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|
// 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.
#include "media/renderers/video_renderer_impl.h"
#include "base/bind.h"
#include "base/callback.h"
#include "base/callback_helpers.h"
#include "base/command_line.h"
#include "base/location.h"
#include "base/single_thread_task_runner.h"
#include "base/threading/platform_thread.h"
#include "base/time/default_tick_clock.h"
#include "base/trace_event/trace_event.h"
#include "media/base/bind_to_current_loop.h"
#include "media/base/buffers.h"
#include "media/base/limits.h"
#include "media/base/media_switches.h"
#include "media/base/pipeline.h"
#include "media/base/video_frame.h"
namespace media {
VideoRendererImpl::VideoRendererImpl(
const scoped_refptr<base::SingleThreadTaskRunner>& task_runner,
VideoRendererSink* sink,
ScopedVector<VideoDecoder> decoders,
bool drop_frames,
const scoped_refptr<MediaLog>& media_log)
: task_runner_(task_runner),
use_new_video_renderering_path_(
!base::CommandLine::ForCurrentProcess()->HasSwitch(
switches::kDisableNewVideoRenderer)),
sink_(sink),
sink_started_(false),
video_frame_stream_(
new VideoFrameStream(task_runner, decoders.Pass(), media_log)),
low_delay_(false),
received_end_of_stream_(false),
rendered_end_of_stream_(false),
frame_available_(&lock_),
state_(kUninitialized),
thread_(),
pending_read_(false),
drop_frames_(drop_frames),
buffering_state_(BUFFERING_HAVE_NOTHING),
frames_decoded_(0),
frames_dropped_(0),
is_shutting_down_(false),
tick_clock_(new base::DefaultTickClock()),
was_background_rendering_(false),
time_progressing_(false),
render_first_frame_and_stop_(false),
weak_factory_(this) {
}
VideoRendererImpl::~VideoRendererImpl() {
DCHECK(task_runner_->BelongsToCurrentThread());
if (!use_new_video_renderering_path_) {
base::AutoLock auto_lock(lock_);
is_shutting_down_ = true;
frame_available_.Signal();
}
if (!thread_.is_null())
base::PlatformThread::Join(thread_);
if (!init_cb_.is_null())
base::ResetAndReturn(&init_cb_).Run(PIPELINE_ERROR_ABORT);
if (!flush_cb_.is_null())
base::ResetAndReturn(&flush_cb_).Run();
if (use_new_video_renderering_path_ && sink_started_)
StopSink();
}
void VideoRendererImpl::Flush(const base::Closure& callback) {
DVLOG(1) << __FUNCTION__;
DCHECK(task_runner_->BelongsToCurrentThread());
if (use_new_video_renderering_path_ && sink_started_)
StopSink();
base::AutoLock auto_lock(lock_);
DCHECK_EQ(state_, kPlaying);
flush_cb_ = callback;
state_ = kFlushing;
// This is necessary if the |video_frame_stream_| has already seen an end of
// stream and needs to drain it before flushing it.
ready_frames_.clear();
if (buffering_state_ != BUFFERING_HAVE_NOTHING) {
buffering_state_ = BUFFERING_HAVE_NOTHING;
buffering_state_cb_.Run(BUFFERING_HAVE_NOTHING);
}
received_end_of_stream_ = false;
rendered_end_of_stream_ = false;
if (use_new_video_renderering_path_)
algorithm_->Reset();
video_frame_stream_->Reset(
base::Bind(&VideoRendererImpl::OnVideoFrameStreamResetDone,
weak_factory_.GetWeakPtr()));
}
void VideoRendererImpl::StartPlayingFrom(base::TimeDelta timestamp) {
DVLOG(1) << __FUNCTION__ << "(" << timestamp.InMicroseconds() << ")";
DCHECK(task_runner_->BelongsToCurrentThread());
base::AutoLock auto_lock(lock_);
DCHECK_EQ(state_, kFlushed);
DCHECK(!pending_read_);
DCHECK(ready_frames_.empty());
DCHECK_EQ(buffering_state_, BUFFERING_HAVE_NOTHING);
state_ = kPlaying;
start_timestamp_ = timestamp;
AttemptRead_Locked();
}
void VideoRendererImpl::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 WallClockTimeCB& wall_clock_time_cb,
const base::Closure& waiting_for_decryption_key_cb) {
DCHECK(task_runner_->BelongsToCurrentThread());
base::AutoLock auto_lock(lock_);
DCHECK(stream);
DCHECK_EQ(stream->type(), DemuxerStream::VIDEO);
DCHECK(!init_cb.is_null());
DCHECK(!statistics_cb.is_null());
DCHECK(!buffering_state_cb.is_null());
DCHECK(!ended_cb.is_null());
DCHECK(!wall_clock_time_cb.is_null());
DCHECK_EQ(kUninitialized, state_);
DCHECK(!render_first_frame_and_stop_);
DCHECK(!was_background_rendering_);
DCHECK(!time_progressing_);
low_delay_ = (stream->liveness() == DemuxerStream::LIVENESS_LIVE);
// Always post |init_cb_| because |this| could be destroyed if initialization
// failed.
