コード例 #1
0
ファイル: DecodedStream.cpp プロジェクト: SJasoria/gecko-dev
void
DecodedStream::Start(int64_t aStartTime, const MediaInfo& aInfo)
{
  AssertOwnerThread();
  MOZ_ASSERT(mStartTime.isNothing(), "playback already started.");

  mStartTime.emplace(aStartTime);
  mInfo = aInfo;
  mPlaying = true;
  ConnectListener();

  class R : public Runnable {
    typedef MozPromiseHolder<GenericPromise> Promise;
  public:
    R(PlaybackInfoInit&& aInit, Promise&& aPromise, OutputStreamManager* aManager)
      : mInit(Move(aInit)), mOutputStreamManager(aManager)
    {
      mPromise = Move(aPromise);
    }
    NS_IMETHOD Run() override
    {
      MOZ_ASSERT(NS_IsMainThread());
      // No need to create a source stream when there are no output streams. This
      // happens when RemoveOutput() is called immediately after StartPlayback().
      if (!mOutputStreamManager->Graph()) {
        // Resolve the promise to indicate the end of playback.
        mPromise.Resolve(true, __func__);
        return NS_OK;
      }
      mData = MakeUnique<DecodedStreamData>(
        mOutputStreamManager, Move(mInit), Move(mPromise));
      return NS_OK;
    }
    UniquePtr<DecodedStreamData> ReleaseData()
    {
      return Move(mData);
    }
  private:
    PlaybackInfoInit mInit;
    Promise mPromise;
    RefPtr<OutputStreamManager> mOutputStreamManager;
    UniquePtr<DecodedStreamData> mData;
  };

  MozPromiseHolder<GenericPromise> promise;
  mFinishPromise = promise.Ensure(__func__);
  PlaybackInfoInit init {
    aStartTime, aInfo
  };
  nsCOMPtr<nsIRunnable> r = new R(Move(init), Move(promise), mOutputStreamManager);
  nsCOMPtr<nsIThread> mainThread = do_GetMainThread();
  SyncRunnable::DispatchToThread(mainThread, r);
  mData = static_cast<R*>(r.get())->ReleaseData();

  if (mData) {
    mData->SetPlaying(mPlaying);
    SendData();
  }
}
コード例 #2
0
ファイル: VideoSink.cpp プロジェクト: Jar-win/Waterfox
void
VideoSink::Start(int64_t aStartTime, const MediaInfo& aInfo)
{
  AssertOwnerThread();
  VSINK_LOG("[%s]", __func__);

  mAudioSink->Start(aStartTime, aInfo);

  mHasVideo = aInfo.HasVideo();

  if (mHasVideo) {
    mEndPromise = mEndPromiseHolder.Ensure(__func__);
    ConnectListener();
    TryUpdateRenderedVideoFrames();
  }
}
コード例 #3
0
ファイル: VideoSink.cpp プロジェクト: subsevenx2001/gecko-dev
void
VideoSink::Start(int64_t aStartTime, const MediaInfo& aInfo)
{
  AssertOwnerThread();
  VSINK_LOG("[%s]", __func__);

  mAudioSink->Start(aStartTime, aInfo);

  mHasVideo = aInfo.HasVideo();

  if (mHasVideo) {
    mEndPromise = mEndPromiseHolder.Ensure(__func__);

    // If the underlying MediaSink has an end promise for the video track (which
    // happens when mAudioSink refers to a DecodedStream), we must wait for it
    // to complete before resolving our own end promise. Otherwise, MDSM might
    // stop playback before DecodedStream plays to the end and cause
    // test_streams_element_capture.html to time out.
    RefPtr<GenericPromise> p = mAudioSink->OnEnded(TrackInfo::kVideoTrack);
    if (p) {
      RefPtr<VideoSink> self = this;
      mVideoSinkEndRequest.Begin(p->Then(mOwnerThread, __func__,
        [self] () {
          self->mVideoSinkEndRequest.Complete();
          self->TryUpdateRenderedVideoFrames();
          // It is possible the video queue size is 0 and we have no frames to
          // render. However, we need to call MaybeResolveEndPromise() to ensure
          // mEndPromiseHolder is resolved.
          self->MaybeResolveEndPromise();
        }, [self] () {
          self->mVideoSinkEndRequest.Complete();
          self->TryUpdateRenderedVideoFrames();
          self->MaybeResolveEndPromise();
        }));
    }

