Files
palemoon27/dom/media/MediaDecoderStateMachine.cpp
T
roytam1 3653fcb320 import changes from `dev' branch of rmottola/Arctic-Fox:
- Bug 1011826 - Split Prefable into two pieces. r=bz. (115675544f)
- Bug 1260653 - Shrink NativeProperties. r=bz. (a609483d76)
- Bug 1255655 - Const-ify mozilla::dom::ErrorFormatString. r=baku. (8e4f4dac33)
- Bug 1257389: Use fallible allocation for content-controlled string in bug 1257389. r=bz (b3670d2916)
- Bug 1245650 - remove JavaScript-navigator-property category support. r=bz. (fd2be96344)
- Bug 1260653 (follow-up) - Use |MOZ_CONSTEXPR| instead of |constexpr| to unbreak builds with VS 2013. r=birtles. (d76ab3c86d)
- Bug 1259172 - Fix assertion in Codegen.py's InitUnforgeablePropertiesOnHolder function. r=bz (ef54b31645)
- Bug 1250949.  Add some better documentation to the dictionary init codegen.  r=ehsan (f608f930e5)
- build bits of Bug 1318955 - Upgrade to Hunspell 1.5.4 and remove stale README for non-existing patches (713d8d8329)
- Bug 1250499 - prevent resource leak in mount_operation_ask_password. r=ehsan (ba9d741462)
- Bug 1252902 - remove ScopedFreePtr; r=Waldo (c8978edf27)
- Bug 1261452 - do_AddRef shouldn't require an rvalue-reference. r=froydnj (aec4028b9e)
- Bug 1252901 - don't use ScopedFreePtrTraits in MediaEngineWrapper.h; r=jesup (d4cf3438e3)
- Bug 1252198 - use UniquePtr instead of ScopedFreePtr in MediaEngineTabVideoSource; r=gerald (767055ddba)
- Bug 1254102 - Add "blackout" mode. If the window is not legal, output a black square. r=jesup (4d19c584bb)
- Bug 1250934: Only dig out cubeb deviceIDs immediately before use since they can be freed r=padenot (5c321f9458)
- Bug 1255217: Don't require getUserMedia/cubeb device enumeration mapping if --disable-webrtc is set r=padenot (bd3efd7a23)
- Bug 1257616: We can release Conduits immediately if we're on MainThread already r=drno (0b04888e2f)
- Bug 1258144: Don't start a thread for SystemClockDriver if already started r=padenot (298893101c)
- Bug 1258144: Flip warning sense typo in original patch for bug r=cpearce (53422b72a3)
- Bug 1258144: warnings-as-errors bustage r=cpearce (9259a2e872)
- Bug 1251502 - Use devid instead of device_id when getting the ID for a cubeb device. r=jesup (61bb95c418)
- Bug 1258942: Lock around DeviceID access for audio inputs r=padenot (1bdd2da88d)
- Bug 1250934: Don't allow switching to a clock driver when we already have a switch pending r=padenot (d35cf2791d)
- Bug 1250934: Factor out AudioTracksPresent() in MediaStreamGraph, and add checks of 'pending' tracks r=padenot (1e53e16ec0)
- Bug 1250934: Block GraphDriver switching if audio input is enabled (full-duplex) r=padenot (1b30daf654)
- Bug 1256555: Wrap "shouldAEC" variable-usage in #ifdef for consistency & to fix --disable-webrtc build failure. r=jesup (fa701f164e)
- Bug 1263251: Calculate AudioTrackPresent() correctly in MediaStreamGraph r=padenot (e4ca11bdcd)
