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feacffa94a
A non-realtime graph does not start up again after finished processing, so it can safely enter LIFECYCLE_WAITING_FOR_STREAM_DESTRUCTION. --HG-- extra : transplant_source : %AF%98D%D5%EE%CA7zfv.%B4%F4%D8%05Q7%C2%8D%A7
579 lines
21 KiB
C++
579 lines
21 KiB
C++
/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*-*/
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this file,
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* You can obtain one at http://mozilla.org/MPL/2.0/. */
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#ifndef MOZILLA_MEDIASTREAMGRAPHIMPL_H_
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#define MOZILLA_MEDIASTREAMGRAPHIMPL_H_
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#include "MediaStreamGraph.h"
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#include "mozilla/Monitor.h"
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#include "mozilla/TimeStamp.h"
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#include "nsIThread.h"
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#include "nsIRunnable.h"
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#include "Latency.h"
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namespace mozilla {
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template <typename T>
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class LinkedList;
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/**
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* Assume we can run an iteration of the MediaStreamGraph loop in this much time
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* or less.
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* We try to run the control loop at this rate.
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*/
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static const int MEDIA_GRAPH_TARGET_PERIOD_MS = 10;
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/**
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* Assume that we might miss our scheduled wakeup of the MediaStreamGraph by
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* this much.
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*/
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static const int SCHEDULE_SAFETY_MARGIN_MS = 10;
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/**
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* Try have this much audio buffered in streams and queued to the hardware.
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* The maximum delay to the end of the next control loop
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* is 2*MEDIA_GRAPH_TARGET_PERIOD_MS + SCHEDULE_SAFETY_MARGIN_MS.
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* There is no point in buffering more audio than this in a stream at any
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* given time (until we add processing).
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* This is not optimal yet.
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*/
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static const int AUDIO_TARGET_MS = 2*MEDIA_GRAPH_TARGET_PERIOD_MS +
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SCHEDULE_SAFETY_MARGIN_MS;
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/**
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* Try have this much video buffered. Video frames are set
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* near the end of the iteration of the control loop. The maximum delay
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* to the setting of the next video frame is 2*MEDIA_GRAPH_TARGET_PERIOD_MS +
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* SCHEDULE_SAFETY_MARGIN_MS. This is not optimal yet.
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*/
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static const int VIDEO_TARGET_MS = 2*MEDIA_GRAPH_TARGET_PERIOD_MS +
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SCHEDULE_SAFETY_MARGIN_MS;
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/**
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* A per-stream update message passed from the media graph thread to the
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* main thread.
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*/
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struct StreamUpdate {
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int64_t mGraphUpdateIndex;
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nsRefPtr<MediaStream> mStream;
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StreamTime mNextMainThreadCurrentTime;
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bool mNextMainThreadFinished;
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};
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/**
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* This represents a message passed from the main thread to the graph thread.
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* A ControlMessage always has a weak reference a particular affected stream.
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*/
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class ControlMessage {
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public:
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explicit ControlMessage(MediaStream* aStream) : mStream(aStream)
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{
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MOZ_COUNT_CTOR(ControlMessage);
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}
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// All these run on the graph thread
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virtual ~ControlMessage()
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{
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MOZ_COUNT_DTOR(ControlMessage);
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}
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// Do the action of this message on the MediaStreamGraph thread. Any actions
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// affecting graph processing should take effect at mStateComputedTime.
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// All stream data for times < mStateComputedTime has already been
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// computed.
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virtual void Run() = 0;
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// When we're shutting down the application, most messages are ignored but
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// some cleanup messages should still be processed (on the main thread).
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virtual void RunDuringShutdown() {}
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MediaStream* GetStream() { return mStream; }
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protected:
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// We do not hold a reference to mStream. The graph will be holding
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// a reference to the stream until the Destroy message is processed. The
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// last message referencing a stream is the Destroy message for that stream.
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MediaStream* mStream;
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};
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/**
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* The implementation of a media stream graph. This class is private to this
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* file. It's not in the anonymous namespace because MediaStream needs to
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* be able to friend it.
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*
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* Currently we have one global instance per process, and one per each
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* OfflineAudioContext object.
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*/
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class MediaStreamGraphImpl : public MediaStreamGraph {
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public:
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/**
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* Set aRealtime to true in order to create a MediaStreamGraph which provides
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* support for real-time audio and video. Set it to false in order to create
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* a non-realtime instance which just churns through its inputs and produces
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* output. Those objects currently only support audio, and are used to
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* implement OfflineAudioContext. They do not support MediaStream inputs.
