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authorMatt A. Tobin <mattatobin@localhost.localdomain>2018-02-02 04:16:08 -0500
committerMatt A. Tobin <mattatobin@localhost.localdomain>2018-02-02 04:16:08 -0500
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+/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
+/* 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/. */
+/*
+
+Each media element for a media file has one thread called the "audio thread".
+
+The audio thread writes the decoded audio data to the audio
+hardware. This is done in a separate thread to ensure that the
+audio hardware gets a constant stream of data without
+interruption due to decoding or display. At some point
+AudioStream will be refactored to have a callback interface
+where it asks for data and this thread will no longer be
+needed.
+
+The element/state machine also has a TaskQueue which runs in a
+SharedThreadPool that is shared with all other elements/decoders. The state
+machine dispatches tasks to this to call into the MediaDecoderReader to
+request decoded audio or video data. The Reader will callback with decoded
+sampled when it has them available, and the state machine places the decoded
+samples into its queues for the consuming threads to pull from.
+
+The MediaDecoderReader can choose to decode asynchronously, or synchronously
+and return requested samples synchronously inside it's Request*Data()
+functions via callback. Asynchronous decoding is preferred, and should be
+used for any new readers.
+
+Synchronisation of state between the thread is done via a monitor owned
+by MediaDecoder.
+
+The lifetime of the audio thread is controlled by the state machine when
+it runs on the shared state machine thread. When playback needs to occur
+the audio thread is created and an event dispatched to run it. The audio
+thread exits when audio playback is completed or no longer required.
+
+A/V synchronisation is handled by the state machine. It examines the audio
+playback time and compares this to the next frame in the queue of video
+frames. If it is time to play the video frame it is then displayed, otherwise
+it schedules the state machine to run again at the time of the next frame.
+
+Frame skipping is done in the following ways:
+
+ 1) The state machine will skip all frames in the video queue whose
+ display time is less than the current audio time. This ensures
+ the correct frame for the current time is always displayed.
+
+ 2) The decode tasks will stop decoding interframes and read to the
+ next keyframe if it determines that decoding the remaining
+ interframes will cause playback issues. It detects this by:
+ a) If the amount of audio data in the audio queue drops
+ below a threshold whereby audio may start to skip.
+ b) If the video queue drops below a threshold where it
+ will be decoding video data that won't be displayed due
+ to the decode thread dropping the frame immediately.
+ TODO: In future we should only do this when the Reader is decoding
+ synchronously.
+
+When hardware accelerated graphics is not available, YCbCr conversion
+is done on the decode task queue when video frames are decoded.
+
+The decode task queue pushes decoded audio and videos frames into two
+separate queues - one for audio and one for video. These are kept
+separate to make it easy to constantly feed audio data to the audio
+hardware while allowing frame skipping of video data. These queues are
+threadsafe, and neither the decode, audio, or state machine should
+be able to monopolize them, and cause starvation of the other threads.
+
+Both queues are bounded by a maximum size. When this size is reached
+the decode tasks will no longer request video or audio depending on the
+queue that has reached the threshold. If both queues are full, no more
+decode tasks will be dispatched to the decode task queue, so other
+decoders will have an opportunity to run.
+
+During playback the audio thread will be idle (via a Wait() on the
+monitor) if the audio queue is empty. Otherwise it constantly pops
+audio data off the queue and plays it with a blocking write to the audio
+hardware (via AudioStream).
+
+*/
+#if !defined(MediaDecoderStateMachine_h__)
+#define MediaDecoderStateMachine_h__
+
+#include "mozilla/Attributes.h"
+#include "mozilla/ReentrantMonitor.h"
+#include "mozilla/StateMirroring.h"
+
+#include "nsAutoPtr.h"
+#include "nsThreadUtils.h"
+#include "MediaDecoder.h"
+#include "MediaDecoderReader.h"
+#include "MediaDecoderOwner.h"
+#include "MediaEventSource.h"
+#include "MediaMetadataManager.h"
+#include "MediaStatistics.h"
+#include "MediaTimer.h"
+#include "ImageContainer.h"
+#include "SeekJob.h"
+#include "SeekTask.h"
+#include "MediaDecoderReaderWrapper.h"
+
+namespace mozilla {
+
+namespace media {
+class MediaSink;
+}
+
+class AudioSegment;
+class DecodedStream;
+class MediaDecoderReaderWrapper;
+class OutputStreamManager;
+class TaskQueue;
+
+extern LazyLogModule gMediaDecoderLog;
+extern LazyLogModule gMediaSampleLog;
+
+enum class MediaEventType : int8_t {
+ PlaybackStarted,
+ PlaybackStopped,
+ PlaybackEnded,
+ SeekStarted,
+ Invalidate,
+ EnterVideoSuspend,
+ ExitVideoSuspend
+};
+
+/*
+ The state machine class. This manages the decoding and seeking in the
+ MediaDecoderReader on the decode task queue, and A/V sync on the shared
+ state machine thread, and controls the audio "push" thread.