- Bug 1264195: Re-add SetMicrophoneActive() calls into the GraphDriver r=padenot (c995b0cd83)
- Bug 1250934: Update some MediaStreamGraph logging r=padenot (e105642010)
- Bug 1266438 - Reset the AEC and other processing when audio devices change. r=jesup (e09f6bc9e7)
- Bug 1256510: When shutting down MediaStreamGraphs, if the graph hasn't started, let it start and shut down r=padenot (92ffec2c64)
- Bug 1266438 - Remove workaround on OSX when switching device, not necessary with duplex mode. r=jesup (0203d61186)
- Bug 1261627 - Unbreak --disable-webrtc builds. r=cpearce (38c2af874d)
- Bug 1248861: P1. Add AlignedBuffer template class. r=cpearce (3b27482308)
- Bug 1248861: P2. Use AlignedByteBuffer with MediaRawData. r=cpearce (0652979dbc)
- Bug 1248861: P3. Use AlignedAudioBuffer object with AudioData. r=cpearce (6788c4c1cb)
- Bug 1248861: P4. Add AudioConfig and introduce channel layout definition. r=cpearce (0b10c3dea0)
- Bug 1248861: P5. Add AudioConverter class and relatives. r=cpearce (1492a238c5)
- Bug 1248861: P6. Ensure AT decoder channel layout is always in SMPTE order. r=rillian (05db7e01d1)
- Bug 1239223: [vorbis] P1. Properly calculate decoded audio sample timestamps. r=kinetik (b6088d692a)
- Bug 1264500 - Include Telemetry.h to avoid build errors. r=cpearce (c019891221)
- Bug 1248861: P7. Ensure vorbis decoder channel layout is always in SMPTE order. r=rillian (69bc69795c)
- Bug 657791 - Update seekable range handling for cueless WebMs. r=kinetik MediaDecoder previously had 3 states within GetSeekable(), media is either seekable, seekable but not supported by transport, or not seekable. Due to changes to make cueless webms playable, a 4th option is needed: a file that is not fully seekable, but may support seeking from the transport, such as these webms, should only be seekable in the buffered range. (73132b539d)
- Bug 1248861: P8. Added ChannelLayout::MappingTable method. r=gerald (e672ae0045)
- Bug 1248861: P9. Use ChannelLayout::MappingTable. r=gerald (f4775517ba)
- Bug 1241062: [opus] P1. Properly calculate decoded audio sample timestamps. r=kinetik (8ba6184301)
- Bug 1248861: P10. Ensure opus decoder channel layout is always in SMPTE order. r=rillian (7c05d2ef52)
- Bug 1248861: P11. Fix current downmixer. r=rillian Current downmixer was using vorbis channel order (which isn't surprising as it was extracted from the Ogg reader). Make it use SMPTE order as that's now what all MediaDataDecoder output. (e1f7ef6e41)
- Bug 1248861: P12. Update AudioCompactor to account for alignment padding. r=rillian (7bc1630947)
- Bug 1265093: Silence CID 1358535. r=gerald It was a false positive, has mData can only be null if mLength is also 0. (1dc80f251d)
- Bug 1262753: P1. Add AudioConfig == and != operator. r=gerald (1470c50ee9)
- Bug 1262753: P2. Add AudioDataBuffer::operator=. r=gerald (97dc392584)
