeMetadataTask();
}
case DECODER_STATE_DECODING_METADATA: {
return NS_OK;
}
case DECODER_STATE_DECODING: {
if (mDecoder->GetState() != MediaDecoder::PLAY_STATE_PLAYING &&
IsPlaying())
{
// We're playing, but the element/decoder is in paused state. Stop
// playing!
StopPlayback();
}
if (mDecoder->GetState() == MediaDecoder::PLAY_STATE_PLAYING &&
!IsPlaying()) {
// We are playing, but the state machine does not know it yet. Tell it
// that it is, so that the clock can be properly queried.
StartPlayback();
}
AdvanceFrame();
NS_ASSERTION(mDecoder->GetState() != MediaDecoder::PLAY_STATE_PLAYING ||
IsStateMachineScheduled() ||
mPlaybackRate == 0.0, "Must have timer scheduled");
return NS_OK;
}
case DECODER_STATE_BUFFERING: {
TimeStamp now = TimeStamp::Now();
NS_ASSERTION(!mBufferingStart.IsNull(), "Must know buffering start time.");
// We will remain in the buffering state if we've not decoded enough
// data to begin playback, or if we've not downloaded a reasonable
// amount of data inside our buffering time.
TimeDuration elapsed = now - mBufferingStart;
bool isLiveStream = resource->GetLength() == -1;
if ((isLiveStream || !mDecoder->CanPlayThrough()) &&
elapsed < TimeDuration::FromSeconds(mBufferingWait * mPlaybackRate) &&
(mQuickBuffering ? HasLowDecodedData(QUICK_BUFFERING_LOW_DATA_USECS)
: HasLowUndecodedData(mBufferingWait * USECS_PER_S)) &&
!mDecoder->IsDataCachedToEndOfResource() &&
!resource->IsSuspended())
{
DECODER_LOG("Buffering: wait %ds, timeout in %.3lfs %s",
mBufferingWait, mBufferingWait - elapsed.ToSeconds(),
(mQuickBuffering ? "(quick exit)" : ""));
ScheduleStateMachine(USECS_PER_S);
return NS_OK;
} else {
DECODER_LOG("Changed state from BUFFERING to DECODING");
DECODER_LOG("Buffered for %.3lfs", (now - mBufferingStart).ToSeconds());
StartDecoding();
}
// Notify to allow blocked decoder thread to continue
mDecoder->GetReentrantMonitor().NotifyAll();
UpdateReadyState();
if (mDecoder->GetState() == MediaDecoder::PLAY_STATE_PLAYING &&
!IsPlaying())
{
StartPlayback();
}
NS_ASSERTION(IsStateMachineScheduled(), "Must have timer scheduled");
return NS_OK;
}
case DECODER_STATE_SEEKING: {
return EnqueueDecodeSeekTask();
}
case DECODER_STATE_COMPLETED: {
// Play the remaining media. We want to run AdvanceFrame() at least
// once to ensure the current playback position is advanced to the
// end of the media, and so that we update the readyState.
if (VideoQueue().GetSize() > 0 ||
(HasAudio() && !mAudioCompleted) ||
(mDecoder->GetDecodedStream() && !mDecoder->GetDecodedStream()->IsFinished()))
{
AdvanceFrame();
NS_ASSERTION(mDecoder->GetState() != MediaDecoder::PLAY_STATE_PLAYING ||
mPlaybackRate == 0 ||
IsStateMachineScheduled(),
"Must have timer scheduled");
return NS_OK;
}
// StopPlayback in order to reset the IsPlaying() state so audio
// is restarted correctly.
StopPlayback();
if (mState != DECODER_STATE_COMPLETED) {
// While we're presenting a frame we can change state. Whatever changed
// our state should have scheduled another state machine run.
NS_ASSERTION(IsStateMachineScheduled(), "Must have timer scheduled");
return NS_OK;
}
StopAudioThread();
// When we're decoding to a stream, the stream's main-thread finish signal
// will take care of calling MediaDecoder::PlaybackEnded.
if (mDecoder->GetState() == MediaDecoder::PLAY_STATE_PLAYING &&
!mDecoder->GetDecodedStream()) {
int64_t clockTime = std::max(mAudioEndTime, mVideoFrameEndTime);
clockTime = std::max(int64_t(0), std::max(clockTime, mEndTime));
UpdatePlaybackPosition(clockTime);
{
// Wait for the state change is completed in the main thread,
// otherwise we might see |mDecoder->GetState() == MediaDecoder::PLAY_STATE_PLAYING|
// in next loop and send |MediaDecoder::PlaybackEnded| again to trigger 'ended'
// event twice in the media element.
