tenfourfox/dom/media/MediaDecoderStateMachine.cpp

3172 lines
109 KiB
C++

/* -*- 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/. */
#ifdef XP_WIN
// Include Windows headers required for enabling high precision timers.
#include "windows.h"
#include "mmsystem.h"
#endif
#include <algorithm>
#include <stdint.h>
#include "gfx2DGlue.h"
#include "mediasink/DecodedAudioDataSink.h"
#include "mediasink/AudioSinkWrapper.h"
#include "mediasink/VideoSink.h"
#include "mediasink/DecodedStream.h"
#include "mozilla/DebugOnly.h"
#include "mozilla/Logging.h"
#include "mozilla/mozalloc.h"
#include "mozilla/MathAlgorithms.h"
#include "mozilla/Preferences.h"
#include "mozilla/SharedThreadPool.h"
#include "mozilla/TaskQueue.h"
#include "nsComponentManagerUtils.h"
#include "nsContentUtils.h"
#include "nsIEventTarget.h"
#include "nsITimer.h"
#include "nsPrintfCString.h"
#include "nsTArray.h"
#include "nsDeque.h"
#include "prenv.h"
#include "AudioSegment.h"
#include "DOMMediaStream.h"
#include "ImageContainer.h"
#include "MediaDecoder.h"
#include "MediaDecoderReader.h"
#include "MediaDecoderStateMachine.h"
#include "MediaShutdownManager.h"
#include "MediaTimer.h"
#include "TimeUnits.h"
#include "VideoSegment.h"
#include "VideoUtils.h"
#include <mach/mach.h>
#include <mach/mach_error.h>
#include <mach/bootstrap.h>
namespace mozilla {
using namespace mozilla::dom;
using namespace mozilla::layers;
using namespace mozilla::media;
#define NS_DispatchToMainThread(...) CompileError_UseAbstractThreadDispatchInstead
// avoid redefined macro in unified build
#undef LOG
#undef DECODER_LOG
#undef VERBOSE_LOG
#define LOG(m, l, x, ...) \
MOZ_LOG(m, l, ("Decoder=%p " x, mDecoderID, ##__VA_ARGS__))
#define DECODER_LOG(x, ...) \
LOG(gMediaDecoderLog, LogLevel::Debug, x, ##__VA_ARGS__)
#define VERBOSE_LOG(x, ...) \
LOG(gMediaDecoderLog, LogLevel::Verbose, x, ##__VA_ARGS__)
#define SAMPLE_LOG(x, ...) \
LOG(gMediaSampleLog, LogLevel::Debug, x, ##__VA_ARGS__)
// Somehow MSVC doesn't correctly delete the comma before ##__VA_ARGS__
// when __VA_ARGS__ expands to nothing. This is a workaround for it.
#define DECODER_WARN_HELPER(a, b) NS_WARNING b
#define DECODER_WARN(x, ...) \
DECODER_WARN_HELPER(0, (nsPrintfCString("Decoder=%p " x, mDecoderID, ##__VA_ARGS__).get()))
// Certain constants get stored as member variables and then adjusted by various
// scale factors on a per-decoder basis. We want to make sure to avoid using these
// constants directly, so we put them in a namespace.
namespace detail {
// If audio queue has less than this many usecs of decoded audio, we won't risk
// trying to decode the video, we'll skip decoding video up to the next
// keyframe. We may increase this value for an individual decoder if we
// encounter video frames which take a long time to decode.
static const uint32_t LOW_AUDIO_USECS = 300000;
// If more than this many usecs of decoded audio is queued, we'll hold off
// decoding more audio. If we increase the low audio threshold (see
// LOW_AUDIO_USECS above) we'll also increase this value to ensure it's not
// less than the low audio threshold.
const int64_t AMPLE_AUDIO_USECS = 2000000;
} // namespace detail
// When we're only playing audio and we don't have a video stream, we divide
// AMPLE_AUDIO_USECS and LOW_AUDIO_USECS by the following value. This reduces
// the amount of decoded audio we buffer, reducing our memory usage. We only
// need to decode far ahead when we're decoding video using software decoding,
// as otherwise a long video decode could cause an audio underrun.
const int64_t NO_VIDEO_AMPLE_AUDIO_DIVISOR = 8;
// If we have fewer than LOW_VIDEO_FRAMES decoded frames, and
// we're not "prerolling video", we'll skip the video up to the next keyframe
// which is at or after the current playback position.
static const uint32_t LOW_VIDEO_FRAMES = 8;
// Threshold in usecs that used to check if we are low on decoded video.
// If the last video frame's end time |mDecodedVideoEndTime| is more than
// |LOW_VIDEO_THRESHOLD_USECS*mPlaybackRate| after the current clock in
// Advanceframe(), the video decode is lagging, and we skip to next keyframe.
static const int32_t LOW_VIDEO_THRESHOLD_USECS = 16000;
// Arbitrary "frame duration" when playing only audio.
static const int AUDIO_DURATION_USECS = 40000;
// If we increase our "low audio threshold" (see LOW_AUDIO_USECS above), we
// use this as a factor in all our calculations. Increasing this will cause
// us to be more likely to increase our low audio threshold, and to
// increase it by more.
static const int THRESHOLD_FACTOR = 2;
namespace detail {
// If we have less than this much undecoded data available, we'll consider
// ourselves to be running low on undecoded data. We determine how much
// undecoded data we have remaining using the reader's GetBuffered()
// implementation.
static const int64_t LOW_DATA_THRESHOLD_USECS = 5000000;
// LOW_DATA_THRESHOLD_USECS needs to be greater than AMPLE_AUDIO_USECS, otherwise
// the skip-to-keyframe logic can activate when we're running low on data.
static_assert(LOW_DATA_THRESHOLD_USECS > AMPLE_AUDIO_USECS,
"LOW_DATA_THRESHOLD_USECS is too small");
} // namespace detail
// Amount of excess usecs of data to add in to the "should we buffer" calculation.
static const uint32_t EXHAUSTED_DATA_MARGIN_USECS = 100000;
// If we enter buffering within QUICK_BUFFER_THRESHOLD_USECS seconds of starting
// decoding, we'll enter "quick buffering" mode, which exits a lot sooner than
// normal buffering mode. This exists so that if the decode-ahead exhausts the
// downloaded data while decode/playback is just starting up (for example
// after a seek while the media is still playing, or when playing a media
// as soon as it's load started), we won't necessarily stop for 30s and wait
// for buffering. We may actually be able to playback in this case, so exit
// buffering early and try to play. If it turns out we can't play, we'll fall
// back to buffering normally.
static const uint32_t QUICK_BUFFER_THRESHOLD_USECS = 2000000;
namespace detail {
// If we're quick buffering, we'll remain in buffering mode while we have less than
// QUICK_BUFFERING_LOW_DATA_USECS of decoded data available.
static const uint32_t QUICK_BUFFERING_LOW_DATA_USECS = 1000000;
// If QUICK_BUFFERING_LOW_DATA_USECS is > AMPLE_AUDIO_USECS, we won't exit
// quick buffering in a timely fashion, as the decode pauses when it
// reaches AMPLE_AUDIO_USECS decoded data, and thus we'll never reach
// QUICK_BUFFERING_LOW_DATA_USECS.
static_assert(QUICK_BUFFERING_LOW_DATA_USECS <= AMPLE_AUDIO_USECS,
"QUICK_BUFFERING_LOW_DATA_USECS is too large");
} // namespace detail
static TimeDuration UsecsToDuration(int64_t aUsecs) {
return TimeDuration::FromMicroseconds(aUsecs);
}
static int64_t DurationToUsecs(TimeDuration aDuration) {
return static_cast<int64_t>(aDuration.ToSeconds() * USECS_PER_S);
}
static const uint32_t MIN_VIDEO_QUEUE_SIZE = 500;
static const uint32_t MAX_VIDEO_QUEUE_SIZE = 500;
static const uint32_t VIDEO_QUEUE_SEND_TO_COMPOSITOR_SIZE = 45;
static uint32_t sVideoQueueDefaultSize = MAX_VIDEO_QUEUE_SIZE;
static uint32_t sVideoQueueHWAccelSize = MIN_VIDEO_QUEUE_SIZE;
static uint32_t sVideoQueueSendToCompositorSize = VIDEO_QUEUE_SEND_TO_COMPOSITOR_SIZE;
// TenFourFox issue 434
// Seconds to stall the video decoder on initial startup to allow sufficient
// buildup in memory and other items onscreen to render.
// Currently disabled by default since it has odd behaviour with short
// videos and ads.
static const uint32_t DEFAULT_VIDEO_DECODE_STARTUP_DELAY = 0;
static uint32_t sVideoDecodeStartupDelay = DEFAULT_VIDEO_DECODE_STARTUP_DELAY;
// Settings for Mach factor cap controller.
// Originally this was load-average based, hence the variable names.
// Currently disabled by default pending additional testing.
static const uint32_t LOAD_AVERAGE_MAX = 450;
static const uint32_t LOAD_AVERAGE_DELAY = 5;
static const uint32_t MAX_LOAD_AVERAGE_DELAYS = 0;
static uint32_t sLoadAverageMax = LOAD_AVERAGE_MAX;
static uint32_t sLoadAverageDelay = LOAD_AVERAGE_DELAY;
static uint32_t sMaxLoadAverageDelays = MAX_LOAD_AVERAGE_DELAYS;
// Caches for Mach factor monitoring.
// These can be singletons since they're shared over the entire machine.
static processor_set_name_port_t sMachDefaultPset;
static struct processor_set_load_info sMachLoadInfo;
static host_name_port_t sMachHost;
static kern_return_t sMachLastKernelReturn;
static void InitVideoQueuePrefs() {
MOZ_ASSERT(NS_IsMainThread());
static bool sPrefInit = false;
if (!sPrefInit) {
sPrefInit = true;
sVideoQueueDefaultSize = Preferences::GetUint(
"media.video-queue.default-size", MAX_VIDEO_QUEUE_SIZE);
sVideoQueueHWAccelSize = Preferences::GetUint(
"media.video-queue.hw-accel-size", MIN_VIDEO_QUEUE_SIZE);
sVideoQueueSendToCompositorSize = Preferences::GetUint(
"media.video-queue.send-to-compositor-size", VIDEO_QUEUE_SEND_TO_COMPOSITOR_SIZE);
// TenFourFox-specific state machine settings.
// If decode delay == 0, do not introduce a decoding delay before playback.
sVideoDecodeStartupDelay = Preferences::GetUint(
"tenfourfox.media.decode_delay", DEFAULT_VIDEO_DECODE_STARTUP_DELAY);
sLoadAverageMax = Preferences::GetUint(
"tenfourfox.media.mach_factor_min", LOAD_AVERAGE_MAX);
// If Mach factor delay == 0, then instead of a pause, check buffering.
sLoadAverageDelay = Preferences::GetUint(
"tenfourfox.media.mach_factor_delay", LOAD_AVERAGE_DELAY);
// If number of tries == 0, don't do Mach factor monitoring.
sMaxLoadAverageDelays = Preferences::GetUint(
"tenfourfox.media.mach_factor_max_tries", MAX_LOAD_AVERAGE_DELAYS);
// Precompute variables for Mach factor/load monitoring.
// These can be singletons since they're shared over the entire machine.
// If this fails, warn, and then disable load average throttling.
sMachHost = mach_host_self();
kern_return_t ret = processor_set_default(sMachHost, &sMachDefaultPset);
if (ret != KERN_SUCCESS) {
fprintf(stderr, "Unable to initialize Mach video load monitoring: %i\n", (uint32_t)ret);
sMaxLoadAverageDelays = 0;
}
}
}
MediaDecoderStateMachine::MediaDecoderStateMachine(MediaDecoder* aDecoder,
MediaDecoderReader* aReader,
bool aRealTime) :
mDecoderID(aDecoder),
mFrameStats(&aDecoder->GetFrameStatistics()),
mVideoFrameContainer(aDecoder->GetVideoFrameContainer()),
mAudioChannel(aDecoder->GetAudioChannel()),
mTaskQueue(new TaskQueue(GetMediaThreadPool(MediaThreadType::PLAYBACK),
/* aSupportsTailDispatch = */ true)),
mWatchManager(this, mTaskQueue),
mRealTime(aRealTime),
mDispatchedStateMachine(false),
mDelayedScheduler(mTaskQueue),
mState(DECODER_STATE_DECODING_NONE, "MediaDecoderStateMachine::mState"),
mCurrentFrameID(0),
mObservedDuration(TimeUnit(), "MediaDecoderStateMachine::mObservedDuration"),
mFragmentEndTime(-1),
mReader(aReader),
mDecodedAudioEndTime(-1),
mDecodedVideoEndTime(-1),
mPlaybackRate(1.0),
mLowAudioThresholdUsecs(detail::LOW_AUDIO_USECS),
mAmpleAudioThresholdUsecs(detail::AMPLE_AUDIO_USECS),
mQuickBufferingLowDataThresholdUsecs(detail::QUICK_BUFFERING_LOW_DATA_USECS),
mIsAudioPrerolling(false),
mIsVideoPrerolling(false),
mAudioCaptured(false, "MediaDecoderStateMachine::mAudioCaptured"),
mAudioCompleted(false, "MediaDecoderStateMachine::mAudioCompleted"),
mNotifyMetadataBeforeFirstFrame(false),
mDispatchedEventToDecode(false),
mQuickBuffering(false),
mMinimizePreroll(false),
mDecodeThreadWaiting(false),
mDropAudioUntilNextDiscontinuity(false),
mDropVideoUntilNextDiscontinuity(false),
mDecodeToSeekTarget(false),
mCurrentTimeBeforeSeek(0),
mCorruptFrames(60),
mDecodingFirstFrame(true),
mSentLoadedMetadataEvent(false),
mSentFirstFrameLoadedEvent(false, "MediaDecoderStateMachine::mSentFirstFrameLoadedEvent"),
mSentPlaybackEndedEvent(false),
mStreamSink(new DecodedStream(mTaskQueue, mAudioQueue, mVideoQueue)),
mResource(aDecoder->GetResource()),
mAudioOffloading(false),
mBuffered(mTaskQueue, TimeIntervals(),
"MediaDecoderStateMachine::mBuffered (Mirror)"),
mEstimatedDuration(mTaskQueue, NullableTimeUnit(),
"MediaDecoderStateMachine::mEstimatedDuration (Mirror)"),
mExplicitDuration(mTaskQueue, Maybe<double>(),
"MediaDecoderStateMachine::mExplicitDuration (Mirror)"),
mPlayState(mTaskQueue, MediaDecoder::PLAY_STATE_LOADING,
"MediaDecoderStateMachine::mPlayState (Mirror)"),
mNextPlayState(mTaskQueue, MediaDecoder::PLAY_STATE_PAUSED,
"MediaDecoderStateMachine::mNextPlayState (Mirror)"),
mLogicallySeeking(mTaskQueue, false,
"MediaDecoderStateMachine::mLogicallySeeking (Mirror)"),
mVolume(mTaskQueue, 1.0, "MediaDecoderStateMachine::mVolume (Mirror)"),
mLogicalPlaybackRate(mTaskQueue, 1.0,
"MediaDecoderStateMachine::mLogicalPlaybackRate (Mirror)"),
mPreservesPitch(mTaskQueue, true,
"MediaDecoderStateMachine::mPreservesPitch (Mirror)"),
mSameOriginMedia(mTaskQueue, false,
"MediaDecoderStateMachine::mSameOriginMedia (Mirror)"),
mPlaybackBytesPerSecond(mTaskQueue, 0.0,
"MediaDecoderStateMachine::mPlaybackBytesPerSecond (Mirror)"),
mPlaybackRateReliable(mTaskQueue, true,
"MediaDecoderStateMachine::mPlaybackRateReliable (Mirror)"),
mDecoderPosition(mTaskQueue, 0,
"MediaDecoderStateMachine::mDecoderPosition (Mirror)"),
mMediaSeekable(mTaskQueue, true,
"MediaDecoderStateMachine::mMediaSeekable (Mirror)"),
mDuration(mTaskQueue, NullableTimeUnit(),
"MediaDecoderStateMachine::mDuration (Canonical"),
mIsShutdown(mTaskQueue, false,
"MediaDecoderStateMachine::mIsShutdown (Canonical)"),
mNextFrameStatus(mTaskQueue, MediaDecoderOwner::NEXT_FRAME_UNINITIALIZED,
"MediaDecoderStateMachine::mNextFrameStatus (Canonical)"),
mCurrentPosition(mTaskQueue, 0,
"MediaDecoderStateMachine::mCurrentPosition (Canonical)"),
mPlaybackOffset(mTaskQueue, 0,
"MediaDecoderStateMachine::mPlaybackOffset (Canonical)")
{
MOZ_COUNT_CTOR(MediaDecoderStateMachine);
NS_ASSERTION(NS_IsMainThread(), "Should be on main thread.");
// Dispatch initialization that needs to happen on that task queue.