- Bug 1262753: P3. Add AudioConverter::InputConfig/OutputConfig. r=gerald Allow access to original constructor objects, to avoid having to store the original AudioConfig objects elsewhere. (743799c4d9)
- Bug 1262746: P1. Add downmixing capabilities to AudioConverter. r=rillian (1bbb210b88)
- Bug 1248513 - Fix static analysis errors in non-unified build for AudioStream.cpp. r=gerald. (ada96b559a)
- Bug 1262746: P2. Use AudioConvert in AudioStream to downmix samples. r=jwwang (c1d42ba8c5)
- Bug 1262746: P3. Remove DownmixAudioToStereo method. r=rillian Functionality is now provided through AudioConverter class. (df003d2602)
- Bug 1248478 - Remove some obsolete code in XrayWrapper.cpp. r=bholley. (5e9fe8790d)
- missing bit of (089ce6da47)
- Bug 1256688 - Continue using getPropertyDescriptor for has in XrayWrapper. r=peterv (8119ce5cb0)
- Bug 1260945 - Add missing isSystem check (r=bholley) (3365901bcb)
- Bug 1264778 - Merge some XPConnect js::Class instances. r=mrbkap. XPC_WN_WithCall_ObjectOps and XPC_WN_NoCall_ObjectOps are both equal to JS_NULL_OBJECT_OPS. (b363936eb9)
- Bug 1257892. Fix XPCConvert::JSValToXPCException to correctly detect Web IDL binding exceptions (i.e. all of them now!) when trying to check whether the value is already an XPCException. r=bholley (c48ff0620c)
- Bug 1179278: GDB pretty-printers: handle encoding errors when trying to print JSObject class names. DONTBUILD r=jorendorff (e9981ce359)
- Bug 1261426 - GDB Scripts: Add pretty printers for js::jit::ExecutableAllocator. r=jandem (eb5570d8c7)
- Bug 1232712 - add a gdb unwinder for SpiderMonkey; r=nbp (b60ca7eac5)
- Bug 1259867 - GDB Scripts: Disable SpiderMonkey's unwinder by default. r=tromey (2784da6603)
- Bug 1261426 - GDB Scripts: Use the ExecutableAllocator as a fallback solution for finding JIT pages. r=tromey (b80bfc4112)
- Bug 1261426 - GDB Scripts: Prevent gdb Memory.error when dereferencing null pointers. r=tromey (ce5a767db1)
- Bug 1254295 - add function name to gdb frame filter; r=nbp (ba31fca7c9)
- Bug 1262936 - Add missing OOM check to RegExpStack::reset. r=bhackett (3d7c4be6c6)
- Bug 1257779 - Don't make scripted proxies' [[OwnPropertyKeys]] have non-linear behavior in certain cases. r=jonco, r=evilpie (3b6e95f8e5)
- Bug 1266614 - Fix C4334 in OrderedHashTable.h. r=jandem (c764886bc4)
- Bug 1264920: IonMonkey - DoTypeUpdateFallback is not allowed to gc, r=jandem (df8cb4d03d)
2024-05-06 11:59:41 +08:00

2904 lines
98 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/AudioSinkWrapper.h"
#include "mediasink/DecodedAudioDataSink.h"
#include "mediasink/DecodedStream.h"
#include "mediasink/OutputStreamManager.h"
#include "mediasink/VideoSink.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 "MediaDecoderReaderWrapper.h"
#include "MediaDecoderStateMachine.h"
#include "MediaShutdownManager.h"
#include "MediaTimer.h"
#include "TimeUnits.h"
#include "VideoSegment.h"
#include "VideoUtils.h"
#include "gfxPrefs.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.