+
+ All internal state is synchronised via the decoder monitor. State changes
+ are propagated by scheduling the state machine to run another cycle on the
+ shared state machine thread.
+
+ See MediaDecoder.h for more details.
+*/
+class MediaDecoderStateMachine
+{
+ NS_INLINE_DECL_THREADSAFE_REFCOUNTING(MediaDecoderStateMachine)
+
+ using TrackSet = MediaDecoderReader::TrackSet;
+
+public:
+ typedef MediaDecoderOwner::NextFrameStatus NextFrameStatus;
+ typedef mozilla::layers::ImageContainer::FrameID FrameID;
+ MediaDecoderStateMachine(MediaDecoder* aDecoder,
+ MediaDecoderReader* aReader);
+
+ nsresult Init(MediaDecoder* aDecoder);
+
+ void SetMediaDecoderReaderWrapperCallback();
+ void CancelMediaDecoderReaderWrapperCallback();
+
+ // Enumeration for the valid decoding states
+ enum State {
+ DECODER_STATE_DECODING_METADATA,
+ DECODER_STATE_WAIT_FOR_CDM,
+ DECODER_STATE_DORMANT,
+ DECODER_STATE_DECODING_FIRSTFRAME,
+ DECODER_STATE_DECODING,
+ DECODER_STATE_SEEKING,
+ DECODER_STATE_BUFFERING,
+ DECODER_STATE_COMPLETED,
+ DECODER_STATE_SHUTDOWN
+ };
+
+ void DumpDebugInfo();
+
+ void AddOutputStream(ProcessedMediaStream* aStream, bool aFinishWhenEnded);
+ // Remove an output stream added with AddOutputStream.
+ void RemoveOutputStream(MediaStream* aStream);
+
+ // Seeks to the decoder to aTarget asynchronously.
+ RefPtr<MediaDecoder::SeekPromise> InvokeSeek(SeekTarget aTarget);
+
+ void DispatchSetPlaybackRate(double aPlaybackRate)
+ {
+ OwnerThread()->DispatchStateChange(NewRunnableMethod<double>(
+ this, &MediaDecoderStateMachine::SetPlaybackRate, aPlaybackRate));
+ }
+
+ RefPtr<ShutdownPromise> BeginShutdown();
+
+ // Notifies the state machine that should minimize the number of samples
+ // decoded we preroll, until playback starts. The first time playback starts
+ // the state machine is free to return to prerolling normally. Note
+ // "prerolling" in this context refers to when we decode and buffer decoded
+ // samples in advance of when they're needed for playback.
+ void DispatchMinimizePrerollUntilPlaybackStarts()
+ {
+ RefPtr<MediaDecoderStateMachine> self = this;
+ nsCOMPtr<nsIRunnable> r = NS_NewRunnableFunction([self] () -> void
+ {
+ MOZ_ASSERT(self->OnTaskQueue());
+ self->mMinimizePreroll = true;
+
+ // Make sure that this arrives before playback starts, otherwise this won't
+ // have the intended effect.
+ MOZ_DIAGNOSTIC_ASSERT(self->mPlayState == MediaDecoder::PLAY_STATE_LOADING);
+ });
+ OwnerThread()->Dispatch(r.forget());
+ }
+
+ // Set the media fragment end time. aEndTime is in microseconds.