nsCOMPtr<nsIRunnable> r = NS_NewRunnableMethodWithArg<RefPtr<MediaDecoder>>(
this, &MediaDecoderStateMachine::InitializationTask, aDecoder);
mTaskQueue->Dispatch(r.forget());
InitVideoQueuePrefs();
mSystemLoadRetries = sMaxLoadAverageDelays;
mBufferingWait = IsRealTime() ? 0 : 15;
mLowDataThresholdUsecs = IsRealTime() ? 0 : detail::LOW_DATA_THRESHOLD_USECS;
#ifdef XP_WIN
// Ensure high precision timers are enabled on Windows, otherwise the state
// machine isn't woken up at reliable intervals to set the next frame,
// and we drop frames while painting. Note that multiple calls to this
// function per-process is OK, provided each call is matched by a corresponding
// timeEndPeriod() call.
timeBeginPeriod(1);
#endif
mAudioQueueListener = AudioQueue().PopEvent().Connect(
mTaskQueue, this, &MediaDecoderStateMachine::OnAudioPopped);
mVideoQueueListener = VideoQueue().PopEvent().Connect(
mTaskQueue, this, &MediaDecoderStateMachine::OnVideoPopped);
mMetadataManager.Connect(mReader->TimedMetadataEvent(), OwnerThread());
mMediaSink = CreateMediaSink(mAudioCaptured);
#ifdef MOZ_EME
mCDMProxyPromise.Begin(aDecoder->RequestCDMProxy()->Then(
OwnerThread(), __func__, this,
&MediaDecoderStateMachine::OnCDMProxyReady,
&MediaDecoderStateMachine::OnCDMProxyNotReady));
#endif
}
MediaDecoderStateMachine::~MediaDecoderStateMachine()
{
MOZ_ASSERT(NS_IsMainThread(), "Should be on main thread.");
MOZ_COUNT_DTOR(MediaDecoderStateMachine);
mReader = nullptr;
#ifdef XP_WIN
timeEndPeriod(1);
#endif
}
void
MediaDecoderStateMachine::InitializationTask(MediaDecoder* aDecoder)
{
MOZ_ASSERT(OnTaskQueue());
// Connect mirrors.
mBuffered.Connect(mReader->CanonicalBuffered());
mEstimatedDuration.Connect(aDecoder->CanonicalEstimatedDuration());
mExplicitDuration.Connect(aDecoder->CanonicalExplicitDuration());
mPlayState.Connect(aDecoder->CanonicalPlayState());
mNextPlayState.Connect(aDecoder->CanonicalNextPlayState());
mLogicallySeeking.Connect(aDecoder->CanonicalLogicallySeeking());
mVolume.Connect(aDecoder->CanonicalVolume());
mLogicalPlaybackRate.Connect(aDecoder->CanonicalPlaybackRate());
mPreservesPitch.Connect(aDecoder->CanonicalPreservesPitch());
mSameOriginMedia.Connect(aDecoder->CanonicalSameOriginMedia());
mPlaybackBytesPerSecond.Connect(aDecoder->CanonicalPlaybackBytesPerSecond());
mPlaybackRateReliable.Connect(aDecoder->CanonicalPlaybackRateReliable());
mDecoderPosition.Connect(aDecoder->CanonicalDecoderPosition());
mMediaSeekable.Connect(aDecoder->CanonicalMediaSeekable());
// Initialize watchers.
mWatchManager.Watch(mBuffered, &MediaDecoderStateMachine::BufferedRangeUpdated);
mWatchManager.Watch(mState, &MediaDecoderStateMachine::UpdateNextFrameStatus);
mWatchManager.Watch(mAudioCompleted, &MediaDecoderStateMachine::UpdateNextFrameStatus);
mWatchManager.Watch(mVolume, &MediaDecoderStateMachine::VolumeChanged);
mWatchManager.Watch(mLogicalPlaybackRate, &MediaDecoderStateMachine::LogicalPlaybackRateChanged);
mWatchManager.Watch(mPreservesPitch, &MediaDecoderStateMachine::PreservesPitchChanged);
mWatchManager.Watch(mEstimatedDuration, &MediaDecoderStateMachine::RecomputeDuration);
mWatchManager.Watch(mExplicitDuration, &MediaDecoderStateMachine::RecomputeDuration);
mWatchManager.Watch(mObservedDuration, &MediaDecoderStateMachine::RecomputeDuration);
mWatchManager.Watch(mPlayState, &MediaDecoderStateMachine::PlayStateChanged);
mWatchManager.Watch(mLogicallySeeking, &MediaDecoderStateMachine::LogicallySeekingChanged);
mWatchManager.Watch(mSameOriginMedia, &MediaDecoderStateMachine::SameOriginMediaChanged);
mWatchManager.Watch(mSentFirstFrameLoadedEvent, &MediaDecoderStateMachine::AdjustAudioThresholds);
mWatchManager.Watch(mAudioCaptured, &MediaDecoderStateMachine::AdjustAudioThresholds);
// Propagate mSameOriginMedia to mDecodedStream.
SameOriginMediaChanged();
}
media::MediaSink*
MediaDecoderStateMachine::CreateAudioSink()
{
RefPtr<MediaDecoderStateMachine> self = this;
auto audioSinkCreator = [self] () {
MOZ_ASSERT(self->OnTaskQueue());
return new DecodedAudioDataSink(
self->mAudioQueue, self->GetMediaTime(),
self->mInfo.mAudio, self->mAudioChannel);
};
return new AudioSinkWrapper(mTaskQueue, audioSinkCreator);
}
already_AddRefed<media::MediaSink>
MediaDecoderStateMachine::CreateMediaSink(bool aAudioCaptured)
{
// TODO: We can't really create a new DecodedStream until OutputStreamManager
// is extracted. It is tricky that the implementation of DecodedStream
// happens to allow reuse after shutdown without creating a new one.
RefPtr<media::MediaSink> audioSink = aAudioCaptured ?
mStreamSink : CreateAudioSink();
RefPtr<media::MediaSink> mediaSink =
new VideoSink(mTaskQueue, audioSink, mVideoQueue,
mVideoFrameContainer, mRealTime,
*mFrameStats,
sVideoQueueSendToCompositorSize);
return mediaSink.forget();
}
bool MediaDecoderStateMachine::HasFutureAudio()
{
MOZ_ASSERT(OnTaskQueue());
NS_ASSERTION(HasAudio(), "Should only call HasFutureAudio() when we have audio");
// We've got audio ready to play if:
// 1. We've not completed playback of audio, and
// 2. we either have more than the threshold of decoded audio available, or
// we've completely decoded all audio (but not finished playing it yet
// as per 1).
return !mAudioCompleted &&
(AudioDecodedUsecs() >
mLowAudioThresholdUsecs * mPlaybackRate ||
AudioQueue().IsFinished());
}
bool MediaDecoderStateMachine::HaveNextFrameData()
{
MOZ_ASSERT(OnTaskQueue());
return (!HasAudio() || HasFutureAudio()) &&
(!HasVideo() || VideoQueue().GetSize() > 1);
}
int64_t
MediaDecoderStateMachine::GetDecodedAudioDuration()
{
MOZ_ASSERT(OnTaskQueue());
if (mMediaSink->IsStarted()) {
// |mDecodedAudioEndTime == -1| means no decoded audio at all so the
// returned duration is 0.
return mDecodedAudioEndTime != -1 ? mDecodedAudioEndTime - GetClock() : 0;
}
// MediaSink not started. All audio samples are in the queue.
return AudioQueue().Duration();
}
void MediaDecoderStateMachine::DiscardStreamData()
{
MOZ_ASSERT(OnTaskQueue());
const auto clockTime = GetClock();
while (true) {
const MediaData* a = AudioQueue().PeekFront();
// If we discard audio samples fed to the stream immediately, we will
// keep decoding audio samples till the end and consume a lot of memory.
// Therefore we only discard those behind the stream clock to throttle
// the decoding speed.
// Note we don't discard a sample when |a->mTime == clockTime| because that
// will discard the 1st sample when clockTime is still 0.
if (a && a->mTime < clockTime) {
RefPtr<MediaData> releaseMe = AudioQueue().PopFront();
continue;
}
break;
}
// TenFourFox. Don't try to push video frames that are already past.
// This just wastes time in the compositor.
// Only bother doing this for the compositor queue size, because we'll only
// ever push that much to it anyway (otherwise this uses more CPU time than
// it saves).
size_t stopat = sVideoQueueSendToCompositorSize;
size_t framesDropped = 0;
while(stopat) {
stopat--;
const MediaData* v = VideoQueue().PeekFront();
if (v && v->mTime < clockTime) {
RefPtr<MediaData> releaseMe = VideoQueue().PopFront();
framesDropped++;
continue;
}
break;
}
if (framesDropped) {
FrameStatistics& frameStats = *mFrameStats;
frameStats.NotifyDecodedFrames(0, 0, framesDropped);
}
}
bool MediaDecoderStateMachine::HaveEnoughDecodedAudio(int64_t aAmpleAudioUSecs)
{
MOZ_ASSERT(OnTaskQueue());
if (AudioQueue().GetSize() == 0 ||
GetDecodedAudioDuration() < aAmpleAudioUSecs) {
return false;
}
// MDSM will ensure buffering level is high enough for playback speed at 1x
// at which the DecodedStream is playing.
return true;
}
bool MediaDecoderStateMachine::HaveEnoughDecodedVideo()
{
MOZ_ASSERT(OnTaskQueue());
if (mState == DECODER_STATE_COMPLETED)
return true;
if (VideoQueue().GetSize() == 0) {
return false;
}
if (VideoQueue().GetSize() - 1 < GetAmpleVideoFrames() * mPlaybackRate) {
return false;
}
return true;
}
bool
MediaDecoderStateMachine::NeedToDecodeVideo()
{
MOZ_ASSERT(OnTaskQueue());
SAMPLE_LOG("NeedToDecodeVideo() isDec=%d decToTar=%d minPrl=%d seek=%d enufVid=%d",
IsVideoDecoding(), mDecodeToSeekTarget, mMinimizePreroll,
mState == DECODER_STATE_SEEKING,
HaveEnoughDecodedVideo());
return IsVideoDecoding() &&
((mState == DECODER_STATE_SEEKING && mDecodeToSeekTarget) ||
(IsDecodingFirstFrame() &&
IsVideoDecoding() && VideoQueue().GetSize() == 0) ||
(!mMinimizePreroll && !HaveEnoughDecodedVideo()));
}
bool
MediaDecoderStateMachine::NeedToSkipToNextKeyframe()
{
MOZ_ASSERT(OnTaskQueue());
if (IsDecodingFirstFrame()) {
return false;
}
MOZ_ASSERT(mState == DECODER_STATE_DECODING ||
mState == DECODER_STATE_BUFFERING ||
mState == DECODER_STATE_SEEKING);
// Since GetClock() can only be called after starting MediaSink, we return
// false quickly if it is not started because we won't fall behind playback
// when not consuming media data.
if (!mMediaSink->IsStarted()) {
return false;
}
// We are in seeking or buffering states, don't skip frame.
if (!IsVideoDecoding() || mState == DECODER_STATE_BUFFERING ||
mState == DECODER_STATE_SEEKING) {
return false;
}
// Don't skip frame for video-only decoded stream because the clock time of
// the stream relies on the video frame.
if (mAudioCaptured && !HasAudio()) {
return false;
}
// TenFourFox. On our slower systems the audio decode thread can run
// wildly ahead of the video decode thread, which can cause a situation
// where we get more than one keyframe behind and never catch up. In
// that situation we should just dump the queued frames if we separate by
// more than a certain interval because there's no point in displaying
// them; they'll just hog the compositor which obviously can't keep up.