static const int64_t AMPLE_AUDIO_USECS = 2000000;
} // namespace detail
// 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 = 2;
// 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 = 60000;
// 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;
// When the continuous silent data is over this threshold, means the a/v does
// not produce any sound. This time is decided by UX suggestion, see
// https://bugzilla.mozilla.org/show_bug.cgi?id=1235612#c18
static const uint32_t SILENT_DATA_THRESHOLD_USECS = 10000000;
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 = 3;
static const uint32_t MAX_VIDEO_QUEUE_SIZE = 10;
#ifdef MOZ_APPLEMEDIA
static const uint32_t HW_VIDEO_QUEUE_SIZE = 10;
#else
static const uint32_t HW_VIDEO_QUEUE_SIZE = 3;
#endif
static const uint32_t VIDEO_QUEUE_SEND_TO_COMPOSITOR_SIZE = 9999;
static uint32_t sVideoQueueDefaultSize = MAX_VIDEO_QUEUE_SIZE;
static uint32_t sVideoQueueHWAccelSize = HW_VIDEO_QUEUE_SIZE;
static uint32_t sVideoQueueSendToCompositorSize = VIDEO_QUEUE_SEND_TO_COMPOSITOR_SIZE;
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", HW_VIDEO_QUEUE_SIZE);
sVideoQueueSendToCompositorSize = Preferences::GetUint(
"media.video-queue.send-to-compositor-size", VIDEO_QUEUE_SEND_TO_COMPOSITOR_SIZE);
}
}
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_METADATA, "MediaDecoderStateMachine::mState"),
mCurrentFrameID(0),
mObservedDuration(TimeUnit(), "MediaDecoderStateMachine::mObservedDuration"),
mFragmentEndTime(-1),
mReader(aReader),
mReaderWrapper(new MediaDecoderReaderWrapper(aRealTime, mTaskQueue, aReader)),
mDecodedAudioEndTime(0),
mDecodedVideoEndTime(0),
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),
mAudioCompleted(false, "MediaDecoderStateMachine::mAudioCompleted"),
mVideoCompleted(false, "MediaDecoderStateMachine::mVideoCompleted"),
mNotifyMetadataBeforeFirstFrame(false),
mDispatchedEventToDecode(false),
mQuickBuffering(false),
mMinimizePreroll(false),
mDecodeThreadWaiting(false),
mDropAudioUntilNextDiscontinuity(false),
mDropVideoUntilNextDiscontinuity(false),
mCurrentTimeBeforeSeek(0),
mDecodingFirstFrame(true),
mSentLoadedMetadataEvent(false),
mSentFirstFrameLoadedEvent(false),
mSentPlaybackEndedEvent(false),
mOutputStreamManager(new OutputStreamManager()),
mResource(aDecoder->GetResource()),
mAudioOffloading(false),
mSilentDataDuration(0),
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)"),
mMediaPrincipalHandle(mTaskQueue, PRINCIPAL_HANDLE_NONE,
"MediaDecoderStateMachine::mMediaPrincipalHandle (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)"),
mMediaSeekableOnlyInBufferedRanges(mTaskQueue, false,
"MediaDecoderStateMachine::mMediaSeekableOnlyInBufferedRanges (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)"),
mIsAudioDataAudible(mTaskQueue, false,
"MediaDecoderStateMachine::mIsAudioDataAudible (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();
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);
#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());
mMediaPrincipalHandle.Connect(aDecoder->CanonicalMediaPrincipalHandle());
mPlaybackBytesPerSecond.Connect(aDecoder->CanonicalPlaybackBytesPerSecond());
mPlaybackRateReliable.Connect(aDecoder->CanonicalPlaybackRateReliable());
mDecoderPosition.Connect(aDecoder->CanonicalDecoderPosition());
mMediaSeekable.Connect(aDecoder->CanonicalMediaSeekable());
mMediaSeekableOnlyInBufferedRanges.Connect(aDecoder->CanonicalMediaSeekableOnlyInBufferedRanges());
// Initialize watchers.
mWatchManager.Watch(mBuffered, &MediaDecoderStateMachine::BufferedRangeUpdated);
mWatchManager.Watch(mState, &MediaDecoderStateMachine::UpdateNextFrameStatus);
mWatchManager.Watch(mAudioCompleted, &MediaDecoderStateMachine::UpdateNextFrameStatus);
mWatchManager.Watch(mVideoCompleted, &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);
}
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)
{
RefPtr<media::MediaSink> audioSink = aAudioCaptured
? new DecodedStream(mTaskQueue, mAudioQueue, mVideoQueue,
mOutputStreamManager, mSameOriginMedia.Ref(),
mMediaPrincipalHandle.Ref())
: 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 might be smaller than GetClock() when there is
// overlap between 2 adjacent audio samples or when we are playing
// a chained ogg file.