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*/
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explicit MediaStreamGraphImpl(bool aRealtime);
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virtual ~MediaStreamGraphImpl();
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// Main thread only.
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/**
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* This runs every time we need to sync state from the media graph thread
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* to the main thread while the main thread is not in the middle
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* of a script. It runs during a "stable state" (per HTML5) or during
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* an event posted to the main thread.
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*/
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void RunInStableState();
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/**
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* Ensure a runnable to run RunInStableState is posted to the appshell to
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* run at the next stable state (per HTML5).
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* See EnsureStableStateEventPosted.
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*/
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void EnsureRunInStableState();
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/**
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* Called to apply a StreamUpdate to its stream.
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*/
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void ApplyStreamUpdate(StreamUpdate* aUpdate);
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/**
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* Append a ControlMessage to the message queue. This queue is drained
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* during RunInStableState; the messages will run on the graph thread.
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*/
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void AppendMessage(ControlMessage* aMessage);
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/**
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* Make this MediaStreamGraph enter forced-shutdown state. This state
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* will be noticed by the media graph thread, which will shut down all streams
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* and other state controlled by the media graph thread.
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* This is called during application shutdown.
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*/
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void ForceShutDown();
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/**
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* Shutdown() this MediaStreamGraph's threads and return when they've shut down.
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*/
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void ShutdownThreads();
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/**
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* Called before the thread runs.
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*/
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void Init();
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// The following methods run on the graph thread (or possibly the main thread if
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// mLifecycleState > LIFECYCLE_RUNNING)
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/**
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* Runs main control loop on the graph thread. Normally a single invocation
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* of this runs for the entire lifetime of the graph thread.
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*/
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void RunThread();
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/**
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* Call this to indicate that another iteration of the control loop is
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* required on its regular schedule. The monitor must not be held.
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*/
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void EnsureNextIteration();
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/**
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* As above, but with the monitor already held.
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*/
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void EnsureNextIterationLocked(MonitorAutoLock& aLock);
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/**
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* Call this to indicate that another iteration of the control loop is
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* required immediately. The monitor must already be held.
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*/
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void EnsureImmediateWakeUpLocked(MonitorAutoLock& aLock);
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/**
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* Ensure there is an event posted to the main thread to run RunInStableState.
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* mMonitor must be held.
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* See EnsureRunInStableState
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*/
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void EnsureStableStateEventPosted();
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/**
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* Generate messages to the main thread to update it for all state changes.
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* mMonitor must be held.
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*/
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void PrepareUpdatesToMainThreadState(bool aFinalUpdate);
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/**
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* Returns false if there is any stream that has finished but not yet finished
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* playing out.
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*/
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bool AllFinishedStreamsNotified();
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/**
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* If we are rendering in non-realtime mode, we don't want to send messages to
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* the main thread at each iteration for performance reasons. We instead
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* notify the main thread at the same rate
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*/
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bool ShouldUpdateMainThread();
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// The following methods are the various stages of RunThread processing.
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/**
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* Compute a new current time for the graph and advance all on-graph-thread
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* state to the new current time.
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*/
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void UpdateCurrentTime();
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/**
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* Update the consumption state of aStream to reflect whether its data
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* is needed or not.
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*/
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void UpdateConsumptionState(SourceMediaStream* aStream);
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/**
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* Extract any state updates pending in aStream, and apply them.
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*/
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void ExtractPendingInput(SourceMediaStream* aStream,
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GraphTime aDesiredUpToTime,
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bool* aEnsureNextIteration);
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/**
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* Update "have enough data" flags in aStream.
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*/
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void UpdateBufferSufficiencyState(SourceMediaStream* aStream);
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/*
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* If aStream hasn't already been ordered, push it onto aStack and order
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* its children.
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*/
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void UpdateStreamOrderForStream(mozilla::LinkedList<MediaStream>* aStack,
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already_AddRefed<MediaStream> aStream);
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/**
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* Mark aStream and all its inputs (recursively) as consumed.
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*/
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static void MarkConsumed(MediaStream* aStream);
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/**
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* Sort mStreams so that every stream not in a cycle is after any streams
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* it depends on, and every stream in a cycle is marked as being in a cycle.
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* Also sets mIsConsumed on every stream.
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*/
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void UpdateStreamOrder();
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/**
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* Compute the blocking states of streams from mStateComputedTime
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* until the desired future time aEndBlockingDecisions.
