// Copyright 2013 The Chromium Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. #ifndef MEDIA_RENDERERS_VIDEO_RENDERER_IMPL_H_ #define MEDIA_RENDERERS_VIDEO_RENDERER_IMPL_H_ #include #include "base/memory/ref_counted.h" #include "base/memory/scoped_ptr.h" #include "base/memory/scoped_vector.h" #include "base/memory/weak_ptr.h" #include "base/synchronization/condition_variable.h" #include "base/synchronization/lock.h" #include "base/timer/timer.h" #include "media/base/decryptor.h" #include "media/base/demuxer_stream.h" #include "media/base/media_log.h" #include "media/base/pipeline_status.h" #include "media/base/video_decoder.h" #include "media/base/video_frame.h" #include "media/base/video_renderer.h" #include "media/base/video_renderer_sink.h" #include "media/filters/decoder_stream.h" #include "media/filters/video_renderer_algorithm.h" #include "media/renderers/gpu_video_accelerator_factories.h" #include "media/video/gpu_memory_buffer_video_frame_pool.h" namespace base { class SingleThreadTaskRunner; class TickClock; } namespace media { // VideoRendererImpl creates its own thread for the sole purpose of timing frame // presentation. It handles reading from the VideoFrameStream and stores the // results in a queue of decoded frames and executing a callback when a frame is // ready for rendering. class MEDIA_EXPORT VideoRendererImpl : public VideoRenderer, public NON_EXPORTED_BASE(VideoRendererSink::RenderCallback) { public: // |decoders| contains the VideoDecoders to use when initializing. // // Implementors should avoid doing any sort of heavy work in this method and // instead post a task to a common/worker thread to handle rendering. Slowing // down the video thread may result in losing synchronization with audio. // // Setting |drop_frames_| to true causes the renderer to drop expired frames. VideoRendererImpl( const scoped_refptr& media_task_runner, const scoped_refptr& worker_task_runner, VideoRendererSink* sink, ScopedVector decoders, bool drop_frames, const scoped_refptr& gpu_factories, const scoped_refptr& media_log); ~VideoRendererImpl() override; // VideoRenderer implementation. void Initialize(DemuxerStream* stream, const PipelineStatusCB& init_cb, const SetDecryptorReadyCB& set_decryptor_ready_cb, const StatisticsCB& statistics_cb, const BufferingStateCB& buffering_state_cb, const base::Closure& ended_cb, const PipelineStatusCB& error_cb, const TimeSource::WallClockTimeCB& wall_clock_time_cb, const base::Closure& waiting_for_decryption_key_cb) override; void Flush(const base::Closure& callback) override; void StartPlayingFrom(base::TimeDelta timestamp) override; void OnTimeStateChanged(bool time_progressing) override; void SetTickClockForTesting(scoped_ptr tick_clock); void SetGpuMemoryBufferVideoForTesting( scoped_ptr gpu_memory_buffer_pool); // VideoRendererSink::RenderCallback implementation. scoped_refptr Render(base::TimeTicks deadline_min, base::TimeTicks deadline_max, bool background_rendering) override; void OnFrameDropped() override; private: // Callback for |video_frame_stream_| initialization. void OnVideoFrameStreamInitialized(bool success); // Callback for |video_frame_stream_| to deliver decoded video frames and // report video decoding status. If a frame is available the planes will be // copied asynchronously and FrameReady will be called once finished copying. void FrameReadyForCopyingToGpuMemoryBuffers( VideoFrameStream::Status status, const scoped_refptr& frame); // Callback for |video_frame_stream_| to deliver decoded video frames and // report video decoding status. void FrameReady(uint32_t sequence_token, VideoFrameStream::Status status, const scoped_refptr& frame); // Helper method for enqueueing a frame to |alogorithm_|. void AddReadyFrame_Locked(const scoped_refptr& frame); // Helper method that schedules an asynchronous read from the // |video_frame_stream_| as long as there isn't a pending read and we have // capacity. void AttemptRead(); void AttemptRead_Locked(); // Called when VideoFrameStream::Reset() completes. void OnVideoFrameStreamResetDone(); // Returns true if the renderer has enough data for playback purposes. // Note that having enough data may be due to reaching end of stream. bool HaveEnoughData_Locked(); void TransitionToHaveEnough_Locked(); void TransitionToHaveNothing(); // Runs |statistics_cb_| with |frames_decoded_| and |frames_dropped_|, resets // them to 0. void UpdateStats_Locked(); // Called after we've painted