mirror of
https://github.com/classilla/tenfourfox.git
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437 lines
12 KiB
C++
437 lines
12 KiB
C++
/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* vim: set ts=8 sts=2 et sw=2 tw=80: */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "VideoSink.h"
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namespace mozilla {
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extern LazyLogModule gMediaDecoderLog;
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#define VSINK_LOG(msg, ...) \
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MOZ_LOG(gMediaDecoderLog, LogLevel::Debug, \
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("VideoSink=%p " msg, this, ##__VA_ARGS__))
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#define VSINK_LOG_V(msg, ...) \
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MOZ_LOG(gMediaDecoderLog, LogLevel::Verbose, \
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("VideoSink=%p " msg, this, ##__VA_ARGS__))
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using namespace mozilla::layers;
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namespace media {
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VideoSink::VideoSink(AbstractThread* aThread,
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MediaSink* aAudioSink,
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MediaQueue<MediaData>& aVideoQueue,
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VideoFrameContainer* aContainer,
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bool aRealTime,
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FrameStatistics& aFrameStats,
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uint32_t aVQueueSentToCompositerSize)
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: mOwnerThread(aThread)
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, mAudioSink(aAudioSink)
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, mVideoQueue(aVideoQueue)
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, mContainer(aContainer)
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, mProducerID(ImageContainer::AllocateProducerID())
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, mRealTime(aRealTime)
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, mFrameStats(aFrameStats)
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, mVideoFrameEndTime(-1)
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, mHasVideo(false)
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, mUpdateScheduler(aThread)
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, mVideoQueueSendToCompositorSize(aVQueueSentToCompositerSize)
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{
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MOZ_ASSERT(mAudioSink, "AudioSink should exist.");
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}
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VideoSink::~VideoSink()
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{
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}
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const MediaSink::PlaybackParams&
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VideoSink::GetPlaybackParams() const
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{
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AssertOwnerThread();
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return mAudioSink->GetPlaybackParams();
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}
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void
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VideoSink::SetPlaybackParams(const PlaybackParams& aParams)
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{
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AssertOwnerThread();
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mAudioSink->SetPlaybackParams(aParams);
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}
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RefPtr<GenericPromise>
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VideoSink::OnEnded(TrackType aType)
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{
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AssertOwnerThread();
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MOZ_ASSERT(mAudioSink->IsStarted(), "Must be called after playback starts.");
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if (aType == TrackInfo::kAudioTrack) {
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return mAudioSink->OnEnded(aType);
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} else if (aType == TrackInfo::kVideoTrack) {
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return mEndPromise;
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}
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return nullptr;
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}
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int64_t
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VideoSink::GetEndTime(TrackType aType) const
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{
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AssertOwnerThread();
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MOZ_ASSERT(mAudioSink->IsStarted(), "Must be called after playback starts.");
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if (aType == TrackInfo::kVideoTrack) {
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return mVideoFrameEndTime;
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} else if (aType == TrackInfo::kAudioTrack) {
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return mAudioSink->GetEndTime(aType);
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}
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return -1;
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}
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int64_t
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VideoSink::GetPosition(TimeStamp* aTimeStamp) const
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{
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AssertOwnerThread();
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return mAudioSink->GetPosition(aTimeStamp);
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}
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bool
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VideoSink::HasUnplayedFrames(TrackType aType) const
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{
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AssertOwnerThread();
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MOZ_ASSERT(aType == TrackInfo::kAudioTrack, "Not implemented for non audio tracks.");
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return mAudioSink->HasUnplayedFrames(aType);
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}
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void
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VideoSink::SetPlaybackRate(double aPlaybackRate)
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{
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AssertOwnerThread();
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mAudioSink->SetPlaybackRate(aPlaybackRate);
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}
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void
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VideoSink::SetVolume(double aVolume)
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{
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AssertOwnerThread();
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mAudioSink->SetVolume(aVolume);
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}
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void
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VideoSink::SetPreservesPitch(bool aPreservesPitch)
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{
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AssertOwnerThread();
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mAudioSink->SetPreservesPitch(aPreservesPitch);
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}
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void
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VideoSink::SetPlaying(bool aPlaying)
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{
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AssertOwnerThread();
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VSINK_LOG_V(" playing (%d) -> (%d)", mAudioSink->IsPlaying(), aPlaying);
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if (!aPlaying) {
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// Reset any update timer if paused.
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mUpdateScheduler.Reset();
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// Since playback is paused, tell compositor to render only current frame.
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RenderVideoFrames(1);
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}
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mAudioSink->SetPlaying(aPlaying);
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if (mHasVideo && aPlaying) {
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// There's no thread in VideoSink for pulling video frames, need to trigger
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// rendering while becoming playing status. because the VideoQueue may be
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// full already.