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* Updates mStateComputedTime and sets MediaStream::mBlocked
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* for all streams.
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*/
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void RecomputeBlocking(GraphTime aEndBlockingDecisions);
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// The following methods are used to help RecomputeBlocking.
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/**
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* If aStream isn't already in aStreams, add it and recursively call
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* AddBlockingRelatedStreamsToSet on all the streams whose blocking
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* status could depend on or affect the state of aStream.
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*/
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void AddBlockingRelatedStreamsToSet(nsTArray<MediaStream*>* aStreams,
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MediaStream* aStream);
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/**
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* Mark a stream blocked at time aTime. If this results in decisions that need
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* to be revisited at some point in the future, *aEnd will be reduced to the
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* first time in the future to recompute those decisions.
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*/
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void MarkStreamBlocking(MediaStream* aStream);
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/**
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* Recompute blocking for the streams in aStreams for the interval starting at aTime.
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* If this results in decisions that need to be revisited at some point
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* in the future, *aEnd will be reduced to the first time in the future to
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* recompute those decisions.
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*/
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void RecomputeBlockingAt(const nsTArray<MediaStream*>& aStreams,
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GraphTime aTime, GraphTime aEndBlockingDecisions,
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GraphTime* aEnd);
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/**
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* Produce data for all streams >= aStreamIndex for the given time interval.
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* Advances block by block, each iteration producing data for all streams
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* for a single block.
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* This is called whenever we have an AudioNodeStream in the graph.
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*/
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void ProduceDataForStreamsBlockByBlock(uint32_t aStreamIndex,
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TrackRate aSampleRate,
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GraphTime aFrom,
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GraphTime aTo);
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/**
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* Returns true if aStream will underrun at aTime for its own playback.
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* aEndBlockingDecisions is when we plan to stop making blocking decisions.
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* *aEnd will be reduced to the first time in the future to recompute these
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* decisions.
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*/
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bool WillUnderrun(MediaStream* aStream, GraphTime aTime,
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GraphTime aEndBlockingDecisions, GraphTime* aEnd);
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/**
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* Given a graph time aTime, convert it to a stream time taking into
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* account the time during which aStream is scheduled to be blocked.
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*/
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StreamTime GraphTimeToStreamTime(MediaStream* aStream, GraphTime aTime);
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/**
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* Given a graph time aTime, convert it to a stream time taking into
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* account the time during which aStream is scheduled to be blocked, and
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* when we don't know whether it's blocked or not, we assume it's not blocked.
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*/
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StreamTime GraphTimeToStreamTimeOptimistic(MediaStream* aStream, GraphTime aTime);
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enum {
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INCLUDE_TRAILING_BLOCKED_INTERVAL = 0x01
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};
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/**
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* Given a stream time aTime, convert it to a graph time taking into
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* account the time during which aStream is scheduled to be blocked.
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* aTime must be <= mStateComputedTime since blocking decisions
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* are only known up to that point.
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* If aTime is exactly at the start of a blocked interval, then the blocked
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* interval is included in the time returned if and only if
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* aFlags includes INCLUDE_TRAILING_BLOCKED_INTERVAL.
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*/
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GraphTime StreamTimeToGraphTime(MediaStream* aStream, StreamTime aTime,
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uint32_t aFlags = 0);
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/**
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* Get the current audio position of the stream's audio output.
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*/
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GraphTime GetAudioPosition(MediaStream* aStream);
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/**
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* Call NotifyHaveCurrentData on aStream's listeners.
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*/
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void NotifyHasCurrentData(MediaStream* aStream);
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/**
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* If aStream needs an audio stream but doesn't have one, create it.
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* If aStream doesn't need an audio stream but has one, destroy it.
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*/
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void CreateOrDestroyAudioStreams(GraphTime aAudioOutputStartTime,
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MediaStream* aStream);
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/**
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* Queue audio (mix of stream audio and silence for blocked intervals)
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* to the audio output stream.
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*/
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void PlayAudio(MediaStream* aStream, GraphTime aFrom, GraphTime aTo);
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/**
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* Set the correct current video frame for stream aStream.
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*/
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void PlayVideo(MediaStream* aStream);
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/**
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* No more data will be forthcoming for aStream. The stream will end
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* at the current buffer end point. The StreamBuffer's tracks must be
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* explicitly set to finished by the caller.
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*/
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void FinishStream(MediaStream* aStream);
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/**
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* Compute how much stream data we would like to buffer for aStream.
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*/
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StreamTime GetDesiredBufferEnd(MediaStream* aStream);
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/**
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* Returns true when there are no active streams.