ReentrantMonitorAutoExit exitMon(mDecoder->GetReentrantMonitor());
nsCOMPtr<nsIRunnable> event =
NS_NewRunnableMethod(mDecoder, &MediaDecoder::PlaybackEnded);
NS_DispatchToMainThread(event, NS_DISPATCH_SYNC);
}
}
return NS_OK;
}
}
return NS_OK;
}
void
MediaDecoderStateMachine::FlushDecoding()
{
NS_ASSERTION(OnStateMachineThread() || OnDecodeThread(),
"Should be on state machine or decode thread.");
AssertCurrentThreadInMonitor();
{
// Put a task in the decode queue to abort any decoding operations.
// The reader is not supposed to put any tasks to deliver samples into
// the queue after this runs (unless we request another sample from it).
RefPtr<nsIRunnable> task;
task = NS_NewRunnableMethod(mReader, &MediaDecoderReader::ResetDecode);
// Wait for the ResetDecode to run and for the decoder to abort
// decoding operations and run any pending callbacks. This is
// important, as we don't want any pending tasks posted to the task
// queue by the reader to deliver any samples after we've posted the
// reader Shutdown() task below, as the sample-delivery tasks will
// keep video frames alive until after we've called Reader::Shutdown(),
// and shutdown on B2G will fail as there are outstanding video frames
// alive.
ReentrantMonitorAutoExit exitMon(mDecoder->GetReentrantMonitor());
mDecodeTaskQueue->FlushAndDispatch(task);
}
// We must reset playback so that all references to frames queued
// in the state machine are dropped, else subsequent calls to Shutdown()
// or ReleaseMediaResources() can fail on B2G.
ResetPlayback();
}
void MediaDecoderStateMachine::RenderVideoFrame(VideoData* aData,
TimeStamp aTarget)
{
NS_ASSERTION(OnStateMachineThread() || OnDecodeThread(),
"Should be on state machine or decode thread.");
mDecoder->GetReentrantMonitor().AssertNotCurrentThreadIn();
if (aData->mDuplicate) {
return;
}
VERBOSE_LOG("playing video frame %lld", aData->mTime);
VideoFrameContainer* container = mDecoder->GetVideoFrameContainer();
if (container) {
container->SetCurrentFrame(ThebesIntSize(aData->mDisplay), aData->mImage,
aTarget);
MOZ_ASSERT(container->GetFrameDelay() >= 0 || mScheduler->IsRealTime());
}
}
void MediaDecoderStateMachine::ResyncAudioClock()
{
AssertCurrentThreadInMonitor();
if (IsPlaying()) {
SetPlayStartTime(TimeStamp::Now());
mPlayDuration = GetAudioClock() - mStartTime;
}
}
int64_t
MediaDecoderStateMachine::GetAudioClock() const
{
// We must hold the decoder monitor while using the audio stream off the
// audio sink to ensure that it doesn't get destroyed on the audio sink
// while we're using it.
AssertCurrentThreadInMonitor();
MOZ_ASSERT(HasAudio() && !mAudioCaptured);
return mAudioStartTime +
(mAudioSink ? mAudioSink->GetPosition() : 0);
}
int64_t MediaDecoderStateMachine::GetVideoStreamPosition() const
{
AssertCurrentThreadInMonitor();
if (!IsPlaying()) {
return mPlayDuration + mStartTime;
}
// Time elapsed since we started playing.
int64_t delta = DurationToUsecs(TimeStamp::Now() - mPlayStartTime);
// Take playback rate into account.
delta *= mPlaybackRate;
return mStartTime + mPlayDuration + delta;
}
int64_t MediaDecoderStateMachine::GetClock() const
{
AssertCurrentThreadInMonitor();
// Determine the clock time. If we've got audio, and we've not reached
// the end of the audio, use the audio clock. However if we've finished
// audio, or don't have audio, use the system clock. If our output is being
// fed to a MediaStream, use that stream as the source of the clock.
int64_t clock_time = -1;
if (!IsPlaying()) {
clock_time = mPlayDuration + mStartTime;
} else if (mDecoder->GetDecodedStream()) {
clock_time = GetCurrentTimeViaMediaStreamSync();
} else {
if (HasAudio() && !mAudioCompleted && !mAudioCaptured) {
clock_time = GetAudioClock();
} else {
// Audio is disabled on this system. Sync to the system clock.
clock_time = GetVideoStreamPosition();
}
// FIXME: This assertion should also apply the case of decoding to a stream.