// (This situation is mitigated by our extra code in DiscardStreamData(),
// so this code here mostly runs as an emergency backup.)
const MediaData* a = AudioQueue().PeekFront();
const MediaData* v = VideoQueue().PeekFront();
int64_t videoTime = 0;
// Use the original AMPLE_AUDIO_USECS, since this is the minimum needed
// to keep something approaching synchronized and we may well have the
// audio that far ahead even if we're actually keeping up.
if (a && v && (a->mTime > ((videoTime = v->mTime) + mozilla::detail::AMPLE_AUDIO_USECS))) {
//if (mMediaSink && ((videoTime >> 20) & 1)) mMediaSink->Redraw();
//fprintf(stderr, "TenFourFox detected loss of video sync @a=%lld v=%lld; resetting.\n", a->mTime, videoTime);
FrameStatistics& frameStats = *mFrameStats;
frameStats.NotifyDecodedFrames(0, 0, VideoQueue().GetSize());
VideoQueue().Reset();
StartBuffering(); // resync, see if we can get more data
return true;
}
// We'll skip the video decode to the next keyframe if we're low on
// audio, or if we're low on video, provided we're not running low on
// data to decode. If we're running low on downloaded data to decode,
// we won't start keyframe skipping, as we'll be pausing playback to buffer
// soon anyway and we'll want to be able to display frames immediately
// after buffering finishes. We ignore the low audio calculations for
// readers that are async, as since their audio decode runs on a different
// task queue it should never run low and skipping won't help their decode.
bool isLowOnDecodedAudio = !mReader->IsAsync() &&
!mIsAudioPrerolling && IsAudioDecoding() &&
(GetDecodedAudioDuration() <
mLowAudioThresholdUsecs * mPlaybackRate);
bool isLowOnDecodedVideo = !mIsVideoPrerolling &&
((GetClock() - mDecodedVideoEndTime) * mPlaybackRate >
LOW_VIDEO_THRESHOLD_USECS);
bool lowUndecoded = HasLowUndecodedData();
if ((isLowOnDecodedAudio || isLowOnDecodedVideo) && !lowUndecoded) {
DECODER_LOG("Skipping video decode to the next keyframe lowAudio=%d lowVideo=%d lowUndecoded=%d async=%d",
isLowOnDecodedAudio, isLowOnDecodedVideo, lowUndecoded, mReader->IsAsync());
return true;
}
return false;
}
bool
MediaDecoderStateMachine::NeedToDecodeAudio()
{
MOZ_ASSERT(OnTaskQueue());
SAMPLE_LOG("NeedToDecodeAudio() isDec=%d decToTar=%d minPrl=%d seek=%d enufAud=%d",
IsAudioDecoding(), mDecodeToSeekTarget, mMinimizePreroll,
mState == DECODER_STATE_SEEKING,
HaveEnoughDecodedAudio(mAmpleAudioThresholdUsecs * mPlaybackRate));
return IsAudioDecoding() &&
((mState == DECODER_STATE_SEEKING && mDecodeToSeekTarget) ||
(IsDecodingFirstFrame() &&
IsAudioDecoding() && AudioQueue().GetSize() == 0) ||
(!mMinimizePreroll &&
!HaveEnoughDecodedAudio(mAmpleAudioThresholdUsecs * mPlaybackRate) &&
(mState != DECODER_STATE_SEEKING || mDecodeToSeekTarget)));
}
bool
MediaDecoderStateMachine::IsAudioSeekComplete()
{
MOZ_ASSERT(OnTaskQueue());
SAMPLE_LOG("IsAudioSeekComplete() curTarVal=%d mAudDis=%d aqFin=%d aqSz=%d",
mCurrentSeek.Exists(), mDropAudioUntilNextDiscontinuity, AudioQueue().IsFinished(), AudioQueue().GetSize());
return
!HasAudio() ||
(mCurrentSeek.Exists() &&
!mDropAudioUntilNextDiscontinuity &&
(AudioQueue().IsFinished() || AudioQueue().GetSize() > 0));
}
bool
MediaDecoderStateMachine::IsVideoSeekComplete()
{
MOZ_ASSERT(OnTaskQueue());
SAMPLE_LOG("IsVideoSeekComplete() curTarVal=%d mVidDis=%d vqFin=%d vqSz=%d",
mCurrentSeek.Exists(), mDropVideoUntilNextDiscontinuity, VideoQueue().IsFinished(), VideoQueue().GetSize());
return
!HasVideo() ||
(mCurrentSeek.Exists() &&
!mDropVideoUntilNextDiscontinuity &&
(VideoQueue().IsFinished() || VideoQueue().GetSize() > 0));
}
void
MediaDecoderStateMachine::OnAudioDecoded(MediaData* aAudioSample)
{
MOZ_ASSERT(OnTaskQueue());
RefPtr<MediaData> audio(aAudioSample);
MOZ_ASSERT(audio);
mAudioDataRequest.Complete();
aAudioSample->AdjustForStartTime(StartTime());
mDecodedAudioEndTime = audio->GetEndTime();
SAMPLE_LOG("OnAudioDecoded [%lld,%lld] disc=%d",
(audio ? audio->mTime : -1),
(audio ? audio->GetEndTime() : -1),
(audio ? audio->mDiscontinuity : 0));
switch (mState) {
case DECODER_STATE_BUFFERING: {
// If we're buffering, this may be the sample we need to stop buffering.
// Save it and schedule the state machine.
Push(audio, MediaData::AUDIO_DATA);
ScheduleStateMachine();
return;
}
case DECODER_STATE_DECODING: {
Push(audio, MediaData::AUDIO_DATA);
if (MaybeFinishDecodeFirstFrame()) {
return;
}
if (mIsAudioPrerolling && DonePrerollingAudio()) {
StopPrerollingAudio();
}
return;
}
case DECODER_STATE_SEEKING: {
if (!mCurrentSeek.Exists()) {
// We've received a sample from a previous decode. Discard it.
return;
}
if (audio->mDiscontinuity) {
mDropAudioUntilNextDiscontinuity = false;
}
if (!mDropAudioUntilNextDiscontinuity) {
// We must be after the discontinuity; we're receiving samples
// at or after the seek target.
if (mCurrentSeek.mTarget.mType == SeekTarget::PrevSyncPoint &&
mCurrentSeek.mTarget.mTime > mCurrentTimeBeforeSeek &&
audio->mTime < mCurrentTimeBeforeSeek) {
// We are doing a fastSeek, but we ended up *before* the previous
// playback position. This is surprising UX, so switch to an accurate
// seek and decode to the seek target. This is not conformant to the
// spec, fastSeek should always be fast, but until we get the time to
// change all Readers to seek to the keyframe after the currentTime
// in this case, we'll just decode forward. Bug 1026330.
mCurrentSeek.mTarget.mType = SeekTarget::Accurate;
}
if (mCurrentSeek.mTarget.mType == SeekTarget::PrevSyncPoint) {
// Non-precise seek; we can stop the seek at the first sample.
Push(audio, MediaData::AUDIO_DATA);
} else {
// We're doing an accurate seek. We must discard
// MediaData up to the one containing exact seek target.
if (NS_FAILED(DropAudioUpToSeekTarget(audio))) {
DecodeError();
return;
}
}
}
CheckIfSeekComplete();
return;
}
default: {
// Ignore other cases.
return;
}
}
}
void
MediaDecoderStateMachine::Push(MediaData* aSample, MediaData::Type aSampleType)
{
MOZ_ASSERT(OnTaskQueue());
MOZ_ASSERT(aSample);
if (aSample->mType == MediaData::AUDIO_DATA) {
// TODO: Send aSample to MSG and recalculate readystate before pushing,
// otherwise AdvanceFrame may pop the sample before we have a chance
// to reach playing.
AudioQueue().Push(aSample);
} else if (aSample->mType == MediaData::VIDEO_DATA) {
// TODO: Send aSample to MSG and recalculate readystate before pushing,
// otherwise AdvanceFrame may pop the sample before we have a chance
// to reach playing.
aSample->As<VideoData>()->mFrameID = ++mCurrentFrameID;
VideoQueue().Push(aSample);
} else {
// TODO: Handle MediaRawData, determine which queue should be pushed.
}
UpdateNextFrameStatus();
DispatchDecodeTasksIfNeeded();
}
void
MediaDecoderStateMachine::PushFront(MediaData* aSample, MediaData::Type aSampleType)
{
MOZ_ASSERT(OnTaskQueue());
MOZ_ASSERT(aSample);
if (aSample->mType == MediaData::AUDIO_DATA) {
AudioQueue().PushFront(aSample);
} else if (aSample->mType == MediaData::VIDEO_DATA) {
aSample->As<VideoData>()->mFrameID = ++mCurrentFrameID;
VideoQueue().PushFront(aSample);
} else {
// TODO: Handle MediaRawData, determine which queue should be pushed.
}
UpdateNextFrameStatus();
}
void
MediaDecoderStateMachine::OnAudioPopped(const RefPtr<MediaData>& aSample)
{
MOZ_ASSERT(OnTaskQueue());
mPlaybackOffset = std::max(mPlaybackOffset.Ref(), aSample->mOffset);
UpdateNextFrameStatus();
DispatchAudioDecodeTaskIfNeeded();
MaybeStartBuffering();
}
void
MediaDecoderStateMachine::OnVideoPopped(const RefPtr<MediaData>& aSample)
{
MOZ_ASSERT(OnTaskQueue());
mPlaybackOffset = std::max(mPlaybackOffset.Ref(), aSample->mOffset);
UpdateNextFrameStatus();
DispatchVideoDecodeTaskIfNeeded();
MaybeStartBuffering();
}
void
MediaDecoderStateMachine::OnNotDecoded(MediaData::Type aType,
MediaDecoderReader::NotDecodedReason aReason)
{
MOZ_ASSERT(OnTaskQueue());
SAMPLE_LOG("OnNotDecoded (aType=%u, aReason=%u)", aType, aReason);
bool isAudio = aType == MediaData::AUDIO_DATA;
MOZ_ASSERT_IF(!isAudio, aType == MediaData::VIDEO_DATA);
if (isAudio) {
mAudioDataRequest.Complete();
} else {
mVideoDataRequest.Complete();
}
if (IsShutdown()) {
// Already shutdown;
return;
}
// If this is a decode error, delegate to the generic error path.
if (aReason == MediaDecoderReader::DECODE_ERROR) {
DecodeError();
return;
}
// If the decoder is waiting for data, we tell it to call us back when the
// data arrives.
if (aReason == MediaDecoderReader::WAITING_FOR_DATA) {
MOZ_ASSERT(mReader->IsWaitForDataSupported(),
"Readers that send WAITING_FOR_DATA need to implement WaitForData");
RefPtr<MediaDecoderStateMachine> self = this;
WaitRequestRef(aType).Begin(InvokeAsync(DecodeTaskQueue(), mReader.get(), __func__,
&MediaDecoderReader::WaitForData, aType)
->Then(OwnerThread(), __func__,
[self] (MediaData::Type aType) -> void {
self->WaitRequestRef(aType).Complete();
self->DispatchDecodeTasksIfNeeded();
},
[self] (WaitForDataRejectValue aRejection) -> void {
self->WaitRequestRef(aRejection.mType).Complete();
}));
// We are out of data to decode and will enter buffering mode soon.
// We want to play the frames we have already decoded, so we stop pre-rolling
// and ensure that loadeddata is fired as required.
if (isAudio) {
StopPrerollingAudio();
} else {
StopPrerollingVideo();
}
if (mState == DECODER_STATE_BUFFERING || mState == DECODER_STATE_DECODING) {
MaybeFinishDecodeFirstFrame();
}
return;
}
if (aReason == MediaDecoderReader::CANCELED) {
DispatchDecodeTasksIfNeeded();
return;
}
// This is an EOS. Finish off the queue, and then handle things based on our
// state.
MOZ_ASSERT(aReason == MediaDecoderReader::END_OF_STREAM);
if (!isAudio && mState == DECODER_STATE_SEEKING &&
mCurrentSeek.Exists() && mFirstVideoFrameAfterSeek) {
// Null sample. Hit end of stream. If we have decoded a frame,
// insert it into the queue so that we have something to display.
// We make sure to do this before invoking VideoQueue().Finish()
// below.
Push(mFirstVideoFrameAfterSeek, MediaData::VIDEO_DATA);
mFirstVideoFrameAfterSeek = nullptr;
}
if (isAudio) {
AudioQueue().Finish();
StopPrerollingAudio();
} else {
VideoQueue().Finish();
StopPrerollingVideo();
}
switch (mState) {
case DECODER_STATE_BUFFERING:
case DECODER_STATE_DECODING: {
if (MaybeFinishDecodeFirstFrame()) {
return;
}
CheckIfDecodeComplete();
return;
}
case DECODER_STATE_SEEKING: {
if (!mCurrentSeek.Exists()) {
// We've received a sample from a previous decode. Discard it.
return;
}
if (isAudio) {
mDropAudioUntilNextDiscontinuity = false;
} else {
mDropVideoUntilNextDiscontinuity = false;
}
CheckIfSeekComplete();
return;
}
default: {
return;
}
}
}
bool
MediaDecoderStateMachine::MaybeFinishDecodeFirstFrame()
{
MOZ_ASSERT(OnTaskQueue());
if (!IsDecodingFirstFrame() ||
(IsAudioDecoding() && AudioQueue().GetSize() == 0) ||
(IsVideoDecoding() && VideoQueue().GetSize() == 0)) {
return false;
}
FinishDecodeFirstFrame();
if (!mQueuedSeek.Exists()) {
return false;
}
// We can now complete the pending seek.
mPendingSeek.Steal(mQueuedSeek);
SetState(DECODER_STATE_SEEKING);
ScheduleStateMachine();
return true;
}
void
MediaDecoderStateMachine::OnVideoDecoded(MediaData* aVideoSample, TimeStamp aDecodeStartTime)
{
MOZ_ASSERT(OnTaskQueue());
RefPtr<MediaData> video(aVideoSample);
MOZ_ASSERT(video);
mVideoDataRequest.Complete();
aVideoSample->AdjustForStartTime(StartTime());
mDecodedVideoEndTime = video ? video->GetEndTime() : mDecodedVideoEndTime;
SAMPLE_LOG("OnVideoDecoded [%lld,%lld] disc=%d",
(video ? video->mTime : -1),
(video ? video->GetEndTime() : -1),
(video ? video->mDiscontinuity : 0));
// Check frame validity here for every decoded frame in order to have a
// better chance to make the decision of turning off HW acceleration.
CheckFrameValidity(aVideoSample->As<VideoData>());
switch (mState) {
case DECODER_STATE_BUFFERING: {
// If we're buffering, this may be the sample we need to stop buffering.
// Save it and schedule the state machine.
Push(video, MediaData::VIDEO_DATA);
ScheduleStateMachine();
return;
}
case DECODER_STATE_DECODING: {
Push(video, MediaData::VIDEO_DATA);
if (MaybeFinishDecodeFirstFrame()) {
return;
}
if (mIsVideoPrerolling && DonePrerollingVideo()) {
StopPrerollingVideo();
}
// For non async readers, if the requested video sample was slow to
// arrive, increase the amount of audio we buffer to ensure that we
// don't run out of audio. This is unnecessary for async readers,
// since they decode audio and video on different threads so they
// are unlikely to run out of decoded audio.
if (mReader->IsAsync()) {
return;
}
TimeDuration decodeTime = TimeStamp::Now() - aDecodeStartTime;
if (!IsDecodingFirstFrame() &&
THRESHOLD_FACTOR * DurationToUsecs(decodeTime) > mLowAudioThresholdUsecs &&
!HasLowUndecodedData())
{
mLowAudioThresholdUsecs =
std::min(THRESHOLD_FACTOR * DurationToUsecs(decodeTime), mAmpleAudioThresholdUsecs);
mAmpleAudioThresholdUsecs = std::max(THRESHOLD_FACTOR * mLowAudioThresholdUsecs,
mAmpleAudioThresholdUsecs);
DECODER_LOG("Slow video decode, set mLowAudioThresholdUsecs=%lld mAmpleAudioThresholdUsecs=%lld",
mLowAudioThresholdUsecs, mAmpleAudioThresholdUsecs);
}
return;
}
case DECODER_STATE_SEEKING: {
if (!mCurrentSeek.Exists()) {
// We've received a sample from a previous decode. Discard it.
return;
}
if (mDropVideoUntilNextDiscontinuity) {
if (video->mDiscontinuity) {
mDropVideoUntilNextDiscontinuity = false;
}
}
if (!mDropVideoUntilNextDiscontinuity) {
// We must be after the discontinuity; we're receiving samples
// at or after the seek target.
if (mCurrentSeek.mTarget.mType == SeekTarget::PrevSyncPoint &&
mCurrentSeek.mTarget.mTime > mCurrentTimeBeforeSeek &&
video->mTime < mCurrentTimeBeforeSeek) {
// We are doing a fastSeek, but we ended up *before* the previous
// playback position. This is surprising UX, so switch to an accurate
// seek and decode to the seek target. This is not conformant to the
// spec, fastSeek should always be fast, but until we get the time to
// change all Readers to seek to the keyframe after the currentTime
// in this case, we'll just decode forward. Bug 1026330.
mCurrentSeek.mTarget.mType = SeekTarget::Accurate;
}
if (mCurrentSeek.mTarget.mType == SeekTarget::PrevSyncPoint ||
mPendingSeek.Exists()) {
// Non-precise seek; or a pending seek exists ; we can stop the seek
// at the first sample.