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TryUpdateRenderedVideoFrames();
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}
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}
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void
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VideoSink::Start(int64_t aStartTime, const MediaInfo& aInfo)
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{
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AssertOwnerThread();
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VSINK_LOG("[%s]", __func__);
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mAudioSink->Start(aStartTime, aInfo);
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mHasVideo = aInfo.HasVideo();
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if (mHasVideo) {
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mEndPromise = mEndPromiseHolder.Ensure(__func__);
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ConnectListener();
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TryUpdateRenderedVideoFrames();
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}
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}
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void
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VideoSink::Stop()
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{
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AssertOwnerThread();
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MOZ_ASSERT(mAudioSink->IsStarted(), "playback not started.");
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VSINK_LOG("[%s]", __func__);
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mAudioSink->Stop();
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mUpdateScheduler.Reset();
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if (mHasVideo) {
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DisconnectListener();
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mEndPromiseHolder.Resolve(true, __func__);
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mEndPromise = nullptr;
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}
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mVideoFrameEndTime = -1;
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}
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bool
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VideoSink::IsStarted() const
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{
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AssertOwnerThread();
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return mAudioSink->IsStarted();
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}
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bool
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VideoSink::IsPlaying() const
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{
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AssertOwnerThread();
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return mAudioSink->IsPlaying();
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}
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void
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VideoSink::Shutdown()
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{
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AssertOwnerThread();
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MOZ_ASSERT(!mAudioSink->IsStarted(), "must be called after playback stops.");
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VSINK_LOG("[%s]", __func__);
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mAudioSink->Shutdown();
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}
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void
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VideoSink::OnVideoQueueEvent(RefPtr<MediaData>&& aSample)
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{
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AssertOwnerThread();
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// Listen to push event, VideoSink should try rendering ASAP if first frame
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// arrives but update scheduler is not triggered yet.
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VideoData* v = aSample->As<VideoData>();
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if (!v->mSentToCompositor) {
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// Since we push rendered frames back to the queue, we will receive
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// push events for them. We only need to trigger render loop
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// when this frame is not rendered yet.
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TryUpdateRenderedVideoFrames();
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}
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}
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void
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VideoSink::Redraw()
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{
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AssertOwnerThread();
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RenderVideoFrames(1);
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}
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void
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VideoSink::TryUpdateRenderedVideoFrames()
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{
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AssertOwnerThread();
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if (!mUpdateScheduler.IsScheduled() && VideoQueue().GetSize() >= 1 &&
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mAudioSink->IsPlaying()) {
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UpdateRenderedVideoFrames();
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}
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}
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void
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VideoSink::UpdateRenderedVideoFramesByTimer()
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{
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AssertOwnerThread();
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mUpdateScheduler.CompleteRequest();
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UpdateRenderedVideoFrames();
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}
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void
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VideoSink::ConnectListener()
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{
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AssertOwnerThread();
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mPushListener = VideoQueue().PushEvent().Connect(
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mOwnerThread, this, &VideoSink::OnVideoQueueEvent);
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}
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void
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VideoSink::DisconnectListener()
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{
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AssertOwnerThread();
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mPushListener.Disconnect();
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}
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void
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VideoSink::RenderVideoFrames(int32_t aMaxFrames,
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int64_t aClockTime,
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const TimeStamp& aClockTimeStamp)
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{
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AssertOwnerThread();
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nsAutoTArray<RefPtr<MediaData>,16> frames;
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VideoQueue().GetFirstElements(aMaxFrames, &frames);
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if (frames.IsEmpty() || !mContainer) {
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return;
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}
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nsAutoTArray<ImageContainer::NonOwningImage,16> images;
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TimeStamp lastFrameTime;
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MediaSink::PlaybackParams params = mAudioSink->GetPlaybackParams();
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for (uint32_t i = 0; i < frames.Length(); ++i) {
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VideoData* frame = frames[i]->As<VideoData>();
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frame->mSentToCompositor = true;
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// This frame is behind the current time. Let's report it as dropped.
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// bug 1299018
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if (aClockTime >= frame->GetEndTime()) {
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frame->mIsDropped = true;
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}
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if (!frame->mImage || !frame->mImage->IsValid()) {
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continue;
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}
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int64_t frameTime = frame->mTime;
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if (frameTime < 0) {
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// Frame times before the start time are invalid; drop such frames
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continue;
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}
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TimeStamp t;
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if (aMaxFrames > 1) {
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MOZ_ASSERT(!aClockTimeStamp.IsNull());
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int64_t delta = frame->mTime - aClockTime;
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t = aClockTimeStamp +
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TimeDuration::FromMicroseconds(delta / params.mPlaybackRate);
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if (!lastFrameTime.IsNull() && t <= lastFrameTime) {
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// Timestamps out of order; drop the new frame. In theory we should
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// probably replace the previous frame with the new frame if the
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// timestamps are equal, but this is a corrupt video file already so
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// never mind.