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*/
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bool IsEmpty() { return mStreams.IsEmpty() && mPortCount == 0; }
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// For use by control messages, on graph thread only.
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/**
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* Identify which graph update index we are currently processing.
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*/
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int64_t GetProcessingGraphUpdateIndex() { return mProcessingGraphUpdateIndex; }
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/**
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* Add aStream to the graph and initializes its graph-specific state.
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*/
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void AddStream(MediaStream* aStream);
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/**
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* Remove aStream from the graph. Ensures that pending messages about the
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* stream back to the main thread are flushed.
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*/
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void RemoveStream(MediaStream* aStream);
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/**
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* Remove aPort from the graph and release it.
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*/
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void DestroyPort(MediaInputPort* aPort);
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/**
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* Mark the media stream order as dirty.
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*/
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void SetStreamOrderDirty()
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{
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mStreamOrderDirty = true;
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}
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/**
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* Pause all AudioStreams being written to by MediaStreams
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*/
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void PauseAllAudioOutputs();
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/**
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* Resume all AudioStreams being written to by MediaStreams
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*/
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void ResumeAllAudioOutputs();
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// Data members
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/**
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* Media graph thread.
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* Readonly after initialization on the main thread.
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*/
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nsCOMPtr<nsIThread> mThread;
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// The following state is managed on the graph thread only, unless
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// mLifecycleState > LIFECYCLE_RUNNING in which case the graph thread
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// is not running and this state can be used from the main thread.
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nsTArray<nsRefPtr<MediaStream> > mStreams;
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/**
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* mOldStreams is used as temporary storage for streams when computing the
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* order in which we compute them.
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*/
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nsTArray<nsRefPtr<MediaStream> > mOldStreams;
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/**
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* The current graph time for the current iteration of the RunThread control
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* loop.
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*/
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GraphTime mCurrentTime;
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/**
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* Blocking decisions and all stream contents have been computed up to this
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* time. The next batch of updates from the main thread will be processed
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* at this time. Always >= mCurrentTime.
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*/
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GraphTime mStateComputedTime;
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/**
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* This is only used for logging.
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*/
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TimeStamp mInitialTimeStamp;
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/**
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* The real timestamp of the latest run of UpdateCurrentTime.
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*/
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TimeStamp mCurrentTimeStamp;
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/**
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* Date of the last time we updated the main thread with the graph state.
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*/
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TimeStamp mLastMainThreadUpdate;
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/**
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* Which update batch we are currently processing.
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*/
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int64_t mProcessingGraphUpdateIndex;
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/**
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* Number of active MediaInputPorts
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*/
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int32_t mPortCount;
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// mMonitor guards the data below.
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// MediaStreamGraph normally does its work without holding mMonitor, so it is
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// not safe to just grab mMonitor from some thread and start monkeying with
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// the graph. Instead, communicate with the graph thread using provided
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// mechanisms such as the ControlMessage queue.
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Monitor mMonitor;
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// Data guarded by mMonitor (must always be accessed with mMonitor held,
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// regardless of the value of mLifecycleState.
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/**
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* State to copy to main thread
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*/
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nsTArray<StreamUpdate> mStreamUpdates;
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/**
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* Runnables to run after the next update to main thread state.
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*/
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nsTArray<nsCOMPtr<nsIRunnable> > mUpdateRunnables;
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struct MessageBlock {
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int64_t mGraphUpdateIndex;
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nsTArray<nsAutoPtr<ControlMessage> > mMessages;
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};
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/**
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* A list of batches of messages to process. Each batch is processed
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* as an atomic unit.
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*/
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nsTArray<MessageBlock> mMessageQueue;
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/**
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* This enum specifies where this graph is in its lifecycle. This is used
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* to control shutdown.
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* Shutdown is tricky because it can happen in two different ways:
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* 1) Shutdown due to inactivity. RunThread() detects that it has no
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* pending messages and no streams, and exits. The next RunInStableState()
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* checks if there are new pending messages from the main thread (true only
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* if new stream creation raced with shutdown); if there are, it revives
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* RunThread(), otherwise it commits to shutting down the graph. New stream
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* creation after this point will create a new graph. An async event is
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* dispatched to Shutdown() the graph's threads and then delete the graph
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* object.