+ void DispatchSetFragmentEndTime(int64_t aEndTime)
+ {
+ RefPtr<MediaDecoderStateMachine> self = this;
+ nsCOMPtr<nsIRunnable> r = NS_NewRunnableFunction([self, aEndTime] () {
+ self->mFragmentEndTime = aEndTime;
+ });
+ OwnerThread()->Dispatch(r.forget());
+ }
+
+ void DispatchAudioOffloading(bool aAudioOffloading)
+ {
+ RefPtr<MediaDecoderStateMachine> self = this;
+ nsCOMPtr<nsIRunnable> r = NS_NewRunnableFunction([=] () {
+ if (self->mAudioOffloading != aAudioOffloading) {
+ self->mAudioOffloading = aAudioOffloading;
+ self->ScheduleStateMachine();
+ }
+ });
+ OwnerThread()->Dispatch(r.forget());
+ }
+
+ // Drop reference to mResource. Only called during shutdown dance.
+ void BreakCycles() {
+ MOZ_ASSERT(NS_IsMainThread());
+ mResource = nullptr;
+ }
+
+ TimedMetadataEventSource& TimedMetadataEvent() {
+ return mMetadataManager.TimedMetadataEvent();
+ }
+
+ MediaEventSource<void>& OnMediaNotSeekable() const;
+
+ MediaEventSourceExc<nsAutoPtr<MediaInfo>,
+ nsAutoPtr<MetadataTags>,
+ MediaDecoderEventVisibility>&
+ MetadataLoadedEvent() { return mMetadataLoadedEvent; }
+
+ MediaEventSourceExc<nsAutoPtr<MediaInfo>,
+ MediaDecoderEventVisibility>&
+ FirstFrameLoadedEvent() { return mFirstFrameLoadedEvent; }
+
+ MediaEventSource<MediaEventType>&
+ OnPlaybackEvent() { return mOnPlaybackEvent; }
+ MediaEventSource<MediaResult>&
+ OnPlaybackErrorEvent() { return mOnPlaybackErrorEvent; }
+
+ MediaEventSource<DecoderDoctorEvent>&
+ OnDecoderDoctorEvent() { return mOnDecoderDoctorEvent; }
+
+ size_t SizeOfVideoQueue() const;
+
+ size_t SizeOfAudioQueue() const;
+
+private:
+ class StateObject;
+ class DecodeMetadataState;
+ class WaitForCDMState;
+ class DormantState;
+ class DecodingFirstFrameState;
+ class DecodingState;
+ class SeekingState;
+ class BufferingState;
+ class CompletedState;
+ class ShutdownState;
+
+ static const char* ToStateStr(State aState);
+ static const char* ToStr(NextFrameStatus aStatus);
+ const char* ToStateStr();
+
+ // Functions used by assertions to ensure we're calling things
+ // on the appropriate threads.
+ bool OnTaskQueue() const;
+
+ // Initialization that needs to happen on the task queue. This is the first
+ // task that gets run on the task queue, and is dispatched from the MDSM
+ // constructor immediately after the task queue is created.
+ void InitializationTask(MediaDecoder* aDecoder);
+
+ void SetAudioCaptured(bool aCaptured);
+
+ RefPtr<MediaDecoder::SeekPromise> Seek(SeekTarget aTarget);
+
+ RefPtr<ShutdownPromise> Shutdown();
+
+ RefPtr<ShutdownPromise> FinishShutdown();
+
+ // Update the playback position. This can result in a timeupdate event
+ // and an invalidate of the frame being dispatched asynchronously if
+ // there is no such event currently queued.
+ // Only called on the decoder thread. Must be called with
+ // the decode monitor held.
+ void UpdatePlaybackPosition(int64_t aTime);
+
+ bool CanPlayThrough();
+
+ MediaStatistics GetStatistics();
+
+ bool HasAudio() const { return mInfo.ref().HasAudio(); }
+ bool HasVideo() const { return mInfo.ref().HasVideo(); }
+ const MediaInfo& Info() const { return mInfo.ref(); }
+
+ // Returns the state machine task queue.
+ TaskQueue* OwnerThread() const { return mTaskQueue; }
+
+ // Schedules the shared state machine thread to run the state machine.
+ void ScheduleStateMachine();
+
+ // Invokes ScheduleStateMachine to run in |aMicroseconds| microseconds,
+ // unless it's already scheduled to run earlier, in which case the
+ // request is discarded.
+ void ScheduleStateMachineIn(int64_t aMicroseconds);
+
+ bool HaveEnoughDecodedAudio();
+ bool HaveEnoughDecodedVideo();
+
+ // True if shutdown process has begun.
+ bool IsShutdown() const;
+
+ // Returns true if we're currently playing. The decoder monitor must
+ // be held.
+ bool IsPlaying() const;
+
+ // TODO: Those callback function may receive demuxed-only data.