the first frame. If |time_progressing_| is // false it Stop() on |sink_|. void MaybeStopSinkAfterFirstPaint(); // Returns true if there is no more room for additional buffered frames. bool HaveReachedBufferingCap(); // Starts or stops |sink_| respectively. Do not call while |lock_| is held. void StartSink(); void StopSink(); // Fires |ended_cb_| if there are no remaining usable frames and // |received_end_of_stream_| is true. Sets |rendered_end_of_stream_| if it // does so. // // When called from the media thread, |time_progressing| should reflect the // value of |time_progressing_|. When called from Render() on the sink // callback thread, the inverse of |render_first_frame_and_stop_| should be // used as a proxy for |time_progressing_|. // // Returns algorithm_->EffectiveFramesQueued(). size_t MaybeFireEndedCallback_Locked(bool time_progressing); // Helper method for converting a single media timestamp to wall clock time. base::TimeTicks ConvertMediaTimestamp(base::TimeDelta media_timestamp); scoped_refptr task_runner_; // Sink which calls into VideoRendererImpl via Render() for video frames. Do // not call any methods on the sink while |lock_| is held or the two threads // might deadlock. Do not call Start() or Stop() on the sink directly, use // StartSink() and StopSink() to ensure background rendering is started. Only // access these values on |task_runner_|. VideoRendererSink* const sink_; bool sink_started_; // Used for accessing data members. base::Lock lock_; // Provides video frames to VideoRendererImpl. scoped_ptr video_frame_stream_; // Pool of GpuMemoryBuffers and resources used to create hardware frames. scoped_ptr gpu_memory_buffer_pool_; scoped_refptr media_log_; // Flag indicating low-delay mode. bool low_delay_; // Keeps track of whether we received the end of stream buffer and finished // rendering. bool received_end_of_stream_; bool rendered_end_of_stream_; // Important detail: being in kPlaying doesn't imply that video is being // rendered. Rather, it means that the renderer is ready to go. The actual // rendering of video is controlled by time advancing via |get_time_cb_|. // // kUninitialized // | Initialize() // | // V // kInitializing // | Decoders initialized // | // V Decoders reset // kFlushed <------------------ kFlushing // | StartPlayingFrom() ^ // | | // | | Flush() // `---------> kPlaying --------' enum State { kUninitialized, kInitializing, kFlushing, kFlushed, kPlaying }; State state_; // An integer that represents how many times the video frame stream has been // reset. This is useful when doing video frame copies asynchronously since we // want to discard video frames that might be received after the stream has // been reset. uint32_t sequence_token_; // Keep track of the outstanding read on the VideoFrameStream. Flushing can // only complete once the read has completed. bool pending_read_; bool drop_frames_; BufferingState buffering_state_; // Playback operation callbacks. base::Closure flush_cb_; // Event callbacks. PipelineStatusCB init_cb_; StatisticsCB statistics_cb_; BufferingStateCB buffering_state_cb_; base::Closure ended_cb_; PipelineStatusCB error_cb_; TimeSource::WallClockTimeCB wall_clock_time_cb_; base::TimeDelta start_timestamp_; // Keeps track of the number of frames decoded and dropped since the // last call to |statistics_cb_|. These must be accessed under lock. int frames_decoded_; int frames_dropped_; scoped_ptr tick_clock_; // Algorithm for selecting which frame to render; manages frames and all // timing related information. scoped_ptr algorithm_; // Indicates that Render() was called with |background_rendering| set to true, // so we've entered a background rendering mode where dropped frames are not // counted. Must be accessed under |lock_| once |sink_| is started. bool was_background_rendering_; // Indicates whether or not media time is currently progressing or not. Must // only be accessed from |task_runner_|. bool time_progressing_; // Indicates that Render() should only render the first frame and then request // that the sink be stopped. |posted_maybe_stop_after_first_paint_| is used // to avoid repeated task posts. bool render_first_frame_and_stop_; bool posted_maybe_stop_after_first_paint_; // NOTE: Weak pointers must be invalidated before all other member variables. base::WeakPtrFactory weak_factory_; DISALLOW_COPY_AND_ASSIGN(VideoRendererImpl); }; } // namespace media #endif // MEDIA_RENDERERS_VIDEO_RENDERER_IMPL_H_