// Ensure the clock can never go backwards.
NS_ASSERTION(GetMediaTime() <= clock_time || mPlaybackRate <= 0,
"Clock should go forwards if the playback rate is > 0.");
}
return clock_time;
}
void MediaDecoderStateMachine::AdvanceFrame()
{
NS_ASSERTION(OnStateMachineThread(), "Should be on state machine thread.");
AssertCurrentThreadInMonitor();
NS_ASSERTION(!HasAudio() || mAudioStartTime != -1,
"Should know audio start time if we have audio.");
if (mDecoder->GetState() != MediaDecoder::PLAY_STATE_PLAYING) {
return;
}
// If playbackRate is 0.0, we should stop the progress, but not be in paused
// state, per spec.
if (mPlaybackRate == 0.0) {
return;
}
const int64_t clock_time = GetClock();
TimeStamp nowTime = TimeStamp::Now();
// Skip frames up to the frame at the playback position, and figure out
// the time remaining until it's time to display the next frame.
int64_t remainingTime = AUDIO_DURATION_USECS;
NS_ASSERTION(clock_time >= mStartTime, "Should have positive clock time.");
nsAutoPtr<VideoData> currentFrame;
if (VideoQueue().GetSize() > 0) {
VideoData* frame = VideoQueue().PeekFront();
#ifdef PR_LOGGING
int32_t droppedFrames = 0;
#endif
while (mScheduler->IsRealTime() || clock_time >= frame->mTime) {
mVideoFrameEndTime = frame->GetEndTime();
#ifdef PR_LOGGING
if (currentFrame) {
VERBOSE_LOG("discarding video frame mTime=%lld clock_time=%lld (%d so far)",
currentFrame->mTime, clock_time, ++droppedFrames);
}
#endif
currentFrame = frame;
VideoQueue().PopFront();
// Notify the decode thread that the video queue's buffers may have
// free'd up space for more frames.
mDecoder->GetReentrantMonitor().NotifyAll();
OnPlaybackOffsetUpdate(frame->mOffset);
if (VideoQueue().GetSize() == 0)
break;
frame = VideoQueue().PeekFront();
}
// Current frame has already been presented, wait until it's time to
// present the next frame.
if (frame && !currentFrame) {
int64_t now = IsPlaying() ? clock_time : mStartTime + mPlayDuration;
remainingTime = frame->mTime - now;
}
}
// Check to see if we don't have enough data to play up to the next frame.
// If we don't, switch to buffering mode.
MediaResource* resource = mDecoder->GetResource();
if (mState == DECODER_STATE_DECODING &&
mDecoder->GetState() == MediaDecoder::PLAY_STATE_PLAYING &&
HasLowDecodedData(remainingTime + EXHAUSTED_DATA_MARGIN_USECS) &&
!mDecoder->IsDataCachedToEndOfResource() &&
!resource->IsSuspended()) {
if (JustExitedQuickBuffering() || HasLowUndecodedData()) {
if (currentFrame) {
VideoQueue().PushFront(currentFrame.forget());
}
StartBuffering();
// Don't go straight back to the state machine loop since that might
// cause us to start decoding again and we could flip-flop between
// decoding and quick-buffering.
ScheduleStateMachine(USECS_PER_S);
return;
}
}
// We've got enough data to keep playing until at least the next frame.
// Start playing now if need be.
if (!IsPlaying() && ((mFragmentEndTime >= 0 && clock_time < mFragmentEndTime) || mFragmentEndTime < 0)) {
StartPlayback();
}
if (currentFrame) {
// Decode one frame and display it.
int64_t delta = currentFrame->mTime - clock_time;
TimeStamp presTime = nowTime + TimeDuration::FromMicroseconds(delta / mPlaybackRate);
NS_ASSERTION(currentFrame->mTime >= mStartTime, "Should have positive frame time");
// Filter out invalid frames by checking the frame time. FrameTime could be
// zero if it's a initial frame.
int64_t frameTime = currentFrame->mTime - mStartTime;
if (frameTime > 0 || (frameTime == 0 && mPlayDuration == 0) ||
mScheduler->IsRealTime()) {
ReentrantMonitorAutoExit exitMon(mDecoder->GetReentrantMonitor());
// If we have video, we want to increment the clock in steps of the frame
// duration.