Push(video, MediaData::VIDEO_DATA);
} else {
// We're doing an accurate seek. We still need to discard
// MediaData up to the one containing exact seek target.
if (NS_FAILED(DropVideoUpToSeekTarget(video))) {
DecodeError();
return;
}
}
}
CheckIfSeekComplete();
return;
}
default: {
// Ignore other cases.
return;
}
}
}
void
MediaDecoderStateMachine::CheckIfSeekComplete()
{
MOZ_ASSERT(OnTaskQueue());
MOZ_ASSERT(mState == DECODER_STATE_SEEKING);
const bool videoSeekComplete = IsVideoSeekComplete();
if (HasVideo() && !videoSeekComplete) {
// We haven't reached the target. Ensure we have requested another sample.
if (NS_FAILED(EnsureVideoDecodeTaskQueued())) {
DECODER_WARN("Failed to request video during seek");
DecodeError();
}
}
const bool audioSeekComplete = IsAudioSeekComplete();
if (HasAudio() && !audioSeekComplete) {
// We haven't reached the target. Ensure we have requested another sample.
if (NS_FAILED(EnsureAudioDecodeTaskQueued())) {
DECODER_WARN("Failed to request audio during seek");
DecodeError();
}
}
SAMPLE_LOG("CheckIfSeekComplete() audioSeekComplete=%d videoSeekComplete=%d",
audioSeekComplete, videoSeekComplete);
if (audioSeekComplete && videoSeekComplete) {
mDecodeToSeekTarget = false;
SeekCompleted();
}
}
bool
MediaDecoderStateMachine::IsAudioDecoding()
{
MOZ_ASSERT(OnTaskQueue());
return HasAudio() && !AudioQueue().IsFinished();
}
bool
MediaDecoderStateMachine::IsVideoDecoding()
{
MOZ_ASSERT(OnTaskQueue());
return HasVideo() && !VideoQueue().IsFinished();
}
void
MediaDecoderStateMachine::CheckIfDecodeComplete()
{
MOZ_ASSERT(OnTaskQueue());
if (IsShutdown() ||
mState == DECODER_STATE_SEEKING ||
mState == DECODER_STATE_COMPLETED) {
// Don't change our state if we've already been shutdown, or we're seeking,
// since we don't want to abort the shutdown or seek processes.
return;
}
if (!IsVideoDecoding() && !IsAudioDecoding()) {
// We've finished decoding all active streams,
// so move to COMPLETED state.
SetState(DECODER_STATE_COMPLETED);
DispatchDecodeTasksIfNeeded();
ScheduleStateMachine();
}
DECODER_LOG("CheckIfDecodeComplete %scompleted",
((mState == DECODER_STATE_COMPLETED) ? "" : "NOT "));
}
bool MediaDecoderStateMachine::IsPlaying() const
{
MOZ_ASSERT(OnTaskQueue());
return mMediaSink->IsPlaying();
}
nsresult MediaDecoderStateMachine::Init()
{
MOZ_ASSERT(NS_IsMainThread());
nsresult rv = mReader->Init();
NS_ENSURE_SUCCESS(rv, rv);
ScheduleStateMachineCrossThread();
return NS_OK;
}
void MediaDecoderStateMachine::StopPlayback()
{
MOZ_ASSERT(OnTaskQueue());
DECODER_LOG("StopPlayback()");
mOnPlaybackEvent.Notify(MediaEventType::PlaybackStopped);
if (IsPlaying()) {
mMediaSink->SetPlaying(false);
MOZ_ASSERT(!IsPlaying());
}
DispatchDecodeTasksIfNeeded();
}
void MediaDecoderStateMachine::MaybeStartPlayback()
{
MOZ_ASSERT(OnTaskQueue());
MOZ_ASSERT(mState == DECODER_STATE_DECODING ||
mState == DECODER_STATE_COMPLETED);
if (IsPlaying()) {
// Logging this case is really spammy - don't do it.
return;
}
bool playStatePermits = mPlayState == MediaDecoder::PLAY_STATE_PLAYING;
if (!playStatePermits || mIsAudioPrerolling ||
mIsVideoPrerolling || mAudioOffloading) {
DECODER_LOG("Not starting playback [playStatePermits: %d, "
"mIsAudioPrerolling: %d, mIsVideoPrerolling: %d, "
"mAudioOffloading: %d]",
(int)playStatePermits, (int)mIsAudioPrerolling,
(int)mIsVideoPrerolling, (int)mAudioOffloading);
return;
}
DECODER_LOG("MaybeStartPlayback() starting playback");
mOnPlaybackEvent.Notify(MediaEventType::PlaybackStarted);
StartMediaSink();
if (!IsPlaying()) {
mMediaSink->SetPlaying(true);
MOZ_ASSERT(IsPlaying());
}
DispatchDecodeTasksIfNeeded();
}
void
MediaDecoderStateMachine::MaybeStartBuffering()
{
MOZ_ASSERT(OnTaskQueue());
if (mState == DECODER_STATE_DECODING &&
mPlayState == MediaDecoder::PLAY_STATE_PLAYING &&
mResource->IsExpectingMoreData()) {
bool shouldBuffer;
if (mReader->UseBufferingHeuristics()) {
shouldBuffer = HasLowDecodedData(EXHAUSTED_DATA_MARGIN_USECS) &&
(JustExitedQuickBuffering() || HasLowUndecodedData());
} else {
MOZ_ASSERT(mReader->IsWaitForDataSupported());
shouldBuffer = (OutOfDecodedAudio() && mAudioWaitRequest.Exists()) ||
(OutOfDecodedVideo() && mVideoWaitRequest.Exists());
}
// TenFourFox issue 434
if (MOZ_LIKELY(!shouldBuffer && sMachLastKernelReturn == KERN_SUCCESS) &&
HasVideo() &&
mSystemLoadRetries &&
IsPlaying()) {
if (sMachLoadInfo.mach_factor < sLoadAverageMax) {
fprintf(stderr, "TenFourFox: Video throttled due to low Mach factor: %d (cap: %d / retries: %d)\n", sMachLoadInfo.mach_factor, sLoadAverageMax, mSystemLoadRetries);
// Halt playback; too much is going on to play video well.
mDelayedScheduler.Reset(); // Must happen on state machine task queue.
mDispatchedStateMachine = false;
if (IsPlaying()) StopPlayback(); // paranoia
if (sLoadAverageDelay) {
// Switch to decode delay, even if we don't use it initially.
// When the state returns to decode delay,
// we will decrement the load retries count. This means
// any number of threads can get quieted.
SetState(DECODER_STATE_STARTUP_DELAY);
ScheduleStateMachineIn(sLoadAverageDelay * USECS_PER_S);
return;
}
// else, try to buffer instead
shouldBuffer = true;
mSystemLoadRetries--;
}
}
if (shouldBuffer) {
StartBuffering();
// Don't go straight back to the state machine loop since that might
// cause us to start decoding again and we could flip-flop between
// decoding and quick-buffering.
ScheduleStateMachineIn(USECS_PER_S);
}
}
}
void MediaDecoderStateMachine::UpdatePlaybackPositionInternal(int64_t aTime)
{
MOZ_ASSERT(OnTaskQueue());
SAMPLE_LOG("UpdatePlaybackPositionInternal(%lld)", aTime);
mCurrentPosition = aTime;
NS_ASSERTION(mCurrentPosition >= 0, "CurrentTime should be positive!");
mObservedDuration = std::max(mObservedDuration.Ref(),
TimeUnit::FromMicroseconds(mCurrentPosition.Ref()));
}
void MediaDecoderStateMachine::UpdatePlaybackPosition(int64_t aTime)
{
MOZ_ASSERT(OnTaskQueue());
UpdatePlaybackPositionInternal(aTime);
bool fragmentEnded = mFragmentEndTime >= 0 && GetMediaTime() >= mFragmentEndTime;
mMetadataManager.DispatchMetadataIfNeeded(TimeUnit::FromMicroseconds(aTime));
if (fragmentEnded) {
StopPlayback();
}
}
static const char* const gMachineStateStr[] = {
"NONE",
"DECODING_METADATA",
"WAIT_FOR_CDM",
"DORMANT",
"DECODING",
"SEEKING",
"BUFFERING",
"COMPLETED",
"SHUTDOWN",
"ERROR"
};
void MediaDecoderStateMachine::SetState(State aState)
{
MOZ_ASSERT(OnTaskQueue());
if (mState == aState) {
return;
}
DECODER_LOG("Change machine state from %s to %s",
gMachineStateStr[mState], gMachineStateStr[aState]);
mState = aState;
mIsShutdown = mState == DECODER_STATE_ERROR || mState == DECODER_STATE_SHUTDOWN;
// Clear state-scoped state.
mSentPlaybackEndedEvent = false;
}
void MediaDecoderStateMachine::VolumeChanged()
{
MOZ_ASSERT(OnTaskQueue());
mMediaSink->SetVolume(mVolume);
}
void MediaDecoderStateMachine::RecomputeDuration()
{
MOZ_ASSERT(OnTaskQueue());
TimeUnit duration;
if (mExplicitDuration.Ref().isSome()) {
double d = mExplicitDuration.Ref().ref();
if (IsNaN(d)) {
// We have an explicit duration (which means that we shouldn't look at
// any other duration sources), but the duration isn't ready yet.
return;
}
// We don't fire duration changed for this case because it should have
// already been fired on the main thread when the explicit duration was set.
duration = TimeUnit::FromSeconds(d);
} else if (mEstimatedDuration.Ref().isSome()) {
duration = mEstimatedDuration.Ref().ref();
} else if (mInfo.mMetadataDuration.isSome()) {
duration = mInfo.mMetadataDuration.ref();
} else {
return;
}
if (duration < mObservedDuration.Ref()) {
duration = mObservedDuration;
}
MOZ_ASSERT(duration.ToMicroseconds() >= 0);
mDuration = Some(duration);
}
void
MediaDecoderStateMachine::DispatchSetDormant(bool aDormant)
{
nsCOMPtr<nsIRunnable> r = NS_NewRunnableMethodWithArg<bool>(
this, &MediaDecoderStateMachine::SetDormant, aDormant);
OwnerThread()->Dispatch(r.forget());
}
void
MediaDecoderStateMachine::SetDormant(bool aDormant)
{
MOZ_ASSERT(OnTaskQueue());
if (IsShutdown()) {
return;
}
if (!mReader) {
return;
}
if (mMetadataRequest.Exists()) {
if (mPendingDormant && mPendingDormant.ref() != aDormant && !aDormant) {
// We already have a dormant request pending; the new request would have
// resumed from dormant, we can just cancel any pending dormant requests.
mPendingDormant.reset();
} else {
mPendingDormant = Some(aDormant);
}
return;
}
mPendingDormant.reset();
DECODER_LOG("SetDormant=%d", aDormant);
if (aDormant) {
if (mState == DECODER_STATE_SEEKING) {
if (mQueuedSeek.Exists()) {
// Keep latest seek target
} else if (mPendingSeek.Exists()) {
mQueuedSeek.Steal(mPendingSeek);
} else if (mCurrentSeek.Exists()) {
mQueuedSeek.Steal(mCurrentSeek);
} else {
mQueuedSeek.mTarget = SeekTarget(mCurrentPosition,
SeekTarget::Accurate,
MediaDecoderEventVisibility::Suppressed);
// XXXbholley - Nobody is listening to this promise. Do we need to pass it
// back to MediaDecoder when we come out of dormant?
RefPtr<MediaDecoder::SeekPromise> unused = mQueuedSeek.mPromise.Ensure(__func__);
}
} else {
mQueuedSeek.mTarget = SeekTarget(mCurrentPosition,
SeekTarget::Accurate,
MediaDecoderEventVisibility::Suppressed);
// XXXbholley - Nobody is listening to this promise. Do we need to pass it
// back to MediaDecoder when we come out of dormant?
RefPtr<MediaDecoder::SeekPromise> unused = mQueuedSeek.mPromise.Ensure(__func__);
}
mPendingSeek.RejectIfExists(__func__);
mCurrentSeek.RejectIfExists(__func__);
SetState(DECODER_STATE_DORMANT);
if (IsPlaying()) {
StopPlayback();
}
Reset();
// Note that we do not wait for the decode task queue to go idle before
// queuing the ReleaseMediaResources task - instead, we disconnect promises,
// reset state, and put a ResetDecode in the decode task queue. Any tasks
// that run after ResetDecode are supposed to run with a clean slate. We rely
// on that in other places (i.e. seeking), so it seems reasonable to rely on
// it here as well.
nsCOMPtr<nsIRunnable> r = NS_NewRunnableMethod(mReader, &MediaDecoderReader::ReleaseMediaResources);
DecodeTaskQueue()->Dispatch(r.forget());
} else if ((aDormant != true) && (mState == DECODER_STATE_DORMANT)) {
ScheduleStateMachine();
mDecodingFirstFrame = true;
SetState(DECODER_STATE_DECODING_NONE);
}
}
RefPtr<ShutdownPromise>
MediaDecoderStateMachine::Shutdown()
{
MOZ_ASSERT(OnTaskQueue());
// Once we've entered the shutdown state here there's no going back.
// Change state before issuing shutdown request to threads so those
// threads can start exiting cleanly during the Shutdown call.
ScheduleStateMachine();
SetState(DECODER_STATE_SHUTDOWN);
mQueuedSeek.RejectIfExists(__func__);
mPendingSeek.RejectIfExists(__func__);
mCurrentSeek.RejectIfExists(__func__);
#ifdef MOZ_EME
mCDMProxyPromise.DisconnectIfExists();
#endif
if (IsPlaying()) {
StopPlayback();
}
Reset();
mMediaSink->Shutdown();
// Shut down our start time rendezvous.
if (mStartTimeRendezvous) {
mStartTimeRendezvous->Destroy();
}
DECODER_LOG("Shutdown started");
// Put a task in the decode queue to shutdown the reader.
// the queue to spin down.
return InvokeAsync(DecodeTaskQueue(), mReader.get(), __func__,
&MediaDecoderReader::Shutdown)
->Then(OwnerThread(), __func__, this,
&MediaDecoderStateMachine::FinishShutdown,
&MediaDecoderStateMachine::FinishShutdown)
->CompletionPromise();
}
void MediaDecoderStateMachine::StartDecoding()
{
MOZ_ASSERT(OnTaskQueue());
if (mState == DECODER_STATE_DECODING && !mDecodingFirstFrame) {
return;
}
SetState(DECODER_STATE_DECODING);
if (mDecodingFirstFrame &&
(IsRealTime() || mSentFirstFrameLoadedEvent)) {
if (IsRealTime()) {
FinishDecodeFirstFrame();
} else {
// We're resuming from dormant state, so we don't need to request
// the first samples in order to determine the media start time,
// we have the start time from last time we loaded.
// FinishDecodeFirstFrame will be launched upon completion of the seek when
// we have data ready to play.
MOZ_ASSERT(mQueuedSeek.Exists() && mSentFirstFrameLoadedEvent,
"Return from dormant must have queued seek");
}
if (mQueuedSeek.Exists()) {
mPendingSeek.Steal(mQueuedSeek);
SetState(DECODER_STATE_SEEKING);
ScheduleStateMachine();
return;
}
}
mDecodeStartTime = TimeStamp::Now();
CheckIfDecodeComplete();
if (mState == DECODER_STATE_COMPLETED) {
return;
}
// Reset other state to pristine values before starting decode.
mIsAudioPrerolling = !DonePrerollingAudio() && !mAudioWaitRequest.Exists();
mIsVideoPrerolling = !DonePrerollingVideo() && !mVideoWaitRequest.Exists();
// Ensure that we've got tasks enqueued to decode data if we need to.