return std::max<int64_t>(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;
}
}
bool MediaDecoderStateMachine::HaveEnoughDecodedAudio()
{
MOZ_ASSERT(OnTaskQueue());
int64_t ampleAudioUSecs = mAmpleAudioThresholdUsecs * mPlaybackRate;
if (AudioQueue().GetSize() == 0 ||
GetDecodedAudioDuration() < ampleAudioUSecs) {
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 (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 minPrl=%d enufVid=%d",
IsVideoDecoding(), mMinimizePreroll, HaveEnoughDecodedVideo());
return IsVideoDecoding() &&
mState != DECODER_STATE_SEEKING &&
((IsDecodingFirstFrame() && 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;
}
// 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 minPrl=%d enufAud=%d",
IsAudioDecoding(), mMinimizePreroll, HaveEnoughDecodedAudio());
return IsAudioDecoding() &&
mState != DECODER_STATE_SEEKING &&
((IsDecodingFirstFrame() && AudioQueue().GetSize() == 0) ||
(!mMinimizePreroll && !HaveEnoughDecodedAudio()));
}
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();
// audio->GetEndTime() is not always mono-increasing in chained ogg.
mDecodedAudioEndTime = std::max(audio->GetEndTime(), mDecodedAudioEndTime);
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.IsFast() &&
mCurrentSeek.mTarget.GetTime().ToMicroseconds() > 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.SetType(SeekTarget::Accurate);
}
if (mCurrentSeek.mTarget.IsFast()) {
// 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::CheckIsAudible(const MediaData* aSample)
{
MOZ_ASSERT(OnTaskQueue());
MOZ_ASSERT(aSample->mType == MediaData::AUDIO_DATA);
const AudioData* data = aSample->As<AudioData>();
bool isAudible = data->IsAudible();
if (isAudible && !mIsAudioDataAudible) {
mIsAudioDataAudible = true;
mSilentDataDuration = 0;
} else if (isAudible && mIsAudioDataAudible) {
mSilentDataDuration += data->mDuration;
if (mSilentDataDuration > SILENT_DATA_THRESHOLD_USECS) {
mIsAudioDataAudible = false;
mSilentDataDuration = 0;
}
}
}
void
MediaDecoderStateMachine::OnAudioPopped(const RefPtr<MediaData>& aSample)
{
MOZ_ASSERT(OnTaskQueue());
mPlaybackOffset = std::max(mPlaybackOffset.Ref(), aSample->mOffset);
UpdateNextFrameStatus();
DispatchAudioDecodeTaskIfNeeded();
MaybeStartBuffering();
CheckIsAudible(aSample);
}
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();
// Schedule next cycle to see if we can leave buffering state.
if (mState == DECODER_STATE_BUFFERING) {
ScheduleStateMachine();
}
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.
SetState(DECODER_STATE_SEEKING);
InitiateSeek(Move(mQueuedSeek));
return true;
}
void
MediaDecoderStateMachine::OnVideoDecoded(MediaData* aVideoSample,
TimeStamp aDecodeStartTime)
{
MOZ_ASSERT(OnTaskQueue());
RefPtr<MediaData> video(aVideoSample);
MOZ_ASSERT(video);
mVideoDataRequest.Complete();
// Handle abnormal or negative timestamps.