RenderVideoFrame(currentFrame, presTime);
}
// If we're no longer playing after dropping and reacquiring the lock,
// playback must've been stopped on the decode thread (by a seek, for
// example). In that case, the current frame is probably out of date.
if (!IsPlaying()) {
ScheduleStateMachine();
return;
}
MediaDecoder::FrameStatistics& frameStats = mDecoder->GetFrameStatistics();
frameStats.NotifyPresentedFrame();
remainingTime = currentFrame->GetEndTime() - clock_time;
currentFrame = nullptr;
}
// Cap the current time to the larger of the audio and video end time.
// This ensures that if we're running off the system clock, we don't
// advance the clock to after the media end time.
if (mVideoFrameEndTime != -1 || mAudioEndTime != -1) {
// These will be non -1 if we've displayed a video frame, or played an audio frame.
int64_t t = std::min(clock_time, std::max(mVideoFrameEndTime, mAudioEndTime));
// FIXME: Bug 1091422 - chained ogg files hit this assertion.
//MOZ_ASSERT(t >= GetMediaTime());
if (t > GetMediaTime()) {
UpdatePlaybackPosition(t);
}
}
// If the number of audio/video frames queued has changed, either by
// this function popping and playing a video frame, or by the audio
// thread popping and playing an audio frame, we may need to update our
// ready state. Post an update to do so.
UpdateReadyState();
ScheduleStateMachine(remainingTime / mPlaybackRate);
}
nsresult
MediaDecoderStateMachine::DropVideoUpToSeekTarget(VideoData* aSample)
{
nsAutoPtr<VideoData> video(aSample);
MOZ_ASSERT(video);
DECODER_LOG("DropVideoUpToSeekTarget() frame [%lld, %lld] dup=%d",
video->mTime, video->GetEndTime(), video->mDuplicate);
const int64_t target = mCurrentSeekTarget.mTime;
// Duplicate handling: if we're dropping frames up the seek target, we must
// be wary of Theora duplicate frames. They don't have an image, so if the
// target frame is in a run of duplicates, we won't have an image to draw
// after the seek. So store the last frame encountered while dropping, and
// copy its Image forward onto duplicate frames, so that every frame has
// an Image.
if (video->mDuplicate &&
mFirstVideoFrameAfterSeek &&
!mFirstVideoFrameAfterSeek->mDuplicate) {
VideoData* temp =
VideoData::ShallowCopyUpdateTimestampAndDuration(mFirstVideoFrameAfterSeek,
video->mTime,
video->mDuration);
video = temp;
}
// If the frame end time is less than the seek target, we won't want
// to display this frame after the seek, so discard it.
if (target >= video->GetEndTime()) {
DECODER_LOG("DropVideoUpToSeekTarget() pop video frame [%lld, %lld] target=%lld",
video->mTime, video->GetEndTime(), target);
mFirstVideoFrameAfterSeek = video;
} else {
if (target >= video->mTime && video->GetEndTime() >= target) {
// The seek target lies inside this frame's time slice. Adjust the frame's
// start time to match the seek target. We do this by replacing the
// first frame with a shallow copy which has the new timestamp.
VideoData* temp = VideoData::ShallowCopyUpdateTimestamp(video, target);
video = temp;
}
mFirstVideoFrameAfterSeek = nullptr;
DECODER_LOG("DropVideoUpToSeekTarget() found video frame [%lld, %lld] containing target=%lld",
video->mTime, video->GetEndTime(), target);
VideoQueue().PushFront(video.forget());
}
return NS_OK;
}
nsresult
MediaDecoderStateMachine::DropAudioUpToSeekTarget(AudioData* aSample)
{
nsAutoPtr<AudioData> audio(aSample);
MOZ_ASSERT(audio &&
mCurrentSeekTarget.IsValid() &&
mCurrentSeekTarget.mType == SeekTarget::Accurate);
CheckedInt64 startFrame = UsecsToFrames(audio->mTime,
mInfo.mAudio.mRate);
CheckedInt64 targetFrame = UsecsToFrames(mCurrentSeekTarget.mTime,
mInfo.mAudio.mRate);
if (!startFrame.isValid() || !targetFrame.isValid()) {
return NS_ERROR_FAILURE;
}
if (startFrame.value() + audio->mFrames <= targetFrame.value()) {
// Our seek target lies after the frames in this AudioData. Don't
// push it onto the audio queue, and keep decoding forwards.