+ // Need to figure out a suitable API name for this case.
+ void OnAudioDecoded(MediaData* aAudio);
+ void OnVideoDecoded(MediaData* aVideo, TimeStamp aDecodeStartTime);
+ void OnNotDecoded(MediaData::Type aType, const MediaResult& aError);
+
+ // Resets all state related to decoding and playback, emptying all buffers
+ // and aborting all pending operations on the decode task queue.
+ void Reset(TrackSet aTracks = TrackSet(TrackInfo::kAudioTrack,
+ TrackInfo::kVideoTrack));
+ // Sets mMediaSeekable to false.
+ void SetMediaNotSeekable();
+
+ void OnAudioCallback(AudioCallbackData aData);
+ void OnVideoCallback(VideoCallbackData aData);
+ void OnAudioWaitCallback(WaitCallbackData aData);
+ void OnVideoWaitCallback(WaitCallbackData aData);
+
+protected:
+ virtual ~MediaDecoderStateMachine();
+
+ void BufferedRangeUpdated();
+
+ void ReaderSuspendedChanged();
+
+ // Inserts MediaData* samples into their respective MediaQueues.
+ // aSample must not be null.
+
+ void Push(MediaData* aSample, MediaData::Type aSampleType);
+
+ void OnAudioPopped(const RefPtr<MediaData>& aSample);
+ void OnVideoPopped(const RefPtr<MediaData>& aSample);
+
+ void AudioAudibleChanged(bool aAudible);
+
+ void VolumeChanged();
+ void SetPlaybackRate(double aPlaybackRate);
+ void PreservesPitchChanged();
+
+ MediaQueue<MediaData>& AudioQueue() { return mAudioQueue; }
+ MediaQueue<MediaData>& VideoQueue() { return mVideoQueue; }
+
+ // True if our buffers of decoded audio are not full, and we should
+ // decode more.
+ bool NeedToDecodeAudio();
+
+ // True if our buffers of decoded video are not full, and we should
+ // decode more.
+ bool NeedToDecodeVideo();
+
+ // True if we are low in decoded audio/video data.
+ // May not be invoked when mReader->UseBufferingHeuristics() is false.
+ bool HasLowDecodedData();
+
+ bool HasLowDecodedAudio();
+
+ bool HasLowDecodedVideo();
+
+ bool OutOfDecodedAudio();
+
+ bool OutOfDecodedVideo()
+ {
+ MOZ_ASSERT(OnTaskQueue());
+ return IsVideoDecoding() && VideoQueue().GetSize() <= 1;
+ }
+
+
+ // Returns true if we're running low on buffered data.
+ bool HasLowBufferedData();
+
+ // Returns true if we have less than aUsecs of buffered data available.
+ bool HasLowBufferedData(int64_t aUsecs);
+
+ void UpdateNextFrameStatus(NextFrameStatus aStatus);
+
+ // Return the current time, either the audio clock if available (if the media
+ // has audio, and the playback is possible), or a clock for the video.
+ // Called on the state machine thread.
+ // If aTimeStamp is non-null, set *aTimeStamp to the TimeStamp corresponding
+ // to the returned stream time.
+ int64_t GetClock(TimeStamp* aTimeStamp = nullptr) const;
+
+ void SetStartTime(int64_t aStartTimeUsecs);
+
+ // Update only the state machine's current playback position (and duration,
+ // if unknown). Does not update the playback position on the decoder or
+ // media element -- use UpdatePlaybackPosition for that. Called on the state
+ // machine thread, caller must hold the decoder lock.
+ void UpdatePlaybackPositionInternal(int64_t aTime);
+
+ // Update playback position and trigger next update by default time period.
+ // Called on the state machine thread.
+ void UpdatePlaybackPositionPeriodically();
+
+ media::MediaSink* CreateAudioSink();
+
+ // Always create mediasink which contains an AudioSink or StreamSink inside.
+ already_AddRefed<media::MediaSink> CreateMediaSink(bool aAudioCaptured);
+
+ // Stops the media sink and shut it down.
+ // The decoder monitor must be held with exactly one lock count.
+ // Called on the state machine thread.
+ void StopMediaSink();
+
+ // Create and start the media sink.
+ // The decoder monitor must be held with exactly one lock count.
+ // Called on the state machine thread.
+ void StartMediaSink();
+
+ // Notification method invoked when mPlayState changes.