DispatchDecodeTasksIfNeeded();
ScheduleStateMachine();
}
void MediaDecoderStateMachine::PlayStateChanged()
{
MOZ_ASSERT(OnTaskQueue());
// This method used to be a Play() method invoked by MediaDecoder when the
// play state became PLAY_STATE_PLAYING. As such, it doesn't have any work to
// do for other state changes. That could change.
if (mPlayState != MediaDecoder::PLAY_STATE_PLAYING) {
return;
}
// Once we start playing, we don't want to minimize our prerolling, as we
// assume the user is likely to want to keep playing in future. This needs to
// happen before we invoke StartDecoding().
if (mMinimizePreroll) {
mMinimizePreroll = false;
DispatchDecodeTasksIfNeeded();
}
// Some state transitions still happen synchronously on the main thread. So
// if the main thread invokes Play() and then Seek(), the seek will initiate
// synchronously on the main thread, and the asynchronous PlayInternal task
// will arrive when it's no longer valid. The proper thing to do is to move
// all state transitions to the state machine task queue, but for now we just
// make sure that none of the possible main-thread state transitions (Seek(),
// SetDormant(), and Shutdown()) have not occurred.
if (mState != DECODER_STATE_DECODING && mState != DECODER_STATE_BUFFERING &&
mState != DECODER_STATE_COMPLETED)
{
DECODER_LOG("Unexpected state - Bailing out of PlayInternal()");
return;
}
// When asked to play, switch to decoding state only if
// we are currently buffering. In other cases, we'll start playing anyway
// when the state machine notices the decoder's state change to PLAYING.
if (mState == DECODER_STATE_BUFFERING) {
StartDecoding();
}
ScheduleStateMachine();
}
void MediaDecoderStateMachine::LogicallySeekingChanged()
{
MOZ_ASSERT(OnTaskQueue());
ScheduleStateMachine();
}
void MediaDecoderStateMachine::SameOriginMediaChanged()
{
MOZ_ASSERT(OnTaskQueue());
mStreamSink->SetSameOrigin(mSameOriginMedia);
}
void MediaDecoderStateMachine::BufferedRangeUpdated()
{
MOZ_ASSERT(OnTaskQueue());
// While playing an unseekable stream of unknown duration, mObservedDuration
// is updated (in AdvanceFrame()) as we play. But if data is being downloaded
// faster than played, mObserved won't reflect the end of playable data
// since we haven't played the frame at the end of buffered data. So update
// mObservedDuration here as new data is downloaded to prevent such a lag.
if (!mBuffered.Ref().IsInvalid()) {
bool exists;
media::TimeUnit end{mBuffered.Ref().GetEnd(&exists)};
if (exists) {
mObservedDuration = std::max(mObservedDuration.Ref(), end);
}
}
}
RefPtr<MediaDecoder::SeekPromise>
MediaDecoderStateMachine::Seek(SeekTarget aTarget)
{
MOZ_ASSERT(OnTaskQueue());
if (IsShutdown()) {
return MediaDecoder::SeekPromise::CreateAndReject(/* aIgnored = */ true, __func__);
}
// We need to be able to seek both at a transport level and at a media level
// to seek.
if (!mMediaSeekable) {
DECODER_WARN("Seek() function should not be called on a non-seekable state machine");
return MediaDecoder::SeekPromise::CreateAndReject(/* aIgnored = */ true, __func__);
}
MOZ_ASSERT(mState > DECODER_STATE_DECODING_METADATA,
"We should have got duration already");
if (mState < DECODER_STATE_DECODING ||
(IsDecodingFirstFrame() && !mReader->ForceZeroStartTime())) {
DECODER_LOG("Seek() Not Enough Data to continue at this stage, queuing seek");
mQueuedSeek.RejectIfExists(__func__);
mQueuedSeek.mTarget = aTarget;
return mQueuedSeek.mPromise.Ensure(__func__);
}
mQueuedSeek.RejectIfExists(__func__);
mPendingSeek.RejectIfExists(__func__);
mPendingSeek.mTarget = aTarget;
DECODER_LOG("Changed state to SEEKING (to %lld)", mPendingSeek.mTarget.mTime);
SetState(DECODER_STATE_SEEKING);
ScheduleStateMachine();
return mPendingSeek.mPromise.Ensure(__func__);
}
RefPtr<MediaDecoder::SeekPromise>
MediaDecoderStateMachine::InvokeSeek(SeekTarget aTarget)
{
return InvokeAsync(OwnerThread(), this, __func__,
&MediaDecoderStateMachine::Seek, aTarget);
}
void MediaDecoderStateMachine::StopMediaSink()
{
MOZ_ASSERT(OnTaskQueue());
if (mMediaSink->IsStarted()) {
DECODER_LOG("Stop MediaSink");
mMediaSink->Stop();
mMediaSinkAudioPromise.DisconnectIfExists();
mMediaSinkVideoPromise.DisconnectIfExists();
}
}
void
MediaDecoderStateMachine::DispatchDecodeTasksIfNeeded()
{
MOZ_ASSERT(OnTaskQueue());
if (mState != DECODER_STATE_DECODING &&
mState != DECODER_STATE_BUFFERING &&
mState != DECODER_STATE_SEEKING) {
return;
}
// NeedToDecodeAudio() can go from false to true while we hold the
// monitor, but it can't go from true to false. This can happen because
// NeedToDecodeAudio() takes into account the amount of decoded audio
// that's been written to the AudioStream but not played yet. So if we
// were calling NeedToDecodeAudio() twice and we thread-context switch
// between the calls, audio can play, which can affect the return value
// of NeedToDecodeAudio() giving inconsistent results. So we cache the
// value returned by NeedToDecodeAudio(), and make decisions
// based on the cached value. If NeedToDecodeAudio() has
// returned false, and then subsequently returns true and we're not
// playing, it will probably be OK since we don't need to consume data
// anyway.
const bool needToDecodeAudio = NeedToDecodeAudio();
const bool needToDecodeVideo = NeedToDecodeVideo();
// If we're in completed state, we should not need to decode anything else.
MOZ_ASSERT(mState != DECODER_STATE_COMPLETED ||
(!needToDecodeAudio && !needToDecodeVideo));
bool needIdle = !IsLogicallyPlaying() &&
mState != DECODER_STATE_SEEKING &&
!needToDecodeAudio &&
!needToDecodeVideo &&
!IsPlaying();
SAMPLE_LOG("DispatchDecodeTasksIfNeeded needAudio=%d audioStatus=%s needVideo=%d videoStatus=%s needIdle=%d",
needToDecodeAudio, AudioRequestStatus(),
needToDecodeVideo, VideoRequestStatus(),
needIdle);
if (needToDecodeAudio) {
EnsureAudioDecodeTaskQueued();
}
if (needToDecodeVideo) {
EnsureVideoDecodeTaskQueued();
}
if (needIdle) {
DECODER_LOG("Dispatching SetIdle() audioQueue=%lld videoQueue=%lld",
GetDecodedAudioDuration(),
VideoQueue().Duration());
nsCOMPtr<nsIRunnable> task = NS_NewRunnableMethod(mReader, &MediaDecoderReader::SetIdle);
DecodeTaskQueue()->Dispatch(task.forget());
}
}
void
MediaDecoderStateMachine::InitiateSeek()
{
MOZ_ASSERT(OnTaskQueue());
mCurrentSeek.RejectIfExists(__func__);
mCurrentSeek.Steal(mPendingSeek);
// Bound the seek time to be inside the media range.
int64_t end = Duration().ToMicroseconds();
NS_ASSERTION(end != -1, "Should know end time by now");
int64_t seekTime = mCurrentSeek.mTarget.mTime;
seekTime = std::min(seekTime, end);
seekTime = std::max(int64_t(0), seekTime);
NS_ASSERTION(seekTime >= 0 && seekTime <= end,
"Can only seek in range [0,duration]");
mCurrentSeek.mTarget.mTime = seekTime;
mDropAudioUntilNextDiscontinuity = HasAudio();
mDropVideoUntilNextDiscontinuity = HasVideo();
mCurrentTimeBeforeSeek = GetMediaTime();
// Stop playback now to ensure that while we're outside the monitor
// dispatching SeekingStarted, playback doesn't advance and mess with
// mCurrentPosition that we've setting to seekTime here.
StopPlayback();
UpdatePlaybackPositionInternal(mCurrentSeek.mTarget.mTime);
mOnSeekingStart.Notify(mCurrentSeek.mTarget.mEventVisibility);
// Reset our state machine and decoding pipeline before seeking.
Reset();
// Do the seek.
RefPtr<MediaDecoderStateMachine> self = this;
mSeekRequest.Begin(InvokeAsync(DecodeTaskQueue(), mReader.get(), __func__,
&MediaDecoderReader::Seek, mCurrentSeek.mTarget.mTime,
Duration().ToMicroseconds())
->Then(OwnerThread(), __func__,
[self] (int64_t) -> void {
self->mSeekRequest.Complete();
// We must decode the first samples of active streams, so we can determine
// the new stream time. So dispatch tasks to do that.
self->mDecodeToSeekTarget = true;
self->DispatchDecodeTasksIfNeeded();
}, [self] (nsresult aResult) -> void {
self->mSeekRequest.Complete();
MOZ_ASSERT(NS_FAILED(aResult), "Cancels should also disconnect mSeekRequest");
self->DecodeError();
}));
}
nsresult
MediaDecoderStateMachine::DispatchAudioDecodeTaskIfNeeded()
{
MOZ_ASSERT(OnTaskQueue());
if (IsShutdown()) {
return NS_ERROR_FAILURE;
}
if (NeedToDecodeAudio()) {
return EnsureAudioDecodeTaskQueued();
}
return NS_OK;
}
nsresult
MediaDecoderStateMachine::EnsureAudioDecodeTaskQueued()
{
MOZ_ASSERT(OnTaskQueue());
SAMPLE_LOG("EnsureAudioDecodeTaskQueued isDecoding=%d status=%s",
IsAudioDecoding(), AudioRequestStatus());
if (mState != DECODER_STATE_DECODING &&
mState != DECODER_STATE_BUFFERING &&
mState != DECODER_STATE_SEEKING) {
return NS_OK;
}
if (!IsAudioDecoding() || mAudioDataRequest.Exists() ||
mAudioWaitRequest.Exists() || mSeekRequest.Exists()) {
return NS_OK;
}
RequestAudioData();
return NS_OK;
}
void
MediaDecoderStateMachine::RequestAudioData()
{
MOZ_ASSERT(OnTaskQueue());
SAMPLE_LOG("Queueing audio task - queued=%i, decoder-queued=%o",
AudioQueue().GetSize(), mReader->SizeOfAudioQueueInFrames());
if (mSentFirstFrameLoadedEvent) {
mAudioDataRequest.Begin(InvokeAsync(DecodeTaskQueue(), mReader.get(),
__func__, &MediaDecoderReader::RequestAudioData)
->Then(OwnerThread(), __func__, this,
&MediaDecoderStateMachine::OnAudioDecoded,
&MediaDecoderStateMachine::OnAudioNotDecoded));
} else {
mAudioDataRequest.Begin(
InvokeAsync(DecodeTaskQueue(), mReader.get(), __func__,
&MediaDecoderReader::RequestAudioData)
->Then(OwnerThread(), __func__, mStartTimeRendezvous.get(),
&StartTimeRendezvous::ProcessFirstSample<AudioDataPromise, MediaData::AUDIO_DATA>,
&StartTimeRendezvous::FirstSampleRejected<MediaData::AUDIO_DATA>)
->CompletionPromise()
->Then(OwnerThread(), __func__, this,
&MediaDecoderStateMachine::OnAudioDecoded,
&MediaDecoderStateMachine::OnAudioNotDecoded)
);
}
}
nsresult
MediaDecoderStateMachine::DispatchVideoDecodeTaskIfNeeded()
{
MOZ_ASSERT(OnTaskQueue());
if (IsShutdown()) {
return NS_ERROR_FAILURE;
}
if (NeedToDecodeVideo()) {
return EnsureVideoDecodeTaskQueued();
}
return NS_OK;
}
nsresult
MediaDecoderStateMachine::EnsureVideoDecodeTaskQueued()
{
MOZ_ASSERT(OnTaskQueue());
SAMPLE_LOG("EnsureVideoDecodeTaskQueued isDecoding=%d status=%s",
IsVideoDecoding(), VideoRequestStatus());
if (mState != DECODER_STATE_DECODING &&
mState != DECODER_STATE_BUFFERING &&
mState != DECODER_STATE_SEEKING) {
return NS_OK;
}
if (!IsVideoDecoding() || mVideoDataRequest.Exists() ||
mVideoWaitRequest.Exists() || mSeekRequest.Exists()) {
return NS_OK;
}
RequestVideoData();
return NS_OK;
}
void
MediaDecoderStateMachine::RequestVideoData()
{
MOZ_ASSERT(OnTaskQueue());
// Time the video decode, so that if it's slow, we can increase our low
// audio threshold to reduce the chance of an audio underrun while we're
// waiting for a video decode to complete.