return NS_OK;
}
if (startFrame.value() > targetFrame.value()) {
// The seek target doesn't lie in the audio block just after the last
// audio frames we've seen which were before the seek target. This
// could have been the first audio data we've seen after seek, i.e. the
// seek terminated after the seek target in the audio stream. Just
// abort the audio decode-to-target, the state machine will play
// silence to cover the gap. Typically this happens in poorly muxed
// files.
DECODER_WARN("Audio not synced after seek, maybe a poorly muxed file?");
AudioQueue().Push(audio.forget());
return NS_OK;
}
// The seek target lies somewhere in this AudioData's frames, strip off
// any frames which lie before the seek target, so we'll begin playback
// exactly at the seek target.
NS_ASSERTION(targetFrame.value() >= startFrame.value(),
"Target must at or be after data start.");
NS_ASSERTION(targetFrame.value() < startFrame.value() + audio->mFrames,
"Data must end after target.");
int64_t framesToPrune = targetFrame.value() - startFrame.value();
if (framesToPrune > audio->mFrames) {
// We've messed up somehow. Don't try to trim frames, the |frames|
// variable below will overflow.
DECODER_WARN("Can't prune more frames that we have!");
return NS_ERROR_FAILURE;
}
uint32_t frames = audio->mFrames - static_cast<uint32_t>(framesToPrune);
uint32_t channels = audio->mChannels;
nsAutoArrayPtr<AudioDataValue> audioData(new AudioDataValue[frames * channels]);
memcpy(audioData.get(),
audio->mAudioData.get() + (framesToPrune * channels),
frames * channels * sizeof(AudioDataValue));
CheckedInt64 duration = FramesToUsecs(frames, mInfo.mAudio.mRate);
if (!duration.isValid()) {
return NS_ERROR_FAILURE;
}
nsAutoPtr<AudioData> data(new AudioData(audio->mOffset,
mCurrentSeekTarget.mTime,
duration.value(),
frames,
audioData.forget(),
channels,
audio->mRate));
AudioQueue().PushFront(data.forget());
return NS_OK;
}
void MediaDecoderStateMachine::SetStartTime(int64_t aStartTimeUsecs)
{
NS_ASSERTION(OnDecodeThread(), "Should be on decode thread.");
DECODER_LOG("SetStartTime(%lld)", aStartTimeUsecs);
mStartTime = 0;
if (aStartTimeUsecs != 0) {
mStartTime = aStartTimeUsecs;
if (mGotDurationFromMetaData) {
NS_ASSERTION(mEndTime != -1,
"We should have mEndTime as supplied duration here");
// We were specified a duration from a Content-Duration HTTP header.
// Adjust mEndTime so that mEndTime-mStartTime matches the specified
// duration.
mEndTime = mStartTime + mEndTime;
}
}
// Set the audio start time to be start of media. If this lies before the
// first actual audio frame we have, we'll inject silence during playback
// to ensure the audio starts at the correct time.
mAudioStartTime = mStartTime;
DECODER_LOG("Set media start time to %lld", mStartTime);
}
void MediaDecoderStateMachine::UpdateReadyState() {
AssertCurrentThreadInMonitor();
MediaDecoderOwner::NextFrameStatus nextFrameStatus = GetNextFrameStatus();
// FIXME: This optimization could result in inconsistent next frame status
// between the decoder and state machine when GetNextFrameStatus() is called
// by the decoder without updating mLastFrameStatus.
// Note not to regress bug 882027 when fixing this bug.
if (nextFrameStatus == mLastFrameStatus) {
return;
}
mLastFrameStatus = nextFrameStatus;
/* This is a bit tricky. MediaDecoder::UpdateReadyStateForData will run on
* the main thread and re-evaluate GetNextFrameStatus there, passing it to
* HTMLMediaElement::UpdateReadyStateForData. It doesn't use the value of
* GetNextFrameStatus we computed here, because what we're computing here
* could be stale by the time MediaDecoder::UpdateReadyStateForData runs.
* We only compute GetNextFrameStatus here to avoid posting runnables to the main
* thread unnecessarily.