+ void PlayStateChanged();
+
+ // Notification method invoked when mIsVisible changes.
+ void VisibilityChanged();
+
+ // Sets internal state which causes playback of media to pause.
+ // The decoder monitor must be held.
+ void StopPlayback();
+
+ // If the conditions are right, sets internal state which causes playback
+ // of media to begin or resume.
+ // Must be called with the decode monitor held.
+ void MaybeStartPlayback();
+
+ // Moves the decoder into the shutdown state, and dispatches an error
+ // event to the media element. This begins shutting down the decoder.
+ // The decoder monitor must be held. This is only called on the
+ // decode thread.
+ void DecodeError(const MediaResult& aError);
+
+ // Dispatches a LoadedMetadataEvent.
+ // This is threadsafe and can be called on any thread.
+ // The decoder monitor must be held.
+ void EnqueueLoadedMetadataEvent();
+
+ void EnqueueFirstFrameLoadedEvent();
+
+ void DispatchAudioDecodeTaskIfNeeded();
+ void DispatchVideoDecodeTaskIfNeeded();
+
+ // Dispatch a task to decode audio if there is not.
+ void EnsureAudioDecodeTaskQueued();
+
+ // Dispatch a task to decode video if there is not.
+ void EnsureVideoDecodeTaskQueued();
+
+ // Start a task to decode audio.
+ // The decoder monitor must be held.
+ void RequestAudioData();
+
+ // Start a task to decode video.
+ // The decoder monitor must be held.
+ void RequestVideoData();
+
+ // Re-evaluates the state and determines whether we need to dispatch
+ // events to run the decode, or if not whether we should set the reader
+ // to idle mode. This is threadsafe, and can be called from any thread.
+ // The decoder monitor must be held.
+ void DispatchDecodeTasksIfNeeded();
+
+ // Returns the "media time". This is the absolute time which the media
+ // playback has reached. i.e. this returns values in the range
+ // [mStartTime, mEndTime], and mStartTime will not be 0 if the media does
+ // not start at 0. Note this is different than the "current playback position",
+ // which is in the range [0,duration].
+ int64_t GetMediaTime() const {
+ MOZ_ASSERT(OnTaskQueue());
+ return mCurrentPosition;
+ }
+
+ // Returns an upper bound on the number of microseconds of audio that is
+ // decoded and playable. This is the sum of the number of usecs of audio which
+ // is decoded and in the reader's audio queue, and the usecs of unplayed audio
+ // which has been pushed to the audio hardware for playback. Note that after
+ // calling this, the audio hardware may play some of the audio pushed to
+ // hardware, so this can only be used as a upper bound. The decoder monitor
+ // must be held when calling this. Called on the decode thread.
+ int64_t GetDecodedAudioDuration();
+
+ void FinishDecodeFirstFrame();
+
+ // Queries our state to see whether the decode has finished for all streams.
+ bool CheckIfDecodeComplete();
+
+ // Performs one "cycle" of the state machine.
+ void RunStateMachine();
+
+ bool IsStateMachineScheduled() const;
+
+ // These return true if the respective stream's decode has not yet reached
+ // the end of stream.
+ bool IsAudioDecoding();
+ bool IsVideoDecoding();
+
+private:
+ // Resolved by the MediaSink to signal that all audio/video outstanding
+ // work is complete and identify which part(a/v) of the sink is shutting down.
+ void OnMediaSinkAudioComplete();
+ void OnMediaSinkVideoComplete();
+
+ // Rejected by the MediaSink to signal errors for audio/video.
+ void OnMediaSinkAudioError(nsresult aResult);
+ void OnMediaSinkVideoError();
+
+ // Return true if the video decoder's decode speed can not catch up the
+ // play time.
+ bool NeedToSkipToNextKeyframe();
+
+ void* const mDecoderID;
+ const RefPtr<FrameStatistics> mFrameStats;
+ const RefPtr<VideoFrameContainer> mVideoFrameContainer;
+ const dom::AudioChannel mAudioChannel;
+
+ // Task queue for running the state machine.
+ RefPtr<TaskQueue> mTaskQueue;
+
+ // State-watching manager.
+ WatchManager<MediaDecoderStateMachine> mWatchManager;
+
+ // True if we've dispatched a task to run the state machine but the task has
+ // yet to run.
+ bool mDispatchedStateMachine;
+
+ // Used to dispatch another round schedule with specific target time.