mDecodedVideoEndTime = std::max(mDecodedVideoEndTime, video->GetEndTime());
SAMPLE_LOG("OnVideoDecoded [%lld,%lld] disc=%d",
(video ? video->mTime : -1),
(video ? video->GetEndTime() : -1),
(video ? video->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(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.IsFast() &&
mCurrentSeek.mTarget.GetTime().ToMicroseconds() > 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.SetType(SeekTarget::Accurate);
}
if (mCurrentSeek.mTarget.IsFast()) {
// Non-precise seek. 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) {
NS_ASSERTION(AudioQueue().GetSize() <= 1, "Should decode at most one sample");
NS_ASSERTION(VideoQueue().GetSize() <= 1, "Should decode at most one sample");
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);
nsCOMPtr<nsIRunnable> r = NS_NewRunnableMethod(
this, &MediaDecoderStateMachine::ReadMetadata);
OwnerThread()->Dispatch(r.forget());
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());
}
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[] = {
"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 (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 (mCurrentSeek.Exists()) {
mQueuedSeek = Move(mCurrentSeek);
} else {
mQueuedSeek.mTarget = SeekTarget(mCurrentPosition,
SeekTarget::Accurate,
MediaDecoderEventVisibility::Suppressed);
// 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);
// 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__);
}
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)) {
mDecodingFirstFrame = true;
SetState(DECODER_STATE_DECODING_METADATA);
ReadMetadata();
}
}
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);
mBufferedUpdateRequest.DisconnectIfExists();
mQueuedSeek.RejectIfExists(__func__);
mCurrentSeek.RejectIfExists(__func__);
#ifdef MOZ_EME
mCDMProxyPromise.DisconnectIfExists();
#endif
if (IsPlaying()) {
StopPlayback();
}
Reset();
mMediaSink->Shutdown();
mReaderWrapper->Shutdown();
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()) {
SetState(DECODER_STATE_SEEKING);
InitiateSeek(Move(mQueuedSeek));
return;
}
}
mDecodeStartTime = TimeStamp::Now();
CheckIfDecodeComplete();
if (mState == DECODER_STATE_COMPLETED) {
return;
}
// Reset other state to pristine values before starting decode.
mIsAudioPrerolling = !DonePrerollingAudio();
mIsVideoPrerolling = !DonePrerollingVideo();
// 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::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);
}
}
}
void
MediaDecoderStateMachine::ReadMetadata()
{
MOZ_ASSERT(OnTaskQueue());
MOZ_ASSERT(!IsShutdown());
MOZ_ASSERT(mState == DECODER_STATE_DECODING_METADATA);
MOZ_ASSERT(!mMetadataRequest.Exists());
DECODER_LOG("Dispatching AsyncReadMetadata");
// Set mode to METADATA since we are about to read metadata.
mResource->SetReadMode(MediaCacheStream::MODE_METADATA);
mMetadataRequest.Begin(mReaderWrapper->ReadMetadata()
->Then(OwnerThread(), __func__, this,
&MediaDecoderStateMachine::OnMetadataRead,
&MediaDecoderStateMachine::OnMetadataNotRead));
}
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 in some way
if (!mMediaSeekable && !mMediaSeekableOnlyInBufferedRanges) {
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__);
DECODER_LOG("Changed state to SEEKING (to %lld)", aTarget.GetTime().ToMicroseconds());
SetState(DECODER_STATE_SEEKING);
SeekJob seekJob;
seekJob.mTarget = aTarget;
InitiateSeek(Move(seekJob));
return mCurrentSeek.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(SeekJob aSeekJob)
{
MOZ_ASSERT(OnTaskQueue());
mCurrentSeek.RejectIfExists(__func__);
mCurrentSeek = Move(aSeekJob);
// 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.GetTime().ToMicroseconds();
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.SetTime(media::TimeUnit::FromMicroseconds(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.GetTime().ToMicroseconds());
mOnSeekingStart.Notify(mCurrentSeek.mTarget.mEventVisibility);
// Reset our state machine and decoding pipeline before seeking.
Reset();
// Do the seek.