TimeStamp videoDecodeStartTime = TimeStamp::Now();
bool skipToNextKeyFrame = mSentFirstFrameLoadedEvent &&
NeedToSkipToNextKeyframe();
int64_t currentTime =
mState == DECODER_STATE_SEEKING || !mSentFirstFrameLoadedEvent
? 0 : GetMediaTime() + StartTime();
SAMPLE_LOG("Queueing video task - queued=%i, decoder-queued=%o, skip=%i, time=%lld",
VideoQueue().GetSize(), mReader->SizeOfVideoQueueInFrames(), skipToNextKeyFrame,
currentTime);
RefPtr<MediaDecoderStateMachine> self = this;
if (mSentFirstFrameLoadedEvent) {
mVideoDataRequest.Begin(
InvokeAsync(DecodeTaskQueue(), mReader.get(), __func__,
&MediaDecoderReader::RequestVideoData,
skipToNextKeyFrame, currentTime)
->Then(OwnerThread(), __func__,
[self, videoDecodeStartTime] (MediaData* aVideoSample) {
self->OnVideoDecoded(aVideoSample, videoDecodeStartTime);
},
[self] (MediaDecoderReader::NotDecodedReason aReason) {
self->OnVideoNotDecoded(aReason);
}));
} else {
mVideoDataRequest.Begin(
InvokeAsync(DecodeTaskQueue(), mReader.get(), __func__,
&MediaDecoderReader::RequestVideoData,
skipToNextKeyFrame, currentTime)
->Then(OwnerThread(), __func__, mStartTimeRendezvous.get(),
&StartTimeRendezvous::ProcessFirstSample<VideoDataPromise, MediaData::VIDEO_DATA>,
&StartTimeRendezvous::FirstSampleRejected<MediaData::VIDEO_DATA>)
->CompletionPromise()
->Then(OwnerThread(), __func__,
[self, videoDecodeStartTime] (MediaData* aVideoSample) {
self->OnVideoDecoded(aVideoSample, videoDecodeStartTime);
},
[self] (MediaDecoderReader::NotDecodedReason aReason) {
self->OnVideoNotDecoded(aReason);
}));
}
}
void
MediaDecoderStateMachine::StartMediaSink()
{
MOZ_ASSERT(OnTaskQueue());
if (!mMediaSink->IsStarted()) {
mAudioCompleted = false;
mMediaSink->Start(GetMediaTime(), mInfo);
auto videoPromise = mMediaSink->OnEnded(TrackInfo::kVideoTrack);
auto audioPromise = mMediaSink->OnEnded(TrackInfo::kAudioTrack);
if (audioPromise) {
mMediaSinkAudioPromise.Begin(audioPromise->Then(
OwnerThread(), __func__, this,
&MediaDecoderStateMachine::OnMediaSinkAudioComplete,
&MediaDecoderStateMachine::OnMediaSinkAudioError));
}
if (videoPromise) {
mMediaSinkVideoPromise.Begin(videoPromise->Then(
OwnerThread(), __func__, this,
&MediaDecoderStateMachine::OnMediaSinkVideoComplete,
&MediaDecoderStateMachine::OnMediaSinkVideoError));
}
}
}
int64_t MediaDecoderStateMachine::AudioDecodedUsecs()
{
MOZ_ASSERT(OnTaskQueue());
NS_ASSERTION(HasAudio(),
"Should only call AudioDecodedUsecs() when we have audio");
// The amount of audio we have decoded is the amount of audio data we've
// already decoded and pushed to the hardware, plus the amount of audio
// data waiting to be pushed to the hardware.
int64_t pushed = mMediaSink->IsStarted() ? (AudioEndTime() - GetMediaTime()) : 0;
return pushed + AudioQueue().Duration();
}
bool MediaDecoderStateMachine::HasLowDecodedData(int64_t aAudioUsecs)
{
MOZ_ASSERT(OnTaskQueue());
MOZ_ASSERT(mReader->UseBufferingHeuristics());
// We consider ourselves low on decoded data if we're low on audio,
// provided we've not decoded to the end of the audio stream, or
// if we're low on video frames, provided
// we've not decoded to the end of the video stream.
return ((IsAudioDecoding() && AudioDecodedUsecs() < aAudioUsecs) ||
(IsVideoDecoding() &&
static_cast<uint32_t>(VideoQueue().GetSize()) < LOW_VIDEO_FRAMES));
}
bool MediaDecoderStateMachine::OutOfDecodedAudio()
{
MOZ_ASSERT(OnTaskQueue());
return IsAudioDecoding() && !AudioQueue().IsFinished() &&
AudioQueue().GetSize() == 0 &&
!mMediaSink->HasUnplayedFrames(TrackInfo::kAudioTrack);
}
bool MediaDecoderStateMachine::HasLowUndecodedData()
{
MOZ_ASSERT(OnTaskQueue());
return HasLowUndecodedData(mLowDataThresholdUsecs);
}
bool MediaDecoderStateMachine::HasLowUndecodedData(int64_t aUsecs)
{
MOZ_ASSERT(OnTaskQueue());
NS_ASSERTION(mState >= DECODER_STATE_DECODING && !IsDecodingFirstFrame(),
"Must have loaded first frame for mBuffered to be valid");
// If we don't have a duration, mBuffered is probably not going to have
// a useful buffered range. Return false here so that we don't get stuck in
// buffering mode for live streams.
if (Duration().IsInfinite()) {
return false;
}
if (mBuffered.Ref().IsInvalid()) {
return false;
}
int64_t endOfDecodedVideoData = INT64_MAX;
if (HasVideo() && !VideoQueue().AtEndOfStream()) {
endOfDecodedVideoData = VideoQueue().Peek() ? VideoQueue().Peek()->GetEndTime() : VideoEndTime();
}
int64_t endOfDecodedAudioData = INT64_MAX;
if (HasAudio() && !AudioQueue().AtEndOfStream()) {
// mDecodedAudioEndTime could be -1 when no audio samples are decoded.
// But that is fine since we consider ourself as low in decoded data when
// we don't have any decoded audio samples at all.
endOfDecodedAudioData = mDecodedAudioEndTime;
}
int64_t endOfDecodedData = std::min(endOfDecodedVideoData, endOfDecodedAudioData);
if (Duration().ToMicroseconds() < endOfDecodedData) {
// Our duration is not up to date. No point buffering.
return false;
}
media::TimeInterval interval(media::TimeUnit::FromMicroseconds(endOfDecodedData),
media::TimeUnit::FromMicroseconds(std::min(endOfDecodedData + aUsecs, Duration().ToMicroseconds())));
return endOfDecodedData != INT64_MAX && !mBuffered.Ref().Contains(interval);
}
void
MediaDecoderStateMachine::DecodeError()
{
MOZ_ASSERT(OnTaskQueue());
if (IsShutdown()) {
// Already shutdown.
return;
}
// Change state to error, which will cause the state machine to wait until
// the MediaDecoder shuts it down.
SetState(DECODER_STATE_ERROR);
ScheduleStateMachine();
DECODER_WARN("Decode error, changed state to ERROR");
// MediaDecoder::DecodeError notifies the owner, and then shuts down the state
// machine.
mOnPlaybackEvent.Notify(MediaEventType::DecodeError);
}
void
MediaDecoderStateMachine::OnMetadataRead(MetadataHolder* aMetadata)
{
MOZ_ASSERT(OnTaskQueue());
MOZ_ASSERT(mState == DECODER_STATE_DECODING_METADATA);
mMetadataRequest.Complete();
if (mPendingDormant) {
SetDormant(mPendingDormant.ref());
return;
}
// Set mode to PLAYBACK after reading metadata.
mResource->SetReadMode(MediaCacheStream::MODE_PLAYBACK);
mInfo = aMetadata->mInfo;
mMetadataTags = aMetadata->mTags.forget();
RefPtr<MediaDecoderStateMachine> self = this;
// Set up the start time rendezvous if it doesn't already exist (which is
// generally the case, unless we're coming out of dormant mode).
if (!mStartTimeRendezvous) {
mStartTimeRendezvous = new StartTimeRendezvous(OwnerThread(), HasAudio(), HasVideo(),
mReader->ForceZeroStartTime() || IsRealTime());
mStartTimeRendezvous->AwaitStartTime()->Then(OwnerThread(), __func__,
[self] () -> void {
NS_ENSURE_TRUE_VOID(!self->IsShutdown());
self->mReader->DispatchSetStartTime(self->StartTime());
},
[] () -> void { NS_WARNING("Setting start time on reader failed"); }
);
}
if (mInfo.mMetadataDuration.isSome()) {
RecomputeDuration();
} else if (mInfo.mUnadjustedMetadataEndTime.isSome()) {
mStartTimeRendezvous->AwaitStartTime()->Then(OwnerThread(), __func__,
[self] () -> void {
NS_ENSURE_TRUE_VOID(!self->IsShutdown());
TimeUnit unadjusted = self->mInfo.mUnadjustedMetadataEndTime.ref();
TimeUnit adjustment = TimeUnit::FromMicroseconds(self->StartTime());
self->mInfo.mMetadataDuration.emplace(unadjusted - adjustment);
self->RecomputeDuration();
}, [] () -> void { NS_WARNING("Adjusting metadata end time failed"); }
);
}
if (HasVideo()) {
DECODER_LOG("Video decode isAsync=%d HWAccel=%d videoQueueSize=%d",
mReader->IsAsync(),
mReader->VideoIsHardwareAccelerated(),
GetAmpleVideoFrames());
}
// In general, we wait until we know the duration before notifying the decoder.
// However, we notify unconditionally in this case without waiting for the start
// time, since the caller might be waiting on metadataloaded to be fired before
// feeding in the CDM, which we need to decode the first frame (and
// thus get the metadata). We could fix this if we could compute the start
// time by demuxing without necessaring decoding.
bool waitingForCDM =
#ifdef MOZ_EME
mInfo.IsEncrypted() && !mCDMProxy;
#else
false;
#endif
mNotifyMetadataBeforeFirstFrame = mDuration.Ref().isSome() || waitingForCDM;
if (mNotifyMetadataBeforeFirstFrame) {
EnqueueLoadedMetadataEvent();
}
if (waitingForCDM) {
// Metadata parsing was successful but we're still waiting for CDM caps
// to become available so that we can build the correct decryptor/decoder.
SetState(DECODER_STATE_WAIT_FOR_CDM);
return;
}
// TenFourFox issue 434
SetState(DECODER_STATE_STARTUP_DELAY);
if (HasVideo() && MOZ_LIKELY(sVideoDecodeStartupDelay > 0)) {
// Stall a bit to let everything load.
ScheduleStateMachineIn(USECS_PER_S * sVideoDecodeStartupDelay);
return;
}
ScheduleStateMachine();
}
void
MediaDecoderStateMachine::OnMetadataNotRead(ReadMetadataFailureReason aReason)
{
MOZ_ASSERT(OnTaskQueue());
MOZ_ASSERT(mState == DECODER_STATE_DECODING_METADATA);
mMetadataRequest.Complete();
DECODER_WARN("Decode metadata failed, shutting down decoder");
DecodeError();
}
void
MediaDecoderStateMachine::EnqueueLoadedMetadataEvent()
{
MOZ_ASSERT(OnTaskQueue());
MediaDecoderEventVisibility visibility =
mSentLoadedMetadataEvent ? MediaDecoderEventVisibility::Suppressed
: MediaDecoderEventVisibility::Observable;
mMetadataLoadedEvent.Notify(nsAutoPtr<MediaInfo>(new MediaInfo(mInfo)),
Move(mMetadataTags),
Move(visibility));
mSentLoadedMetadataEvent = true;
}
void
MediaDecoderStateMachine::EnqueueFirstFrameLoadedEvent()
{
MOZ_ASSERT(OnTaskQueue());
MediaDecoderEventVisibility visibility =
mSentFirstFrameLoadedEvent ? MediaDecoderEventVisibility::Suppressed
: MediaDecoderEventVisibility::Observable;
mFirstFrameLoadedEvent.Notify(nsAutoPtr<MediaInfo>(new MediaInfo(mInfo)),
Move(visibility));
mSentFirstFrameLoadedEvent = true;
}
bool
MediaDecoderStateMachine::IsDecodingFirstFrame()
{
return mState == DECODER_STATE_DECODING && mDecodingFirstFrame;
}
void
MediaDecoderStateMachine::AdjustAudioThresholds()
{
MOZ_ASSERT(OnTaskQueue());
// Experiments show that we need to buffer more if audio is captured to avoid
// audio glitch. See bug 1188643 comment 16 for the details.
int64_t divisor = mAudioCaptured ? NO_VIDEO_AMPLE_AUDIO_DIVISOR / 2
: NO_VIDEO_AMPLE_AUDIO_DIVISOR;
// We're playing audio only. We don't need to worry about slow video
// decodes causing audio underruns, so don't buffer so much audio in
// order to reduce memory usage.
if (HasAudio() && !HasVideo() && mSentFirstFrameLoadedEvent) {
mAmpleAudioThresholdUsecs = detail::AMPLE_AUDIO_USECS / divisor;
mLowAudioThresholdUsecs = detail::LOW_AUDIO_USECS / divisor;
mQuickBufferingLowDataThresholdUsecs =
detail::QUICK_BUFFERING_LOW_DATA_USECS / divisor;
// Check if we need to stop audio prerolling for thresholds changed.
if (mIsAudioPrerolling && DonePrerollingAudio()) {
StopPrerollingAudio();
}
}
}
void
MediaDecoderStateMachine::FinishDecodeFirstFrame()
{
MOZ_ASSERT(OnTaskQueue());
DECODER_LOG("FinishDecodeFirstFrame");
if (!IsRealTime() && !mSentFirstFrameLoadedEvent) {
mMediaSink->Redraw();
}
// If we don't know the duration by this point, we assume infinity, per spec.
if (mDuration.Ref().isNothing()) {
mDuration = Some(TimeUnit::FromInfinity());
}
DECODER_LOG("Media duration %lld, "
"transportSeekable=%d, mediaSeekable=%d",
Duration().ToMicroseconds(), mResource->IsTransportSeekable(), mMediaSeekable.Ref());
// Get potentially updated metadata
mReader->ReadUpdatedMetadata(&mInfo);
if (!mNotifyMetadataBeforeFirstFrame) {
// If we didn't have duration and/or start time before, we should now.
EnqueueLoadedMetadataEvent();
}
EnqueueFirstFrameLoadedEvent();
mDecodingFirstFrame = false;
}
void
MediaDecoderStateMachine::SeekCompleted()
{
MOZ_ASSERT(OnTaskQueue());
MOZ_ASSERT(mState == DECODER_STATE_SEEKING);
int64_t seekTime = mCurrentSeek.mTarget.mTime;
int64_t newCurrentTime = seekTime;
// Setup timestamp state.
RefPtr<MediaData> video = VideoQueue().PeekFront();
if (seekTime == Duration().ToMicroseconds()) {
newCurrentTime = seekTime;
} else if (HasAudio()) {
MediaData* audio = AudioQueue().PeekFront();
// Though we adjust the newCurrentTime in audio-based, and supplemented
// by video. For better UX, should NOT bind the slide position to
// the first audio data timestamp directly.
// While seeking to a position where there's only either audio or video, or
// seeking to a position lies before audio or video, we need to check if
// seekTime is bounded in suitable duration. See Bug 1112438.
int64_t videoStart = video ? video->mTime : seekTime;
int64_t audioStart = audio ? audio->mTime : seekTime;
newCurrentTime = std::min(audioStart, videoStart);
} else {
newCurrentTime = video ? video->mTime : seekTime;
}
// Change state to DECODING or COMPLETED now. SeekingStopped will
// call MediaDecoderStateMachine::Seek to reset our state to SEEKING
// if we need to seek again.
bool isLiveStream = mResource->IsLiveStream();
State nextState;
if (mPendingSeek.Exists()) {
// A new seek target came in while we were processing the old one. No rest
// for the seeking.
DECODER_LOG("A new seek came along while we were finishing the old one - staying in SEEKING");
nextState = DECODER_STATE_SEEKING;
} else if (GetMediaTime() == Duration().ToMicroseconds() && !isLiveStream) {
// Seeked to end of media, move to COMPLETED state. Note we don't do
// this when playing a live stream, since the end of media will advance
// once we download more data!
DECODER_LOG("Changed state from SEEKING (to %lld) to COMPLETED", seekTime);
// Explicitly set our state so we don't decode further, and so
// we report playback ended to the media element.
nextState = DECODER_STATE_COMPLETED;
} else {
DECODER_LOG("Changed state from SEEKING (to %lld) to DECODING", seekTime);
nextState = DECODER_STATE_DECODING;
}
// We want to resolve the seek request prior finishing the first frame
// to ensure that the seeked event is fired prior loadeded.
mCurrentSeek.Resolve(nextState == DECODER_STATE_COMPLETED, __func__);
if (mDecodingFirstFrame) {
// We were resuming from dormant, or initiated a seek early.
// We can fire loadeddata now.
FinishDecodeFirstFrame();
}
if (nextState == DECODER_STATE_DECODING) {
StartDecoding();
} else {
SetState(nextState);
}
// Ensure timestamps are up to date.
UpdatePlaybackPositionInternal(newCurrentTime);
// Try to decode another frame to detect if we're at the end...