init_cb_ = BindToCurrentLoop(init_cb);
statistics_cb_ = statistics_cb;
buffering_state_cb_ = buffering_state_cb;
paint_cb_ = base::Bind(&VideoRendererSink::PaintFrameUsingOldRenderingPath,
base::Unretained(sink_));
ended_cb_ = ended_cb;
error_cb_ = error_cb;
wall_clock_time_cb_ = wall_clock_time_cb;
state_ = kInitializing;
video_frame_stream_->Initialize(
stream, base::Bind(&VideoRendererImpl::OnVideoFrameStreamInitialized,
weak_factory_.GetWeakPtr()),
set_decryptor_ready_cb, statistics_cb, waiting_for_decryption_key_cb);
}
scoped_refptr<VideoFrame> VideoRendererImpl::Render(
base::TimeTicks deadline_min,
base::TimeTicks deadline_max,
bool background_rendering) {
base::AutoLock auto_lock(lock_);
DCHECK(use_new_video_renderering_path_);
DCHECK_EQ(state_, kPlaying);
size_t frames_dropped = 0;
scoped_refptr<VideoFrame> result =
algorithm_->Render(deadline_min, deadline_max, &frames_dropped);
// Due to how the |algorithm_| holds frames, this should never be null if
// we've had a proper startup sequence.
DCHECK(result);
// Declare HAVE_NOTHING if we reach a state where we can't progress playback
// any further. We don't want to do this if we've already done so, reached
// end of stream, or have frames available. We also don't want to do this in
// background rendering mode unless this isn't the first background render
// tick and we haven't seen any decoded frames since the last one.
const size_t effective_frames = MaybeFireEndedCallback();
if (buffering_state_ == BUFFERING_HAVE_ENOUGH && !received_end_of_stream_ &&
!effective_frames && (!background_rendering ||
(!frames_decoded_ && was_background_rendering_))) {
// Do not set |buffering_state_| here as the lock in FrameReady() may be
// held already and it fire the state changes in the wrong order.
task_runner_->PostTask(
FROM_HERE, base::Bind(&VideoRendererImpl::TransitionToHaveNothing,
weak_factory_.GetWeakPtr()));
}
// We don't count dropped frames in the background to avoid skewing the count
// and impacting JavaScript visible metrics used by web developers.
//
// Just after resuming from background rendering, we also don't count the
// dropped frames since they are likely just dropped due to being too old.
if (!background_rendering && !was_background_rendering_)
frames_dropped_ += frames_dropped;
UpdateStatsAndWait_Locked(base::TimeDelta());
was_background_rendering_ = background_rendering;
// After painting the first frame, if playback hasn't started, we request that
// the sink be stopped. OnTimeStateChanged() will clear this flag if time
// starts before we get here and MaybeStopSinkAfterFirstPaint() will ignore
// this request if time starts before the call executes.
if (render_first_frame_and_stop_) {
task_runner_->PostTask(
FROM_HERE, base::Bind(&VideoRendererImpl::MaybeStopSinkAfterFirstPaint,
weak_factory_.GetWeakPtr()));
}
// Always post this task, it will acquire new frames if necessary, reset the
// background rendering timer, and more.
task_runner_->PostTask(FROM_HERE, base::Bind(&VideoRendererImpl::AttemptRead,
weak_factory_.GetWeakPtr()));
return result;
}
void VideoRendererImpl::OnFrameDropped() {
base::AutoLock auto_lock(lock_);
DCHECK(use_new_video_renderering_path_);
algorithm_->OnLastFrameDropped();
}
void VideoRendererImpl::CreateVideoThread() {
// This may fail and cause a crash if there are too many threads created in
// the current process. See http://crbug.com/443291
CHECK(base::PlatformThread::Create(0, this, &thread_));
#if defined(OS_WIN)
// Bump up our priority so our sleeping is more accurate.