+ DelayedScheduler mDelayedScheduler;
+
+ // Queue of audio frames. This queue is threadsafe, and is accessed from
+ // the audio, decoder, state machine, and main threads.
+ MediaQueue<MediaData> mAudioQueue;
+ // Queue of video frames. This queue is threadsafe, and is accessed from
+ // the decoder, state machine, and main threads.
+ MediaQueue<MediaData> mVideoQueue;
+
+ State mState = DECODER_STATE_DECODING_METADATA;
+
+ UniquePtr<StateObject> mStateObj;
+
+ media::TimeUnit Duration() const { MOZ_ASSERT(OnTaskQueue()); return mDuration.Ref().ref(); }
+
+ // Recomputes the canonical duration from various sources.
+ void RecomputeDuration();
+
+
+ // FrameID which increments every time a frame is pushed to our queue.
+ FrameID mCurrentFrameID;
+
+ // The highest timestamp that our position has reached. Monotonically
+ // increasing.
+ Watchable<media::TimeUnit> mObservedDuration;
+
+ // Returns true if we're logically playing, that is, if the Play() has
+ // been called and Pause() has not or we have not yet reached the end
+ // of media. This is irrespective of the seeking state; if the owner
+ // calls Play() and then Seek(), we still count as logically playing.
+ // The decoder monitor must be held.
+ bool IsLogicallyPlaying()
+ {
+ MOZ_ASSERT(OnTaskQueue());
+ return mPlayState == MediaDecoder::PLAY_STATE_PLAYING ||
+ mNextPlayState == MediaDecoder::PLAY_STATE_PLAYING;
+ }
+
+ // Media Fragment end time in microseconds. Access controlled by decoder monitor.
+ int64_t mFragmentEndTime;
+
+ // The media sink resource. Used on the state machine thread.
+ RefPtr<media::MediaSink> mMediaSink;
+
+ const RefPtr<MediaDecoderReaderWrapper> mReader;
+
+ // The end time of the last audio frame that's been pushed onto the media sink
+ // in microseconds. This will approximately be the end time
+ // of the audio stream, unless another frame is pushed to the hardware.
+ int64_t AudioEndTime() const;
+
+ // The end time of the last rendered video frame that's been sent to
+ // compositor.
+ int64_t VideoEndTime() const;
+
+ // The end time of the last decoded audio frame. This signifies the end of
+ // decoded audio data. Used to check if we are low in decoded data.
+ int64_t mDecodedAudioEndTime;
+
+ // The end time of the last decoded video frame. Used to check if we are low
+ // on decoded video data.
+ int64_t mDecodedVideoEndTime;
+
+ // Playback rate. 1.0 : normal speed, 0.5 : two times slower.
+ double mPlaybackRate;
+
+ // If we've got more than this number of decoded video frames waiting in
+ // the video queue, we will not decode any more video frames until some have
+ // been consumed by the play state machine thread.
+ // Must hold monitor.
+ uint32_t GetAmpleVideoFrames() const;
+
+ // Low audio threshold. If we've decoded less than this much audio we
+ // consider our audio decode "behind", and we may skip video decoding
+ // in order to allow our audio decoding to catch up. We favour audio
+ // decoding over video. We increase this threshold if we're slow to
+ // decode video frames, in order to reduce the chance of audio underruns.
+ // Note that we don't ever reset this threshold, it only ever grows as
+ // we detect that the decode can't keep up with rendering.
+ int64_t mLowAudioThresholdUsecs;
+
+ // Our "ample" audio threshold. Once we've this much audio decoded, we
+ // pause decoding. If we increase mLowAudioThresholdUsecs, we'll also
+ // increase this too appropriately (we don't want mLowAudioThresholdUsecs
+ // to be greater than ampleAudioThreshold, else we'd stop decoding!).
+ // Note that we don't ever reset this threshold, it only ever grows as
+ // we detect that the decode can't keep up with rendering.
+ int64_t mAmpleAudioThresholdUsecs;
+
+ // At the start of decoding we want to "preroll" the decode until we've
+ // got a few frames decoded before we consider whether decode is falling
+ // behind. Otherwise our "we're falling behind" logic will trigger
+ // unnecessarily if we start playing as soon as the first sample is
+ // decoded. These two fields store how many video frames and audio
+ // samples we must consume before are considered to be finished prerolling.