DECODER_LOG("Seek completed, mCurrentPosition=%lld", mCurrentPosition.Ref());
// Reset quick buffering status. This ensures that if we began the
// seek while quick-buffering, we won't bypass quick buffering mode
// if we need to buffer after the seek.
mQuickBuffering = false;
ScheduleStateMachine();
if (video) {
mMediaSink->Redraw();
mOnPlaybackEvent.Notify(MediaEventType::Invalidate);
}
}
RefPtr<ShutdownPromise>
MediaDecoderStateMachine::BeginShutdown()
{
mStreamSink->BeginShutdown();
return InvokeAsync(OwnerThread(), this, __func__,
&MediaDecoderStateMachine::Shutdown);
}
RefPtr<ShutdownPromise>
MediaDecoderStateMachine::FinishShutdown()
{
MOZ_ASSERT(OnTaskQueue());
// The reader's listeners hold references to the state machine,
// creating a cycle which keeps the state machine and its shared
// thread pools alive. So break it here.
// Prevent dangling pointers by disconnecting the listeners.
mAudioQueueListener.Disconnect();
mVideoQueueListener.Disconnect();
mMetadataManager.Disconnect();
// Disconnect canonicals and mirrors before shutting down our task queue.
mBuffered.DisconnectIfConnected();
mEstimatedDuration.DisconnectIfConnected();
mExplicitDuration.DisconnectIfConnected();
mPlayState.DisconnectIfConnected();
mNextPlayState.DisconnectIfConnected();
mLogicallySeeking.DisconnectIfConnected();
mVolume.DisconnectIfConnected();
mLogicalPlaybackRate.DisconnectIfConnected();
mPreservesPitch.DisconnectIfConnected();
mSameOriginMedia.DisconnectIfConnected();
mPlaybackBytesPerSecond.DisconnectIfConnected();
mPlaybackRateReliable.DisconnectIfConnected();
mDecoderPosition.DisconnectIfConnected();
mMediaSeekable.DisconnectIfConnected();
mDuration.DisconnectAll();
mIsShutdown.DisconnectAll();
mNextFrameStatus.DisconnectAll();
mCurrentPosition.DisconnectAll();
mPlaybackOffset.DisconnectAll();
// Shut down the watch manager before shutting down our task queue.
mWatchManager.Shutdown();
MOZ_ASSERT(mState == DECODER_STATE_SHUTDOWN,
"How did we escape from the shutdown state?");
DECODER_LOG("Shutting down state machine task queue");
return OwnerThread()->BeginShutdown();
}
nsresult MediaDecoderStateMachine::RunStateMachine()
{
MOZ_ASSERT(OnTaskQueue());
mDelayedScheduler.Reset(); // Must happen on state machine task queue.
mDispatchedStateMachine = false;
MediaResource* resource = mResource;
NS_ENSURE_TRUE(resource, NS_ERROR_NULL_POINTER);
// TenFourFox issue 434
if (mSystemLoadRetries) {
size_t count = PROCESSOR_SET_LOAD_INFO_COUNT;
sMachLastKernelReturn = processor_set_statistics(sMachDefaultPset,
PROCESSOR_SET_LOAD_INFO,
(processor_set_info_t)&sMachLoadInfo, &count);
}
switch (mState) {
case DECODER_STATE_ERROR:
case DECODER_STATE_SHUTDOWN:
case DECODER_STATE_DORMANT:
case DECODER_STATE_WAIT_FOR_CDM:
return NS_OK;
case DECODER_STATE_DECODING_NONE: {
SetState(DECODER_STATE_DECODING_METADATA);
ScheduleStateMachine();
return NS_OK;
}
case DECODER_STATE_DECODING_METADATA: {
if (!mMetadataRequest.Exists()) {
DECODER_LOG("Dispatching AsyncReadMetadata");
// Set mode to METADATA since we are about to read metadata.
mResource->SetReadMode(MediaCacheStream::MODE_METADATA);
mMetadataRequest.Begin(InvokeAsync(DecodeTaskQueue(), mReader.get(), __func__,
&MediaDecoderReader::AsyncReadMetadata)
->Then(OwnerThread(), __func__, this,
&MediaDecoderStateMachine::OnMetadataRead,
&MediaDecoderStateMachine::OnMetadataNotRead));
}
return NS_OK;
}
// TenFourFox issue 434
case DECODER_STATE_STARTUP_DELAY: {
// Only update this here, as a hal-fassed mutex.
if (mSystemLoadRetries) mSystemLoadRetries--;
// We have to implement this as a separate phase, because we don't
// know if we haz video until after metadata is read.
StartDecoding();
ScheduleStateMachine();
return NS_OK;
}
case DECODER_STATE_DECODING: {
if (IsDecodingFirstFrame()) {
// We haven't completed decoding our first frames, we can't start
// playback yet.
return NS_OK;
}
if (mPlayState != MediaDecoder::PLAY_STATE_PLAYING && IsPlaying())
{
// We're playing, but the element/decoder is in paused state. Stop
// playing!
StopPlayback();
}
// Start playback if necessary so that the clock can be properly queried.
MaybeStartPlayback();
UpdatePlaybackPositionPeriodically();
NS_ASSERTION(!IsPlaying() ||
mLogicallySeeking ||
IsStateMachineScheduled(),
"Must have timer scheduled");
return NS_OK;
}
case DECODER_STATE_BUFFERING: {
TimeStamp now = TimeStamp::Now();
NS_ASSERTION(!mBufferingStart.IsNull(), "Must know buffering start time.");
// With buffering heuristics we will remain in the buffering state if
// we've not decoded enough data to begin playback, or if we've not
// downloaded a reasonable amount of data inside our buffering time.
if (mReader->UseBufferingHeuristics()) {
TimeDuration elapsed = now - mBufferingStart;
bool isLiveStream = resource->IsLiveStream();
if ((isLiveStream || !CanPlayThrough()) &&
elapsed < TimeDuration::FromSeconds(mBufferingWait * mPlaybackRate) &&
(mQuickBuffering ? HasLowDecodedData(mQuickBufferingLowDataThresholdUsecs)
: HasLowUndecodedData(mBufferingWait * USECS_PER_S)) &&
mResource->IsExpectingMoreData())
{
DECODER_LOG("Buffering: wait %ds, timeout in %.3lfs %s",
mBufferingWait, mBufferingWait - elapsed.ToSeconds(),
(mQuickBuffering ? "(quick exit)" : ""));
ScheduleStateMachineIn(USECS_PER_S);
return NS_OK;
}
} else if (OutOfDecodedAudio() || OutOfDecodedVideo()) {
MOZ_ASSERT(mReader->IsWaitForDataSupported(),
"Don't yet have a strategy for non-heuristic + non-WaitForData");
DispatchDecodeTasksIfNeeded();
MOZ_ASSERT_IF(!mMinimizePreroll && OutOfDecodedAudio(), mAudioDataRequest.Exists() || mAudioWaitRequest.Exists());
MOZ_ASSERT_IF(!mMinimizePreroll && OutOfDecodedVideo(), mVideoDataRequest.Exists() || mVideoWaitRequest.Exists());
DECODER_LOG("In buffering mode, waiting to be notified: outOfAudio: %d, "
"mAudioStatus: %s, outOfVideo: %d, mVideoStatus: %s",
OutOfDecodedAudio(), AudioRequestStatus(),
OutOfDecodedVideo(), VideoRequestStatus());
return NS_OK;
}
DECODER_LOG("Changed state from BUFFERING to DECODING");
DECODER_LOG("Buffered for %.3lfs", (now - mBufferingStart).ToSeconds());
StartDecoding();
NS_ASSERTION(IsStateMachineScheduled(), "Must have timer scheduled");
return NS_OK;
}
case DECODER_STATE_SEEKING: {
if (mPendingSeek.Exists()) {
InitiateSeek();
}
return NS_OK;
}
case DECODER_STATE_COMPLETED: {
if (mPlayState != MediaDecoder::PLAY_STATE_PLAYING && IsPlaying()) {
StopPlayback();
}
// Play the remaining media. We want to run AdvanceFrame() at least
// once to ensure the current playback position is advanced to the
// end of the media, and so that we update the readyState.
if (VideoQueue().GetSize() > 1 ||
(HasAudio() && !mAudioCompleted) ||
(mAudioCaptured && !mStreamSink->IsFinished()))
{
// Start playback if necessary to play the remaining media.
MaybeStartPlayback();
UpdatePlaybackPositionPeriodically();
NS_ASSERTION(!IsPlaying() ||
mLogicallySeeking ||
IsStateMachineScheduled(),
"Must have timer scheduled");
return NS_OK;
}
// StopPlayback in order to reset the IsPlaying() state so audio
// is restarted correctly.
StopPlayback();
if (mState != DECODER_STATE_COMPLETED) {
// While we're presenting a frame we can change state. Whatever changed
// our state should have scheduled another state machine run.
NS_ASSERTION(IsStateMachineScheduled(), "Must have timer scheduled");
return NS_OK;
}
if (mPlayState == MediaDecoder::PLAY_STATE_PLAYING &&
!mSentPlaybackEndedEvent)
{
int64_t clockTime = std::max(AudioEndTime(), VideoEndTime());
clockTime = std::max(int64_t(0), std::max(clockTime, Duration().ToMicroseconds()));
UpdatePlaybackPosition(clockTime);
// Ensure readyState is updated before firing the 'ended' event.
UpdateNextFrameStatus();
mOnPlaybackEvent.Notify(MediaEventType::PlaybackEnded);
mSentPlaybackEndedEvent = true;
// MediaSink::GetEndTime() must be called before stopping playback.
StopMediaSink();
}
return NS_OK;
}
}
return NS_OK;
}
void
MediaDecoderStateMachine::Reset()
{
MOZ_ASSERT(OnTaskQueue());
DECODER_LOG("MediaDecoderStateMachine::Reset");
// We should be resetting because we're seeking, shutting down, or entering
// dormant state. We could also be in the process of going dormant, and have
// just switched to exiting dormant before we finished entering dormant,
// hence the DECODING_NONE case below.
MOZ_ASSERT(IsShutdown() ||
mState == DECODER_STATE_SEEKING ||
mState == DECODER_STATE_DORMANT ||
mState == DECODER_STATE_DECODING_NONE);
// Stop the audio thread. Otherwise, MediaSink might be accessing AudioQueue
// outside of the decoder monitor while we are clearing the queue and causes
// crash for no samples to be popped.
StopMediaSink();
mDecodedVideoEndTime = -1;
mDecodedAudioEndTime = -1;
mAudioCompleted = false;
AudioQueue().Reset();
VideoQueue().Reset();
mFirstVideoFrameAfterSeek = nullptr;
mDropAudioUntilNextDiscontinuity = true;
mDropVideoUntilNextDiscontinuity = true;
mDecodeToSeekTarget = false;
mMetadataRequest.DisconnectIfExists();
mAudioDataRequest.DisconnectIfExists();
mAudioWaitRequest.DisconnectIfExists();
mVideoDataRequest.DisconnectIfExists();
mVideoWaitRequest.DisconnectIfExists();
mSeekRequest.DisconnectIfExists();
mPlaybackOffset = 0;
nsCOMPtr<nsIRunnable> resetTask =
NS_NewRunnableMethod(mReader, &MediaDecoderReader::ResetDecode);
DecodeTaskQueue()->Dispatch(resetTask.forget());
}
void
MediaDecoderStateMachine::CheckFrameValidity(VideoData* aData)
{
MOZ_ASSERT(OnTaskQueue());
// Update corrupt-frames statistics
if (aData->mImage && !aData->mImage->IsValid()) {
FrameStatistics& frameStats = *mFrameStats;
frameStats.NotifyCorruptFrame();
// If more than 10% of the last 30 frames have been corrupted, then try disabling
// hardware acceleration. We use 10 as the corrupt value because RollingMean<>
// only supports integer types.
mCorruptFrames.insert(10);
#if(0)
if (mReader->VideoIsHardwareAccelerated() &&
frameStats.GetPresentedFrames() > 60 &&
mCorruptFrames.mean() >= 2 /* 20% */) {
nsCOMPtr<nsIRunnable> task =
NS_NewRunnableMethod(mReader, &MediaDecoderReader::DisableHardwareAcceleration);
DecodeTaskQueue()->Dispatch(task.forget());
mCorruptFrames.clear();
gfxCriticalNote << "Too many dropped/corrupted frames, disabling DXVA";
}
#endif
} else {
mCorruptFrames.insert(0);
}
}
int64_t
MediaDecoderStateMachine::GetClock(TimeStamp* aTimeStamp) const
{
MOZ_ASSERT(OnTaskQueue());
int64_t clockTime = mMediaSink->GetPosition(aTimeStamp);
NS_ASSERTION(GetMediaTime() <= clockTime, "Clock should go forwards.");
return clockTime;
}
void
MediaDecoderStateMachine::UpdatePlaybackPositionPeriodically()
{
MOZ_ASSERT(OnTaskQueue());
if (!IsPlaying() || mLogicallySeeking) {
return;
}
if (mAudioCaptured) {
DiscardStreamData();
}
// Cap the current time to the larger of the audio and video end time.
// This ensures that if we're running off the system clock, we don't
// advance the clock to after the media end time.
if (VideoEndTime() != -1 || AudioEndTime() != -1) {
const int64_t clockTime = GetClock();
// Skip frames up to the frame at the playback position, and figure out
// the time remaining until it's time to display the next frame and drop
// the current frame.
NS_ASSERTION(clockTime >= 0, "Should have positive clock time.");
// These will be non -1 if we've displayed a video frame, or played an audio frame.
int64_t t = std::min(clockTime, std::max(VideoEndTime(), AudioEndTime()));
// FIXME: Bug 1091422 - chained ogg files hit this assertion.
//MOZ_ASSERT(t >= GetMediaTime());
if (t > GetMediaTime()) {
UpdatePlaybackPosition(t);
}
}
// Note we have to update playback position before releasing the monitor.
// Otherwise, MediaDecoder::AddOutputStream could kick in when we are outside
// the monitor and get a staled value from GetCurrentTimeUs() which hits the
// assertion in GetClock().
int64_t delay = std::max<int64_t>(1, AUDIO_DURATION_USECS / mPlaybackRate);
ScheduleStateMachineIn(delay);
}
nsresult
MediaDecoderStateMachine::DropVideoUpToSeekTarget(MediaData* aSample)
{
MOZ_ASSERT(OnTaskQueue());
RefPtr<VideoData> video(aSample->As<VideoData>());
MOZ_ASSERT(video);
DECODER_LOG("DropVideoUpToSeekTarget() frame [%lld, %lld]",
video->mTime, video->GetEndTime());
MOZ_ASSERT(mCurrentSeek.Exists());
const int64_t target = mCurrentSeek.mTarget.mTime;
// If the frame end time is less than the seek target, we won't want
// to display this frame after the seek, so discard it.
if (target >= video->GetEndTime()) {
DECODER_LOG("DropVideoUpToSeekTarget() pop video frame [%lld, %lld] target=%lld",
video->mTime, video->GetEndTime(), target);
mFirstVideoFrameAfterSeek = video;
} else {
if (target >= video->mTime && video->GetEndTime() >= target) {
// The seek target lies inside this frame's time slice. Adjust the frame's
// start time to match the seek target. We do this by replacing the
// first frame with a shallow copy which has the new timestamp.