    ConnectListener();
    // Run the render loop at least once so we can resolve the end promise
    // when video duration is 0.
    UpdateRenderedVideoFrames();
  }
}
コード例 #4
0
ファイル: DecodedStream.cpp プロジェクト: ibheem/gecko-dev
void
DecodedStream::Start(int64_t aStartTime, const MediaInfo& aInfo)
{
  AssertOwnerThread();
  MOZ_ASSERT(mStartTime.isNothing(), "playback already started.");

  mStartTime.emplace(aStartTime);
  mInfo = aInfo;
  mPlaying = true;
  ConnectListener();

  class R : public nsRunnable {
    typedef MozPromiseHolder<GenericPromise> Promise;
    typedef void(DecodedStream::*Method)(Promise&&);
  public:
    R(DecodedStream* aThis, Method aMethod, Promise&& aPromise)
      : mThis(aThis), mMethod(aMethod)
    {
      mPromise = Move(aPromise);
    }
    NS_IMETHOD Run() override
    {
      (mThis->*mMethod)(Move(mPromise));
      return NS_OK;
    }
  private:
    nsRefPtr<DecodedStream> mThis;
    Method mMethod;
    Promise mPromise;
  };

  MozPromiseHolder<GenericPromise> promise;
  mFinishPromise = promise.Ensure(__func__);
  nsCOMPtr<nsIRunnable> r = new R(this, &DecodedStream::CreateData, Move(promise));
  AbstractThread::MainThread()->Dispatch(r.forget());
}
コード例 #5
0
void
DecodedAudioDataSink::AudioLoop()
{
  AssertOnAudioThread();
  mAudioLoopScheduled = false;

  switch (mState) {
    case AUDIOSINK_STATE_INIT: {
      SINK_LOG("AudioLoop started");
      nsresult rv = InitializeAudioStream();
      if (NS_FAILED(rv)) {
        NS_WARNING("Initializing AudioStream failed.");
        mEndPromise.Reject(rv, __func__);
        SetState(AUDIOSINK_STATE_ERROR);
        break;
      }
      SetState(AUDIOSINK_STATE_PLAYING);
      ConnectListener();
      break;
    }

    case AUDIOSINK_STATE_PLAYING: {
      if (WaitingForAudioToPlay()) {
        // OnAudioQueueEvent() will schedule next loop.
        break;
      }
      if (!IsPlaybackContinuing()) {
        SetState(AUDIOSINK_STATE_COMPLETE);
        break;
      }
      if (!PlayAudio()) {
        SetState(AUDIOSINK_STATE_COMPLETE);
        break;
      }
      // Schedule next loop to play next sample.
      ScheduleNextLoop();
      break;
    }

    case AUDIOSINK_STATE_COMPLETE: {
      DisconnectListener();
      FinishAudioLoop();
      SetState(AUDIOSINK_STATE_SHUTDOWN);
      break;
    }

    case AUDIOSINK_STATE_SHUTDOWN:
      break;

    case AUDIOSINK_STATE_ERROR:
      break;
  } // end of switch

  // We want mState to stay stable during AudioLoop to keep things simple.
  // Therefore, we only do state transition at the end of AudioLoop.
  if (mPendingState.isSome()) {
    MOZ_ASSERT(mState != mPendingState.ref());
    SINK_LOG("change mState, %d -> %d", mState, mPendingState.ref());
    mState = mPendingState.ref();
    mPendingState.reset();
    // Schedule next loop when state changes.
    ScheduleNextLoop();
  }
}