RefPtr<MediaDecoderStateMachine> self = this;
mSeekRequest.Begin(
mReaderWrapper->Seek(mCurrentSeek.mTarget, Duration())
->Then(OwnerThread(), __func__,
[self] (media::TimeUnit) -> 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->EnsureAudioDecodeTaskQueued();
self->EnsureVideoDecodeTaskQueued();
}, [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());
mAudioDataRequest.Begin(
mReaderWrapper->RequestAudioData()
->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();
media::TimeUnit currentTime = media::TimeUnit::FromMicroseconds(
mState == DECODER_STATE_SEEKING ? 0 : GetMediaTime());
SAMPLE_LOG("Queueing video task - queued=%i, decoder-queued=%o, skip=%i, time=%lld",
VideoQueue().GetSize(), mReader->SizeOfVideoQueueInFrames(), skipToNextKeyFrame,
currentTime.ToMicroseconds());
RefPtr<MediaDecoderStateMachine> self = this;
mVideoDataRequest.Begin(
mReaderWrapper->RequestVideoData(skipToNextKeyFrame, currentTime)
->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()) {
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;
if (mInfo.mMetadataDuration.isSome()) {
RecomputeDuration();
} else if (mInfo.mUnadjustedMetadataEndTime.isSome()) {
mReaderWrapper->AwaitStartTime()->Then(OwnerThread(), __func__,
[self] () -> void {
NS_ENSURE_TRUE_VOID(!self->IsShutdown());
TimeUnit unadjusted = self->mInfo.mUnadjustedMetadataEndTime.ref();
TimeUnit adjustment = self->mReaderWrapper->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;
}
StartDecoding();
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());
// Track value of mSentFirstFrameLoadedEvent from before updating it
bool firstFrameBeenLoaded = mSentFirstFrameLoadedEvent;
mSentFirstFrameLoadedEvent = true;
RefPtr<MediaDecoderStateMachine> self = this;
mBufferedUpdateRequest.Begin(InvokeAsync(DecodeTaskQueue(), mReader.get(), __func__,
&MediaDecoderReader::UpdateBufferedWithPromise)
->Then(OwnerThread(),
__func__,
// Resolve
[self, firstFrameBeenLoaded]() {
self->mBufferedUpdateRequest.Complete();
MediaDecoderEventVisibility visibility =
firstFrameBeenLoaded ? MediaDecoderEventVisibility::Suppressed
: MediaDecoderEventVisibility::Observable;
self->mFirstFrameLoadedEvent.Notify(nsAutoPtr<MediaInfo>(new MediaInfo(self->mInfo)),
Move(visibility));
},
// Reject
[]() { MOZ_CRASH("Should not reach"); }));
}
bool
MediaDecoderStateMachine::IsDecodingFirstFrame()
{
return mState == DECODER_STATE_DECODING && mDecodingFirstFrame;
}
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.GetTime().ToMicroseconds();
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 audioStart = audio ? audio->mTime : seekTime;
// We only pin the seek time to the video start time if the video frame
// contains the seek time.
if (video && video->mTime <= seekTime && video->GetEndTime() > seekTime) {
newCurrentTime = std::min(audioStart, video->mTime);
} else {
newCurrentTime = audioStart;
}
} else {
newCurrentTime = video ? video->mTime : seekTime;
}
// Change state to DECODING or COMPLETED now.