// TODO(scherkus): find out if this is necessary, but it seems to help.
::SetThreadPriority(thread_.platform_handle(), THREAD_PRIORITY_ABOVE_NORMAL);
#endif // defined(OS_WIN)
}
void VideoRendererImpl::OnVideoFrameStreamInitialized(bool success) {
DCHECK(task_runner_->BelongsToCurrentThread());
base::AutoLock auto_lock(lock_);
DCHECK_EQ(state_, kInitializing);
if (!success) {
state_ = kUninitialized;
base::ResetAndReturn(&init_cb_).Run(DECODER_ERROR_NOT_SUPPORTED);
return;
}
// We're all good! Consider ourselves flushed. (ThreadMain() should never
// see us in the kUninitialized state).
// Since we had an initial Preroll(), we consider ourself flushed, because we
// have not populated any buffers yet.
state_ = kFlushed;
if (use_new_video_renderering_path_) {
algorithm_.reset(new VideoRendererAlgorithm(wall_clock_time_cb_));
if (!drop_frames_)
algorithm_->disable_frame_dropping();
} else {
CreateVideoThread();
}
base::ResetAndReturn(&init_cb_).Run(PIPELINE_OK);
}
// PlatformThread::Delegate implementation.
void VideoRendererImpl::ThreadMain() {
DCHECK(!use_new_video_renderering_path_);
base::PlatformThread::SetName("CrVideoRenderer");
// The number of milliseconds to idle when we do not have anything to do.
// Nothing special about the value, other than we're being more OS-friendly
// than sleeping for 1 millisecond.
//
// TODO(scherkus): switch to pure event-driven frame timing instead of this
// kIdleTimeDelta business http://crbug.com/106874
const base::TimeDelta kIdleTimeDelta =
base::TimeDelta::FromMilliseconds(10);
for (;;) {
base::AutoLock auto_lock(lock_);
// Thread exit condition.
if (is_shutting_down_)
return;
// Remain idle as long as we're not playing.
if (state_ != kPlaying || buffering_state_ != BUFFERING_HAVE_ENOUGH) {
UpdateStatsAndWait_Locked(kIdleTimeDelta);
continue;
}
base::TimeTicks now = tick_clock_->NowTicks();
// Remain idle until we have the next frame ready for rendering.
if (ready_frames_.empty()) {
base::TimeDelta wait_time = kIdleTimeDelta;
if (received_end_of_stream_) {
if (!rendered_end_of_stream_) {
rendered_end_of_stream_ = true;
task_runner_->PostTask(FROM_HERE, ended_cb_);
}
} else if (now >= latest_possible_paint_time_) {
// Declare HAVE_NOTHING if we don't have another frame by the time we
// are ready to paint the next one.
buffering_state_ = BUFFERING_HAVE_NOTHING;
task_runner_->PostTask(
FROM_HERE, base::Bind(buffering_state_cb_, BUFFERING_HAVE_NOTHING));
} else {
wait_time = std::min(kIdleTimeDelta, latest_possible_paint_time_ - now);
}
UpdateStatsAndWait_Locked(wait_time);
continue;
}
base::TimeTicks target_paint_time =
wall_clock_time_cb_.Run(ready_frames_.front()->timestamp());
// If media time has stopped, don't attempt to paint any more frames.
if (target_paint_time.is_null()) {
UpdateStatsAndWait_Locked(kIdleTimeDelta);
continue;
}
// Deadline is defined as the duration between this frame and the next
// frame, using the delta between this frame and the previous frame as the
// assumption for frame duration.
//
// TODO(scherkus): This can be vastly improved. Use a histogram to measure
// the accuracy of our frame timing code. http://crbug.com/149829
if (last_media_time_.is_null()) {
latest_possible_paint_time_ = now;
} else {
base::TimeDelta duration = target_paint_time - last_media_time_;
latest_possible_paint_time_ = target_paint_time + duration;
}
// Remain idle until we've reached our target paint window.
if (now < target_paint_time) {
UpdateStatsAndWait_Locked(
std::min(target_paint_time - now, kIdleTimeDelta));
continue;
}
if (ready_frames_.size() > 1 && now > latest_possible_paint_time_ &&
drop_frames_) {
DropNextReadyFrame_Locked();
continue;
}
// Congratulations! You've made it past the video frame timing gauntlet.