+ uint32_t AudioPrerollUsecs() const
+ {
+ MOZ_ASSERT(OnTaskQueue());
+ return mAmpleAudioThresholdUsecs / 2;
+ }
+
+ uint32_t VideoPrerollFrames() const
+ {
+ MOZ_ASSERT(OnTaskQueue());
+ return GetAmpleVideoFrames() / 2;
+ }
+
+ // Only one of a given pair of ({Audio,Video}DataPromise, WaitForDataPromise)
+ // should exist at any given moment.
+
+ MediaEventListener mAudioCallback;
+ MediaEventListener mVideoCallback;
+ MediaEventListener mAudioWaitCallback;
+ MediaEventListener mVideoWaitCallback;
+
+ const char* AudioRequestStatus() const;
+ const char* VideoRequestStatus() const;
+
+ void OnSuspendTimerResolved();
+ void OnSuspendTimerRejected();
+
+ // True if we shouldn't play our audio (but still write it to any capturing
+ // streams). When this is true, the audio thread will never start again after
+ // it has stopped.
+ bool mAudioCaptured;
+
+ // True if all audio frames are already rendered.
+ bool mAudioCompleted = false;
+
+ // True if all video frames are already rendered.
+ bool mVideoCompleted = false;
+
+ // Flag whether we notify metadata before decoding the first frame or after.
+ //
+ // Note that the odd semantics here are designed to replicate the current
+ // behavior where we notify the decoder each time we come out of dormant, but
+ // send suppressed event visibility for those cases. This code can probably be
+ // simplified.
+ bool mNotifyMetadataBeforeFirstFrame;
+
+ // True if we should not decode/preroll unnecessary samples, unless we're
+ // played. "Prerolling" in this context refers to when we decode and
+ // buffer decoded samples in advance of when they're needed for playback.
+ // This flag is set for preload=metadata media, and means we won't
+ // decode more than the first video frame and first block of audio samples
+ // for that media when we startup, or after a seek. When Play() is called,
+ // we reset this flag, as we assume the user is playing the media, so
+ // prerolling is appropriate then. This flag is used to reduce the overhead
+ // of prerolling samples for media elements that may not play, both
+ // memory and CPU overhead.
+ bool mMinimizePreroll;
+
+ // Stores presentation info required for playback.
+ Maybe<MediaInfo> mInfo;
+
+ nsAutoPtr<MetadataTags> mMetadataTags;
+
+ mozilla::MediaMetadataManager mMetadataManager;
+
+ // Track our request to update the buffered ranges
+ MozPromiseRequestHolder<MediaDecoderReader::BufferedUpdatePromise> mBufferedUpdateRequest;
+
+ // True if we are back from DECODER_STATE_DORMANT state and
+ // LoadedMetadataEvent was already sent.
+ bool mSentLoadedMetadataEvent;
+
+ // True if we've decoded first frames (thus having the start time) and
+ // notified the FirstFrameLoaded event. Note we can't initiate seek until the
+ // start time is known which happens when the first frames are decoded or we
+ // are playing an MSE stream (the start time is always assumed 0).
+ bool mSentFirstFrameLoadedEvent;
+
+ // True if video decoding is suspended.
+ bool mVideoDecodeSuspended;
+
+ // True if the media is seekable (i.e. supports random access).
+ bool mMediaSeekable = true;
+
+ // True if the media is seekable only in buffered ranges.
+ bool mMediaSeekableOnlyInBufferedRanges = false;
+
+ // Track enabling video decode suspension via timer
+ DelayedScheduler mVideoDecodeSuspendTimer;
+
+ // Data about MediaStreams that are being fed by the decoder.
+ const RefPtr<OutputStreamManager> mOutputStreamManager;
+
+ // Media data resource from the decoder.
+ RefPtr<MediaResource> mResource;
+
+ // Track the complete & error for audio/video separately
+ MozPromiseRequestHolder<GenericPromise> mMediaSinkAudioPromise;
+ MozPromiseRequestHolder<GenericPromise> mMediaSinkVideoPromise;
+
+ MediaEventListener mAudioQueueListener;
+ MediaEventListener mVideoQueueListener;
+ MediaEventListener mAudibleListener;
+ MediaEventListener mOnMediaNotSeekable;
+
+ MediaEventProducerExc<nsAutoPtr<MediaInfo>,
+ nsAutoPtr<MetadataTags>,
+ MediaDecoderEventVisibility> mMetadataLoadedEvent;
+ MediaEventProducerExc<nsAutoPtr<MediaInfo>,
+ MediaDecoderEventVisibility> mFirstFrameLoadedEvent;
+
+ MediaEventProducer<MediaEventType> mOnPlaybackEvent;
+ MediaEventProducer<MediaResult> mOnPlaybackErrorEvent;
+
+ MediaEventProducer<DecoderDoctorEvent> mOnDecoderDoctorEvent;
+
+ // True if audio is offloading.