bool isLiveStream = mResource->IsLiveStream();
State nextState;
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()
{
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();
mMediaPrincipalHandle.DisconnectIfConnected();
mPlaybackBytesPerSecond.DisconnectIfConnected();
mPlaybackRateReliable.DisconnectIfConnected();
mDecoderPosition.DisconnectIfConnected();
mMediaSeekable.DisconnectIfConnected();
mMediaSeekableOnlyInBufferedRanges.DisconnectIfConnected();
mDuration.DisconnectAll();
mIsShutdown.DisconnectAll();
mNextFrameStatus.DisconnectAll();
mCurrentPosition.DisconnectAll();
mPlaybackOffset.DisconnectAll();
mIsAudioDataAudible.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);
switch (mState) {
case DECODER_STATE_ERROR:
case DECODER_STATE_SHUTDOWN:
case DECODER_STATE_DORMANT:
case DECODER_STATE_WAIT_FOR_CDM:
case DECODER_STATE_DECODING_METADATA:
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: {
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 ((HasVideo() && !mVideoCompleted) ||
(HasAudio() && !mAudioCompleted)) {
// 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);
// 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 = 0;
mDecodedAudioEndTime = 0;
mAudioCompleted = false;
mVideoCompleted = false;
AudioQueue().Reset();
VideoQueue().Reset();
mFirstVideoFrameAfterSeek = nullptr;
mDropAudioUntilNextDiscontinuity = true;
mDropVideoUntilNextDiscontinuity = true;
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());
}
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.GetTime().ToMicroseconds();
// 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);
MOZ_ASSERT(VideoQueue().GetSize() == 0, "Should be the 1st sample after seeking");
Push(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.IsAccurate());
CheckedInt64 sampleDuration =
FramesToUsecs(audio->mFrames, mInfo.mAudio.mRate);
if (!sampleDuration.isValid()) {
return NS_ERROR_FAILURE;
}
if (audio->mTime + sampleDuration.value() <= mCurrentSeek.mTarget.GetTime().ToMicroseconds()) {
// 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.GetTime().ToMicroseconds()) {
// 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.GetTime().ToMicroseconds() >= audio->mTime,
"Target must at or be after data start.");
NS_ASSERTION(mCurrentSeek.mTarget.GetTime().ToMicroseconds() < audio->mTime + sampleDuration.value(),
"Data must end after target.");
CheckedInt64 framesToPrune =
UsecsToFrames(mCurrentSeek.mTarget.GetTime().ToMicroseconds() - 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;
AlignedAudioBuffer audioData(frames * channels);
if (!audioData) {
return NS_ERROR_OUT_OF_MEMORY;
}
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.GetTime().ToMicroseconds(),
duration.value(),
frames,
Move(audioData),
channels,
audio->mRate));
MOZ_ASSERT(AudioQueue().GetSize() == 0, "Should be the 1st sample after seeking");
Push(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);
}
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;
}
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);
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());
MOZ_ASSERT(mInfo.HasVideo());
VERBOSE_LOG("[%s]", __func__);
mMediaSinkVideoPromise.Complete();
mVideoCompleted = true;
ScheduleStateMachine();
}
void
MediaDecoderStateMachine::OnMediaSinkVideoError()
{
MOZ_ASSERT(OnTaskQueue());
MOZ_ASSERT(mInfo.HasVideo());
VERBOSE_LOG("[%s]", __func__);
mMediaSinkVideoPromise.Complete();
mVideoCompleted = true;
if (HasAudio()) {
return;
}
DecodeError();
}
void MediaDecoderStateMachine::OnMediaSinkAudioComplete()
{
MOZ_ASSERT(OnTaskQueue());
MOZ_ASSERT(mInfo.HasAudio());
VERBOSE_LOG("[%s]", __func__);
mMediaSinkAudioPromise.Complete();
mAudioCompleted = true;
// To notify PlaybackEnded as soon as possible.
ScheduleStateMachine();
}
void MediaDecoderStateMachine::OnMediaSinkAudioError()
{
MOZ_ASSERT(OnTaskQueue());
MOZ_ASSERT(mInfo.HasAudio());
VERBOSE_LOG("[%s]", __func__);
mMediaSinkAudioPromise.Complete();
mAudioCompleted = true;
// Make the best effort to continue playback when there is video.
if (HasVideo()) {
return;
}
// Otherwise notify media decoder/element about this error for it makes
// no sense to play an audio-only file without sound output.
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();
// Don't buffer as much when audio is captured because we don't need to worry
// about high latency audio devices.
mAmpleAudioThresholdUsecs = mAudioCaptured ?
detail::AMPLE_AUDIO_USECS / 2 :
detail::AMPLE_AUDIO_USECS;
if (mIsAudioPrerolling && DonePrerollingAudio()) {
StopPrerollingAudio();
}
}
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);
mOutputStreamManager->Add(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);
mOutputStreamManager->Remove(aStream);
if (mOutputStreamManager->IsEmpty()) {
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