//
// At this point enough time has passed that the next frame that ready for
// rendering.
PaintNextReadyFrame_Locked();
}
}
void VideoRendererImpl::SetTickClockForTesting(
scoped_ptr<base::TickClock> tick_clock) {
tick_clock_.swap(tick_clock);
}
void VideoRendererImpl::OnTimeStateChanged(bool time_progressing) {
DCHECK(task_runner_->BelongsToCurrentThread());
time_progressing_ = time_progressing;
// WARNING: Do not attempt to use |lock_| here as this may be a reentrant call
// in response to callbacks firing above.
if (!use_new_video_renderering_path_ || sink_started_ == time_progressing_)
return;
if (time_progressing_)
StartSink();
else
StopSink();
}
void VideoRendererImpl::PaintNextReadyFrame_Locked() {
DCHECK(!use_new_video_renderering_path_);
lock_.AssertAcquired();
scoped_refptr<VideoFrame> next_frame = ready_frames_.front();
ready_frames_.pop_front();
last_media_time_ = wall_clock_time_cb_.Run(next_frame->timestamp());
paint_cb_.Run(next_frame);
task_runner_->PostTask(
FROM_HERE,
base::Bind(&VideoRendererImpl::AttemptRead, weak_factory_.GetWeakPtr()));
}
void VideoRendererImpl::DropNextReadyFrame_Locked() {
DCHECK(!use_new_video_renderering_path_);
TRACE_EVENT0("media", "VideoRendererImpl:frameDropped");
lock_.AssertAcquired();
last_media_time_ =
wall_clock_time_cb_.Run(ready_frames_.front()->timestamp());
ready_frames_.pop_front();
frames_dropped_++;
task_runner_->PostTask(
FROM_HERE,
base::Bind(&VideoRendererImpl::AttemptRead, weak_factory_.GetWeakPtr()));
}
void VideoRendererImpl::FrameReady(VideoFrameStream::Status status,
const scoped_refptr<VideoFrame>& frame) {
DCHECK(task_runner_->BelongsToCurrentThread());
bool start_sink = false;
{
base::AutoLock auto_lock(lock_);
DCHECK_NE(state_, kUninitialized);
DCHECK_NE(state_, kFlushed);
CHECK(pending_read_);
pending_read_ = false;
if (status == VideoFrameStream::DECODE_ERROR ||
status == VideoFrameStream::DECRYPT_ERROR) {
DCHECK(!frame.get());
PipelineStatus error = PIPELINE_ERROR_DECODE;
if (status == VideoFrameStream::DECRYPT_ERROR)
error = PIPELINE_ERROR_DECRYPT;
task_runner_->PostTask(FROM_HERE, base::Bind(error_cb_, error));
return;
}
// Already-queued VideoFrameStream ReadCB's can fire after various state
// transitions have happened; in that case just drop those frames
// immediately.
if (state_ == kFlushing)
return;
DCHECK_EQ(state_, kPlaying);
// Can happen when demuxers are preparing for a new Seek().
if (!frame.get()) {
DCHECK_EQ(status, VideoFrameStream::DEMUXER_READ_ABORTED);
return;
}
if (frame->end_of_stream()) {
DCHECK(!received_end_of_stream_);
received_end_of_stream_ = true;
// See if we can fire EOS immediately instead of waiting for Render() or
// to tick. We also want to fire EOS if we have no frames and received
// EOS.
if (use_new_video_renderering_path_ &&
(time_progressing_ || !algorithm_->frames_queued())) {
MaybeFireEndedCallback();
}
} else {
// Maintain the latest frame decoded so the correct frame is displayed
// after prerolling has completed.
if (frame->timestamp() <= start_timestamp_) {
if (use_new_video_renderering_path_)
algorithm_->Reset();
ready_frames_.clear();
}
AddReadyFrame_Locked(frame);
}
// Signal buffering state if we've met our conditions for having enough
// data.
if (buffering_state_ != BUFFERING_HAVE_ENOUGH && HaveEnoughData_Locked()) {
TransitionToHaveEnough_Locked();
if (use_new_video_renderering_path_ && !sink_started_ &&
!rendered_end_of_stream_) {
start_sink = true;
render_first_frame_and_stop_ = true;
}
}
// Background rendering updates may not be ticking fast enough by itself to
// remove expired frames, so give it a boost here by ensuring we don't exit
// the decoding cycle too early.