+ // Playback will not start when audio is offloading.
+ bool mAudioOffloading;
+
+ void OnCDMProxyReady(RefPtr<CDMProxy> aProxy);
+ void OnCDMProxyNotReady();
+ RefPtr<CDMProxy> mCDMProxy;
+ MozPromiseRequestHolder<MediaDecoder::CDMProxyPromise> mCDMProxyPromise;
+
+private:
+ // The buffered range. Mirrored from the decoder thread.
+ Mirror<media::TimeIntervals> mBuffered;
+
+ // The duration according to the demuxer's current estimate, mirrored from the main thread.
+ Mirror<media::NullableTimeUnit> mEstimatedDuration;
+
+ // The duration explicitly set by JS, mirrored from the main thread.
+ Mirror<Maybe<double>> mExplicitDuration;
+
+ // The current play state and next play state, mirrored from the main thread.
+ Mirror<MediaDecoder::PlayState> mPlayState;
+ Mirror<MediaDecoder::PlayState> mNextPlayState;
+
+ // Volume of playback. 0.0 = muted. 1.0 = full volume.
+ Mirror<double> mVolume;
+
+ // Pitch preservation for the playback rate.
+ Mirror<bool> mPreservesPitch;
+
+ // True if the media is same-origin with the element. Data can only be
+ // passed to MediaStreams when this is true.
+ Mirror<bool> mSameOriginMedia;
+
+ // An identifier for the principal of the media. Used to track when
+ // main-thread induced principal changes get reflected on MSG thread.
+ Mirror<PrincipalHandle> mMediaPrincipalHandle;
+
+ // Estimate of the current playback rate (bytes/second).
+ Mirror<double> mPlaybackBytesPerSecond;
+
+ // True if mPlaybackBytesPerSecond is a reliable estimate.
+ Mirror<bool> mPlaybackRateReliable;
+
+ // Current decoding position in the stream.
+ Mirror<int64_t> mDecoderPosition;
+
+ // IsVisible, mirrored from the media decoder.
+ Mirror<bool> mIsVisible;
+
+ // Duration of the media. This is guaranteed to be non-null after we finish
+ // decoding the first frame.
+ Canonical<media::NullableTimeUnit> mDuration;
+
+ // Whether we're currently in or transitioning to shutdown state.
+ Canonical<bool> mIsShutdown;
+
+ // The status of our next frame. Mirrored on the main thread and used to
+ // compute ready state.
+ Canonical<NextFrameStatus> mNextFrameStatus;
+
+ // The time of the current frame in microseconds, corresponding to the "current
+ // playback position" in HTML5. This is referenced from 0, which is the initial
+ // playback position.
+ Canonical<int64_t> mCurrentPosition;
+
+ // Current playback position in the stream in bytes.
+ Canonical<int64_t> mPlaybackOffset;
+
+ // Used to distinguish whether the audio is producing sound.
+ Canonical<bool> mIsAudioDataAudible;
+
+public:
+ AbstractCanonical<media::TimeIntervals>* CanonicalBuffered() const;
+
+ AbstractCanonical<media::NullableTimeUnit>* CanonicalDuration() {
+ return &mDuration;
+ }
+ AbstractCanonical<bool>* CanonicalIsShutdown() {
+ return &mIsShutdown;
+ }
+ AbstractCanonical<NextFrameStatus>* CanonicalNextFrameStatus() {
+ return &mNextFrameStatus;
+ }
+ AbstractCanonical<int64_t>* CanonicalCurrentPosition() {
+ return &mCurrentPosition;
+ }
+ AbstractCanonical<int64_t>* CanonicalPlaybackOffset() {
+ return &mPlaybackOffset;
+ }
+ AbstractCanonical<bool>* CanonicalIsAudioDataAudible() {
+ return &mIsAudioDataAudible;
+ }
+};
+
+} // namespace mozilla
+
+#endif