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continue;
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}
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lastFrameTime = t;
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}
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ImageContainer::NonOwningImage* img = images.AppendElement();
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img->mTimeStamp = t;
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img->mImage = frame->mImage;
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img->mFrameID = frame->mFrameID;
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img->mProducerID = mProducerID;
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VSINK_LOG_V("playing video frame %lld (id=%x) (vq-queued=%i)",
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frame->mTime, frame->mFrameID, VideoQueue().GetSize());
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}
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mContainer->SetCurrentFrames(frames[0]->As<VideoData>()->mDisplay, images);
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}
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void
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VideoSink::UpdateRenderedVideoFrames()
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{
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AssertOwnerThread();
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MOZ_ASSERT(mAudioSink->IsPlaying(), "should be called while playing.");
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TimeStamp nowTime;
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const int64_t clockTime = mAudioSink->GetPosition(&nowTime);
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// Skip frames up to the frame at the playback position, and figure out
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// the time remaining until it's time to display the next frame and drop
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// the current frame.
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NS_ASSERTION(clockTime >= 0, "Should have positive clock time.");
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#if(0)
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int64_t remainingTime = -1;
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if (VideoQueue().GetSize() > 0) {
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RefPtr<MediaData> currentFrame = VideoQueue().PopFront();
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int32_t framesRemoved = 0;
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while (VideoQueue().GetSize() > 0) {
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MediaData* nextFrame = VideoQueue().PeekFront();
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if (!mRealTime && nextFrame->mTime > clockTime) {
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remainingTime = nextFrame->mTime - clockTime;
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break;
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}
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++framesRemoved;
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if (!currentFrame->As<VideoData>()->mSentToCompositor ||
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currentFrame->As<VideoData>()->mIsDropped /* bug 1299018 */) {
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mFrameStats.NotifyDecodedFrames(0, 0, 1);
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VSINK_LOG_V("discarding video frame mTime=%lld clock_time=%lld",
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currentFrame->mTime, clockTime);
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}
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currentFrame = VideoQueue().PopFront();
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}
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VideoQueue().PushFront(currentFrame);
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if (framesRemoved > 0) {
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mVideoFrameEndTime = currentFrame->GetEndTime();
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mFrameStats.NotifyPresentedFrame();
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}
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}
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RenderVideoFrames(mVideoQueueSendToCompositorSize, clockTime, nowTime);
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// No next fame to render. There is no need to schedule next render
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// loop. We will run render loops again upon incoming frames.
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if (remainingTime < 0) {
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return;
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}
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TimeStamp target = nowTime + TimeDuration::FromMicroseconds(
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remainingTime / mAudioSink->GetPlaybackParams().mPlaybackRate);
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#else
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// bug 1258870
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// Skip frames up to the playback position.
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int64_t lastDisplayedFrameEndTime = 0;
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while (VideoQueue().GetSize() > 0 &&
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clockTime >= VideoQueue().PeekFront()->GetEndTime()) { // bug 1298594
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RefPtr<MediaData> frame = VideoQueue().PopFront();
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if ( frame->As<VideoData>()->mSentToCompositor &&
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!frame->As<VideoData>()->mIsDropped /* bug 1299018 */) {
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lastDisplayedFrameEndTime = frame->GetEndTime();
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mFrameStats.NotifyPresentedFrame();
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} else {
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mFrameStats.NotifyDecodedFrames(0, 0, 1);
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VSINK_LOG_V("discarding video frame mTime=%lld clock_time=%lld",
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frame->mTime, clockTime);
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}
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}
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// The presentation end time of the last video frame displayed is either
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// the end time of the current frame, or if we dropped all frames in the
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// queue, the end time of the last frame we removed from the queue.
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RefPtr<MediaData> currentFrame = VideoQueue().PeekFront();
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mVideoFrameEndTime = currentFrame ? currentFrame->GetEndTime() : lastDisplayedFrameEndTime;
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RenderVideoFrames(mVideoQueueSendToCompositorSize, clockTime, nowTime);
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// Get the timestamp of the next frame. Schedule the next update at
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// the start time of the next frame. If we don't have a next frame,
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// we will run render loops again upon incoming frames.
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nsTArray<RefPtr<MediaData>> frames;
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VideoQueue().GetFirstElements(2, &frames);
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if (frames.Length() < 2) {
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return;
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}
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int64_t nextFrameTime = frames[1]->mTime;
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TimeStamp target = nowTime + TimeDuration::FromMicroseconds((nextFrameTime - clockTime) / mAudioSink->GetPlaybackParams().mPlaybackRate);
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#endif
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RefPtr<VideoSink> self = this;
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mUpdateScheduler.Ensure(target, [self] () {
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self->UpdateRenderedVideoFramesByTimer();
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}, [self] () {
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self->UpdateRenderedVideoFramesByTimer();
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});
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}
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} // namespace media
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} // namespace mozilla
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