*/
nsCOMPtr<nsIRunnable> event;
event = NS_NewRunnableMethod(mDecoder, &MediaDecoder::UpdateReadyStateForData);
NS_DispatchToMainThread(event);
}
bool MediaDecoderStateMachine::JustExitedQuickBuffering()
{
return !mDecodeStartTime.IsNull() &&
mQuickBuffering &&
(TimeStamp::Now() - mDecodeStartTime) < TimeDuration::FromMicroseconds(QUICK_BUFFER_THRESHOLD_USECS);
}
void MediaDecoderStateMachine::StartBuffering()
{
AssertCurrentThreadInMonitor();
if (mState != DECODER_STATE_DECODING) {
// We only move into BUFFERING state if we're actually decoding.
// If we're currently doing something else, we don't need to buffer,
// and more importantly, we shouldn't overwrite mState to interrupt
// the current operation, as that could leave us in an inconsistent
// state!
return;
}
if (IsPlaying()) {
StopPlayback();
}
TimeDuration decodeDuration = TimeStamp::Now() - mDecodeStartTime;
// Go into quick buffering mode provided we've not just left buffering using
// a "quick exit". This stops us flip-flopping between playing and buffering
// when the download speed is similar to the decode speed.
mQuickBuffering =
!JustExitedQuickBuffering() &&
decodeDuration < UsecsToDuration(QUICK_BUFFER_THRESHOLD_USECS);
mBufferingStart = TimeStamp::Now();
// We need to tell the element that buffering has started.
// We can't just directly send an asynchronous runnable that
// eventually fires the "waiting" event. The problem is that
// there might be pending main-thread events, such as "data
// received" notifications, that mean we're not actually still
// buffering by the time this runnable executes. So instead
// we just trigger UpdateReadyStateForData; when it runs, it
// will check the current state and decide whether to tell
// the element we're buffering or not.
SetState(DECODER_STATE_BUFFERING);
UpdateReadyState();
DECODER_LOG("Changed state from DECODING to BUFFERING, decoded for %.3lfs",
decodeDuration.ToSeconds());
#ifdef PR_LOGGING
MediaDecoder::Statistics stats = mDecoder->GetStatistics();
DECODER_LOG("Playback rate: %.1lfKB/s%s download rate: %.1lfKB/s%s",
stats.mPlaybackRate/1024, stats.mPlaybackRateReliable ? "" : " (unreliable)",
stats.mDownloadRate/1024, stats.mDownloadRateReliable ? "" : " (unreliable)");
#endif
}
nsresult MediaDecoderStateMachine::GetBuffered(dom::TimeRanges* aBuffered) {
MediaResource* resource = mDecoder->GetResource();
NS_ENSURE_TRUE(resource, NS_ERROR_FAILURE);
resource->Pin();
nsresult res = mReader->GetBuffered(aBuffered, mStartTime);
resource->Unpin();
return res;
}
void MediaDecoderStateMachine::SetPlayStartTime(const TimeStamp& aTimeStamp)
{
AssertCurrentThreadInMonitor();
mPlayStartTime = aTimeStamp;
if (!mAudioSink) {
return;
}
if (!mPlayStartTime.IsNull()) {
mAudioSink->StartPlayback();
} else {
mAudioSink->StopPlayback();
}
}
nsresult MediaDecoderStateMachine::CallRunStateMachine()
{
AssertCurrentThreadInMonitor();
NS_ASSERTION(OnStateMachineThread(), "Should be on state machine thread.");
// If audio is being captured, stop the audio sink if it's running
if (mAudioCaptured) {
StopAudioThread();
}
return RunStateMachine();
}
nsresult MediaDecoderStateMachine::TimeoutExpired(void* aClosure)
{
MediaDecoderStateMachine* p = static_cast<MediaDecoderStateMachine*>(aClosure);
return p->CallRunStateMachine();
}
void MediaDecoderStateMachine::ScheduleStateMachineWithLockAndWakeDecoder() {
ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor());
DispatchAudioDecodeTaskIfNeeded();
DispatchVideoDecodeTaskIfNeeded();
}
nsresult MediaDecoderStateMachine::ScheduleStateMachine(int64_t aUsecs) {
return mScheduler->Schedule(aUsecs);
}
bool MediaDecoderStateMachine::OnDecodeThread() const
{
return mDecodeTaskQueue->IsCurrentThreadIn();
}
bool MediaDecoderStateMachine::OnStateMachineThread() const
{
return mScheduler->OnStateMachineThread();
}
nsIEventTarget* MediaDecoderStateMachine::GetStateMachineThread() const
{
return mScheduler->GetStateMachineThread();
}
bool MediaDecoderStateMachine::IsStateMachineScheduled() const
{
return mScheduler->IsScheduled();
}
void MediaDecoderStateMachine::SetPlaybackRate(double aPlaybackRate)
{
NS_ASSERTION(NS_IsMainThread(), "Should be on main thread.");
NS_ASSERTION(aPlaybackRate != 0,
"PlaybackRate == 0 should be handled before this function.");
ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor());
if (mPlaybackRate == aPlaybackRate) {
return;
}
// AudioStream will handle playback rate change when we have audio.