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* 2) Forced shutdown at application shutdown, or completion of a
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* non-realtime graph. A flag is set, RunThread() detects the flag and
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* exits, the next RunInStableState() detects the flag, and dispatches the
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* async event to Shutdown() the graph's threads. However the graph object
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* is not deleted. New messages for the graph are processed synchronously on
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* the main thread if necessary. When the last stream is destroyed, the
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* graph object is deleted.
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*/
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enum LifecycleState {
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// The graph thread hasn't started yet.
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LIFECYCLE_THREAD_NOT_STARTED,
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// RunThread() is running normally.
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LIFECYCLE_RUNNING,
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// In the following states, the graph thread is not running so
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// all "graph thread only" state in this class can be used safely
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// on the main thread.
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// RunThread() has exited and we're waiting for the next
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// RunInStableState(), at which point we can clean up the main-thread
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// side of the graph.
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LIFECYCLE_WAITING_FOR_MAIN_THREAD_CLEANUP,
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// RunInStableState() posted a ShutdownRunnable, and we're waiting for it
|
|
// to shut down the graph thread(s).
|
|
LIFECYCLE_WAITING_FOR_THREAD_SHUTDOWN,
|
|
// Graph threads have shut down but we're waiting for remaining streams
|
|
// to be destroyed. Only happens during application shutdown and on
|
|
// completed non-realtime graphs, since normally we'd only shut down a
|
|
// realtime graph when it has no streams.
|
|
LIFECYCLE_WAITING_FOR_STREAM_DESTRUCTION
|
|
};
|
|
LifecycleState mLifecycleState;
|
|
/**
|
|
* This enum specifies the wait state of the graph thread.
|
|
*/
|
|
enum WaitState {
|
|
// RunThread() is running normally
|
|
WAITSTATE_RUNNING,
|
|
// RunThread() is paused waiting for its next iteration, which will
|
|
// happen soon
|
|
WAITSTATE_WAITING_FOR_NEXT_ITERATION,
|
|
// RunThread() is paused indefinitely waiting for something to change
|
|
WAITSTATE_WAITING_INDEFINITELY,
|
|
// Something has signaled RunThread() to wake up immediately,
|
|
// but it hasn't done so yet
|
|
WAITSTATE_WAKING_UP
|
|
};
|
|
WaitState mWaitState;
|
|
/**
|
|
* The graph should stop processing at or after this time.
|
|
*/
|
|
GraphTime mEndTime;
|
|
/**
|
|
* True when another iteration of the control loop is required.
|
|
*/
|
|
bool mNeedAnotherIteration;
|
|
/**
|
|
* True when we need to do a forced shutdown during application shutdown.
|
|
*/
|
|
bool mForceShutDown;
|
|
/**
|
|
* True when we have posted an event to the main thread to run
|
|
* RunInStableState() and the event hasn't run yet.
|
|
*/
|
|
bool mPostedRunInStableStateEvent;
|
|
|
|
// Main thread only
|
|
|
|
/**
|
|
* Messages posted by the current event loop task. These are forwarded to
|
|
* the media graph thread during RunInStableState. We can't forward them
|
|
* immediately because we want all messages between stable states to be
|
|
* processed as an atomic batch.
|
|
*/
|
|
nsTArray<nsAutoPtr<ControlMessage> > mCurrentTaskMessageQueue;
|
|
/**
|
|
* True when RunInStableState has determined that mLifecycleState is >
|
|
* LIFECYCLE_RUNNING. Since only the main thread can reset mLifecycleState to
|
|
* LIFECYCLE_RUNNING, this can be relied on to not change unexpectedly.
|
|
*/
|
|
bool mDetectedNotRunning;
|
|
/**
|
|
* True when a stable state runner has been posted to the appshell to run
|
|
* RunInStableState at the next stable state.
|
|
*/
|
|
bool mPostedRunInStableState;
|
|
/**
|
|
* True when processing real-time audio/video. False when processing non-realtime
|
|
* audio.
|
|
*/
|
|
bool mRealtime;
|
|
/**
|
|
* True when a non-realtime MediaStreamGraph has started to process input. This
|
|
* value is only accessed on the main thread.
|
|
*/
|
|
bool mNonRealtimeProcessing;
|
|
/**
|
|
* True when a change has happened which requires us to recompute the stream
|
|
* blocking order.
|
|
*/
|
|
bool mStreamOrderDirty;
|
|
/**
|
|
* Hold a ref to the Latency logger
|
|
*/
|
|
nsRefPtr<AsyncLatencyLogger> mLatencyLog;
|
|
};
|
|
|
|
}
|
|
|
|
#endif /* MEDIASTREAMGRAPHIMPL_H_ */
|