RefPtr<VideoData> temp = VideoData::ShallowCopyUpdateTimestamp(video, target);
video = temp;
}
mFirstVideoFrameAfterSeek = nullptr;
DECODER_LOG("DropVideoUpToSeekTarget() found video frame [%lld, %lld] containing target=%lld",
video->mTime, video->GetEndTime(), target);
PushFront(video, MediaData::VIDEO_DATA);
}
return NS_OK;
}
nsresult
MediaDecoderStateMachine::DropAudioUpToSeekTarget(MediaData* aSample)
{
MOZ_ASSERT(OnTaskQueue());
RefPtr<AudioData> audio(aSample->As<AudioData>());
MOZ_ASSERT(audio &&
mCurrentSeek.Exists() &&
mCurrentSeek.mTarget.mType == SeekTarget::Accurate);
CheckedInt64 sampleDuration =
FramesToUsecs(audio->mFrames, mInfo.mAudio.mRate);
if (!sampleDuration.isValid()) {
return NS_ERROR_FAILURE;
}
if (audio->mTime + sampleDuration.value() <= mCurrentSeek.mTarget.mTime) {
// Our seek target lies after the frames in this AudioData. Don't
// push it onto the audio queue, and keep decoding forwards.
return NS_OK;
}
if (audio->mTime > mCurrentSeek.mTarget.mTime) {
// The seek target doesn't lie in the audio block just after the last
// audio frames we've seen which were before the seek target. This
// could have been the first audio data we've seen after seek, i.e. the
// seek terminated after the seek target in the audio stream. Just
// abort the audio decode-to-target, the state machine will play
// silence to cover the gap. Typically this happens in poorly muxed
// files.
DECODER_WARN("Audio not synced after seek, maybe a poorly muxed file?");
Push(audio, MediaData::AUDIO_DATA);
return NS_OK;
}
// The seek target lies somewhere in this AudioData's frames, strip off
// any frames which lie before the seek target, so we'll begin playback
// exactly at the seek target.
NS_ASSERTION(mCurrentSeek.mTarget.mTime >= audio->mTime,
"Target must at or be after data start.");
NS_ASSERTION(mCurrentSeek.mTarget.mTime < audio->mTime + sampleDuration.value(),
"Data must end after target.");
CheckedInt64 framesToPrune =
UsecsToFrames(mCurrentSeek.mTarget.mTime - audio->mTime, mInfo.mAudio.mRate);
if (!framesToPrune.isValid()) {
return NS_ERROR_FAILURE;
}
if (framesToPrune.value() > audio->mFrames) {
// We've messed up somehow. Don't try to trim frames, the |frames|
// variable below will overflow.
DECODER_WARN("Can't prune more frames that we have!");
return NS_ERROR_FAILURE;
}
uint32_t frames = audio->mFrames - static_cast<uint32_t>(framesToPrune.value());
uint32_t channels = audio->mChannels;
auto audioData = MakeUnique<AudioDataValue[]>(frames * channels);
memcpy(audioData.get(),
audio->mAudioData.get() + (framesToPrune.value() * channels),
frames * channels * sizeof(AudioDataValue));
CheckedInt64 duration = FramesToUsecs(frames, mInfo.mAudio.mRate);
if (!duration.isValid()) {
return NS_ERROR_FAILURE;
}
RefPtr<AudioData> data(new AudioData(audio->mOffset,
mCurrentSeek.mTarget.mTime,
duration.value(),
frames,
Move(audioData),
channels,
audio->mRate));
PushFront(data, MediaData::AUDIO_DATA);
return NS_OK;
}
void MediaDecoderStateMachine::UpdateNextFrameStatus()
{
MOZ_ASSERT(OnTaskQueue());
MediaDecoderOwner::NextFrameStatus status;
const char* statusString;
if (mState <= DECODER_STATE_WAIT_FOR_CDM || IsDecodingFirstFrame()) {
status = MediaDecoderOwner::NEXT_FRAME_UNAVAILABLE;
statusString = "NEXT_FRAME_UNAVAILABLE";
} else if (IsBuffering()) {
status = MediaDecoderOwner::NEXT_FRAME_UNAVAILABLE_BUFFERING;
statusString = "NEXT_FRAME_UNAVAILABLE_BUFFERING";
} else if (IsSeeking()) {
status = MediaDecoderOwner::NEXT_FRAME_UNAVAILABLE_SEEKING;
statusString = "NEXT_FRAME_UNAVAILABLE_SEEKING";
} else if (HaveNextFrameData()) {
status = MediaDecoderOwner::NEXT_FRAME_AVAILABLE;
statusString = "NEXT_FRAME_AVAILABLE";
} else {
status = MediaDecoderOwner::NEXT_FRAME_UNAVAILABLE;
statusString = "NEXT_FRAME_UNAVAILABLE";
}
if (status != mNextFrameStatus) {
DECODER_LOG("Changed mNextFrameStatus to %s", statusString);
// bug 1298594
if(status == MediaDecoderOwner::NEXT_FRAME_UNAVAILABLE_BUFFERING ||
status == MediaDecoderOwner::NEXT_FRAME_UNAVAILABLE) {
// Ensure currentTime is up to date prior updating mNextFrameStatus so that
// the MediaDecoderOwner fire events at correct currentTime.
UpdatePlaybackPositionPeriodically();
}
}
mNextFrameStatus = status;
}
bool MediaDecoderStateMachine::JustExitedQuickBuffering()
{
MOZ_ASSERT(OnTaskQueue());
return !mDecodeStartTime.IsNull() &&
mQuickBuffering &&
(TimeStamp::Now() - mDecodeStartTime) < TimeDuration::FromMicroseconds(QUICK_BUFFER_THRESHOLD_USECS);
}
bool
MediaDecoderStateMachine::CanPlayThrough()
{
MOZ_ASSERT(OnTaskQueue());
return IsRealTime() || GetStatistics().CanPlayThrough();
}
MediaStatistics
MediaDecoderStateMachine::GetStatistics()
{
MOZ_ASSERT(OnTaskQueue());
MediaStatistics result;
result.mDownloadRate = mResource->GetDownloadRate(&result.mDownloadRateReliable);
result.mDownloadPosition = mResource->GetCachedDataEnd(mDecoderPosition);
result.mTotalBytes = mResource->GetLength();
result.mPlaybackRate = mPlaybackBytesPerSecond;
result.mPlaybackRateReliable = mPlaybackRateReliable;
result.mDecoderPosition = mDecoderPosition;
result.mPlaybackPosition = mPlaybackOffset;
return result;
}
void MediaDecoderStateMachine::StartBuffering()
{
MOZ_ASSERT(OnTaskQueue());
if (mState != DECODER_STATE_DECODING) {
// We only move into BUFFERING state if we're actually decoding.
// If we're currently doing something else, we don't need to buffer,
// and more importantly, we shouldn't overwrite mState to interrupt
// the current operation, as that could leave us in an inconsistent
// state!
return;
}
// Update playback position again before entering BUFFERING so the currentTime
// of the media element is more accurate during buffering.
UpdatePlaybackPositionPeriodically();
if (IsPlaying()) {
StopPlayback();
}
TimeDuration decodeDuration = TimeStamp::Now() - mDecodeStartTime;
// Go into quick buffering mode provided we've not just left buffering using
// a "quick exit". This stops us flip-flopping between playing and buffering
// when the download speed is similar to the decode speed.
mQuickBuffering =
!JustExitedQuickBuffering() &&
decodeDuration < UsecsToDuration(QUICK_BUFFER_THRESHOLD_USECS);
mBufferingStart = TimeStamp::Now();
SetState(DECODER_STATE_BUFFERING);
DECODER_LOG("Changed state from DECODING to BUFFERING, decoded for %.3lfs",
decodeDuration.ToSeconds());
MediaStatistics stats = GetStatistics();
DECODER_LOG("Playback rate: %.1lfKB/s%s download rate: %.1lfKB/s%s",
stats.mPlaybackRate/1024, stats.mPlaybackRateReliable ? "" : " (unreliable)",
stats.mDownloadRate/1024, stats.mDownloadRateReliable ? "" : " (unreliable)");
}
void
MediaDecoderStateMachine::ScheduleStateMachine()
{
MOZ_ASSERT(OnTaskQueue());
if (mDispatchedStateMachine) {
return;
}
mDispatchedStateMachine = true;
nsCOMPtr<nsIRunnable> task =
NS_NewRunnableMethod(this, &MediaDecoderStateMachine::RunStateMachine);
OwnerThread()->Dispatch(task.forget());
}
void
MediaDecoderStateMachine::ScheduleStateMachineIn(int64_t aMicroseconds)
{
MOZ_ASSERT(OnTaskQueue()); // mDelayedScheduler.Ensure() may Disconnect()
// the promise, which must happen on the state
// machine task queue.
MOZ_ASSERT(aMicroseconds > 0);
if (mDispatchedStateMachine) {
return;
}
// Real-time weirdness.
if (IsRealTime()) {
aMicroseconds = std::min(aMicroseconds, int64_t(40000));
}
TimeStamp now = TimeStamp::Now();
TimeStamp target = now + TimeDuration::FromMicroseconds(aMicroseconds);
SAMPLE_LOG("Scheduling state machine for %lf ms from now", (target - now).ToMilliseconds());
RefPtr<MediaDecoderStateMachine> self = this;
mDelayedScheduler.Ensure(target, [self] () {
self->OnDelayedSchedule();
}, [self] () {
self->NotReached();
});
}
bool MediaDecoderStateMachine::OnTaskQueue() const
{
return OwnerThread()->IsCurrentThreadIn();
}
bool MediaDecoderStateMachine::IsStateMachineScheduled() const
{
MOZ_ASSERT(OnTaskQueue());
return mDispatchedStateMachine || mDelayedScheduler.IsScheduled();
}
void
MediaDecoderStateMachine::LogicalPlaybackRateChanged()
{
MOZ_ASSERT(OnTaskQueue());
if (mLogicalPlaybackRate == 0) {
// This case is handled in MediaDecoder by pausing playback.
return;
}
mPlaybackRate = mLogicalPlaybackRate;
mMediaSink->SetPlaybackRate(mPlaybackRate);
if (mIsAudioPrerolling && DonePrerollingAudio()) {
StopPrerollingAudio();
}
if (mIsVideoPrerolling && DonePrerollingVideo()) {
StopPrerollingVideo();
}
ScheduleStateMachine();
}
void MediaDecoderStateMachine::PreservesPitchChanged()
{
MOZ_ASSERT(OnTaskQueue());
mMediaSink->SetPreservesPitch(mPreservesPitch);
}
bool MediaDecoderStateMachine::IsShutdown()
{
MOZ_ASSERT(OnTaskQueue());
return mIsShutdown;
}
int64_t
MediaDecoderStateMachine::AudioEndTime() const
{
MOZ_ASSERT(OnTaskQueue());
if (mMediaSink->IsStarted()) {
return mMediaSink->GetEndTime(TrackInfo::kAudioTrack);
}
MOZ_ASSERT(!HasAudio());
return -1;
}
int64_t
MediaDecoderStateMachine::VideoEndTime() const
{
MOZ_ASSERT(OnTaskQueue());
if (mMediaSink->IsStarted()) {
return mMediaSink->GetEndTime(TrackInfo::kVideoTrack);
}
return -1;
}
void
MediaDecoderStateMachine::OnMediaSinkVideoComplete()
{
MOZ_ASSERT(OnTaskQueue());
VERBOSE_LOG("[%s]", __func__);
mMediaSinkVideoPromise.Complete();
ScheduleStateMachine();
}
void
MediaDecoderStateMachine::OnMediaSinkVideoError()
{
MOZ_ASSERT(OnTaskQueue());
VERBOSE_LOG("[%s]", __func__);
mMediaSinkVideoPromise.Complete();
if (HasAudio()) {
return;
}
DecodeError();
}
void MediaDecoderStateMachine::OnMediaSinkAudioComplete()
{
MOZ_ASSERT(OnTaskQueue());
VERBOSE_LOG("[%s]", __func__);
mMediaSinkAudioPromise.Complete();
// Set true only when we have audio.
mAudioCompleted = mInfo.HasAudio();
// To notify PlaybackEnded as soon as possible.
ScheduleStateMachine();
}
void MediaDecoderStateMachine::OnMediaSinkAudioError()
{
MOZ_ASSERT(OnTaskQueue());
VERBOSE_LOG("[%s]", __func__);
mMediaSinkAudioPromise.Complete();
// Set true only when we have audio.
mAudioCompleted = mInfo.HasAudio();
// Make the best effort to continue playback when there is video.
if (HasVideo()) {
return;
}
// Otherwise notify media decoder/element about this error for it makes
// no sense to play an audio-only file without sound output.
DecodeError();
}
#ifdef MOZ_EME
void
MediaDecoderStateMachine::OnCDMProxyReady(RefPtr<CDMProxy> aProxy)
{
MOZ_ASSERT(OnTaskQueue());
mCDMProxyPromise.Complete();
mCDMProxy = aProxy;
mReader->SetCDMProxy(aProxy);
if (mState == DECODER_STATE_WAIT_FOR_CDM) {
StartDecoding();
}
}
void
MediaDecoderStateMachine::OnCDMProxyNotReady()
{
MOZ_ASSERT(OnTaskQueue());
mCDMProxyPromise.Complete();
}
#endif
void
MediaDecoderStateMachine::SetAudioCaptured(bool aCaptured)
{
MOZ_ASSERT(OnTaskQueue());
if (aCaptured == mAudioCaptured) {
return;
}
// Backup current playback parameters.
MediaSink::PlaybackParams params = mMediaSink->GetPlaybackParams();
// Stop and shut down the existing sink.
StopMediaSink();
mMediaSink->Shutdown();
// Create a new sink according to whether audio is captured.
mMediaSink = CreateMediaSink(aCaptured);
// Restore playback parameters.
mMediaSink->SetPlaybackParams(params);
// We don't need to call StartMediaSink() here because IsPlaying() is now
// always in sync with the playing state of MediaSink. It will be started in
// MaybeStartPlayback() in the next cycle if necessary.
mAudioCaptured = aCaptured;
ScheduleStateMachine();
}
uint32_t MediaDecoderStateMachine::GetAmpleVideoFrames() const
{
MOZ_ASSERT(OnTaskQueue());
return (mReader->IsAsync() && mReader->VideoIsHardwareAccelerated())
? std::max<uint32_t>(sVideoQueueHWAccelSize, MIN_VIDEO_QUEUE_SIZE)
: std::max<uint32_t>(sVideoQueueDefaultSize, MIN_VIDEO_QUEUE_SIZE);
}
void MediaDecoderStateMachine::AddOutputStream(ProcessedMediaStream* aStream,
bool aFinishWhenEnded)
{
MOZ_ASSERT(NS_IsMainThread());
DECODER_LOG("AddOutputStream aStream=%p!", aStream);
mStreamSink->AddOutput(aStream, aFinishWhenEnded);
nsCOMPtr<nsIRunnable> r = NS_NewRunnableMethodWithArg<bool>(
this, &MediaDecoderStateMachine::SetAudioCaptured, true);
OwnerThread()->Dispatch(r.forget());
}
void MediaDecoderStateMachine::RemoveOutputStream(MediaStream* aStream)
{
MOZ_ASSERT(NS_IsMainThread());
DECODER_LOG("RemoveOutputStream=%p!", aStream);
mStreamSink->RemoveOutput(aStream);
if (!mStreamSink->HasConsumers()) {
nsCOMPtr<nsIRunnable> r = NS_NewRunnableMethodWithArg<bool>(
this, &MediaDecoderStateMachine::SetAudioCaptured, false);
OwnerThread()->Dispatch(r.forget());
}
}
} // namespace mozilla
// avoid redefined macro in unified build
#undef LOG
#undef DECODER_LOG
#undef VERBOSE_LOG
#undef DECODER_WARN
#undef DECODER_WARN_HELPER
#undef NS_DispatchToMainThread