// Do nothing while we are not playing. Change in playback rate will
// take effect next time we start playing again.
if (!HasAudio() && IsPlaying()) {
// Remember how much time we've spent in playing the media
// for playback rate will change from now on.
mPlayDuration = GetVideoStreamPosition() - mStartTime;
SetPlayStartTime(TimeStamp::Now());
}
mPlaybackRate = aPlaybackRate;
if (mAudioSink) {
mAudioSink->SetPlaybackRate(mPlaybackRate);
}
}
void MediaDecoderStateMachine::SetPreservesPitch(bool aPreservesPitch)
{
NS_ASSERTION(NS_IsMainThread(), "Should be on main thread.");
ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor());
mPreservesPitch = aPreservesPitch;
if (mAudioSink) {
mAudioSink->SetPreservesPitch(mPreservesPitch);
}
}
void
MediaDecoderStateMachine::SetMinimizePrerollUntilPlaybackStarts()
{
AssertCurrentThreadInMonitor();
mMinimizePreroll = true;
}
bool MediaDecoderStateMachine::IsShutdown()
{
AssertCurrentThreadInMonitor();
return GetState() == DECODER_STATE_SHUTDOWN;
}
void MediaDecoderStateMachine::QueueMetadata(int64_t aPublishTime,
MediaInfo* aInfo,
MetadataTags* aTags)
{
NS_ASSERTION(OnDecodeThread(), "Should be on decode thread.");
AssertCurrentThreadInMonitor();
TimedMetadata* metadata = new TimedMetadata;
metadata->mPublishTime = aPublishTime;
metadata->mInfo = aInfo;
metadata->mTags = aTags;
mMetadataManager.QueueMetadata(metadata);
}
void MediaDecoderStateMachine::OnAudioEndTimeUpdate(int64_t aAudioEndTime)
{
ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor());
MOZ_ASSERT(aAudioEndTime >= mAudioEndTime);
mAudioEndTime = aAudioEndTime;
}
void MediaDecoderStateMachine::OnPlaybackOffsetUpdate(int64_t aPlaybackOffset)
{
mDecoder->UpdatePlaybackOffset(aPlaybackOffset);
}
void MediaDecoderStateMachine::OnAudioSinkComplete()
{
AssertCurrentThreadInMonitor();
if (mAudioCaptured) {
return;
}
ResyncAudioClock();
mAudioCompleted = true;
UpdateReadyState();
// Kick the decode thread; it may be sleeping waiting for this to finish.
mDecoder->GetReentrantMonitor().NotifyAll();
}
void MediaDecoderStateMachine::OnAudioSinkError()
{
AssertCurrentThreadInMonitor();
// AudioSink not used with captured streams, so ignore errors in this case.
if (mAudioCaptured) {
return;
}
ResyncAudioClock();
mAudioCompleted = true;
// Make the best effort to continue playback when there is video.
if (HasVideo()) {
return;
}
// Otherwise notify media decoder/element about this error for it makes
// no sense to play an audio-only file without sound output.
RefPtr<nsIRunnable> task(
NS_NewRunnableMethod(this, &MediaDecoderStateMachine::AcquireMonitorAndInvokeDecodeError));
nsresult rv = mDecodeTaskQueue->Dispatch(task);
if (NS_FAILED(rv)) {
DECODER_WARN("Failed to dispatch AcquireMonitorAndInvokeDecodeError");
}
}
} // namespace mozilla
// avoid redefined macro in unified build
#undef DECODER_LOG
#undef VERBOSE_LOG
#undef DECODER_WARN
#undef DECODER_WARN_HELPER