if (was_background_rendering_) {
DCHECK(use_new_video_renderering_path_);
algorithm_->RemoveExpiredFrames(tick_clock_->NowTicks());
}
// Always request more decoded video if we have capacity. This serves two
// purposes:
// 1) Prerolling while paused
// 2) Keeps decoding going if video rendering thread starts falling behind
AttemptRead_Locked();
}
// If time is progressing, the sink has already been started; this may be true
// if we have previously underflowed, yet weren't stopped because of audio.
if (use_new_video_renderering_path_ && start_sink) {
DCHECK(!sink_started_);
StartSink();
}
}
bool VideoRendererImpl::HaveEnoughData_Locked() {
DCHECK_EQ(state_, kPlaying);
if (received_end_of_stream_ || !video_frame_stream_->CanReadWithoutStalling())
return true;
if (HaveReachedBufferingCap())
return true;
if (use_new_video_renderering_path_ && was_background_rendering_ &&
frames_decoded_) {
return true;
}
if (!low_delay_)
return false;
return ready_frames_.size() > 0 ||
(use_new_video_renderering_path_ && algorithm_->frames_queued() > 0);
}
void VideoRendererImpl::TransitionToHaveEnough_Locked() {
DCHECK(task_runner_->BelongsToCurrentThread());
DCHECK_EQ(buffering_state_, BUFFERING_HAVE_NOTHING);
if (!ready_frames_.empty()) {
DCHECK(!use_new_video_renderering_path_);
// Because the clock might remain paused in for an undetermined amount
// of time (e.g., seeking while paused), paint the first frame.
PaintNextReadyFrame_Locked();
}
buffering_state_ = BUFFERING_HAVE_ENOUGH;
buffering_state_cb_.Run(BUFFERING_HAVE_ENOUGH);
}
void VideoRendererImpl::TransitionToHaveNothing() {
DCHECK(task_runner_->BelongsToCurrentThread());
base::AutoLock auto_lock(lock_);
if (buffering_state_ != BUFFERING_HAVE_ENOUGH || HaveEnoughData_Locked())
return;
buffering_state_ = BUFFERING_HAVE_NOTHING;
buffering_state_cb_.Run(BUFFERING_HAVE_NOTHING);
}
void VideoRendererImpl::AddReadyFrame_Locked(
const scoped_refptr<VideoFrame>& frame) {
DCHECK(task_runner_->BelongsToCurrentThread());
lock_.AssertAcquired();
DCHECK(!frame->end_of_stream());
frames_decoded_++;
if (use_new_video_renderering_path_) {
algorithm_->EnqueueFrame(frame);
return;
}
ready_frames_.push_back(frame);
DCHECK_LE(ready_frames_.size(),
static_cast<size_t>(limits::kMaxVideoFrames));
// Avoid needlessly waking up |thread_| unless playing.
if (state_ == kPlaying)
frame_available_.Signal();
}
void VideoRendererImpl::AttemptRead() {
base::AutoLock auto_lock(lock_);
AttemptRead_Locked();
}
void VideoRendererImpl::AttemptRead_Locked() {
DCHECK(task_runner_->BelongsToCurrentThread());
lock_.AssertAcquired();
if (pending_read_ || received_end_of_stream_)
return;
if (HaveReachedBufferingCap())
return;
switch (state_) {
case kPlaying:
pending_read_ = true;
video_frame_stream_->Read(base::Bind(&VideoRendererImpl::FrameReady,
weak_factory_.GetWeakPtr()));
return;
case kUninitialized:
case kInitializing:
case kFlushing:
case kFlushed:
return;
}
}
void VideoRendererImpl::OnVideoFrameStreamResetDone() {
base::AutoLock auto_lock(lock_);
DCHECK_EQ(kFlushing, state_);
DCHECK(!pending_read_);
DCHECK(ready_frames_.empty());
DCHECK(!received_end_of_stream_);
DCHECK(!rendered_end_of_stream_);
DCHECK_EQ(buffering_state_, BUFFERING_HAVE_NOTHING);
state_ = kFlushed;
latest_possible_paint_time_ = last_media_time_ = base::TimeTicks();
base::ResetAndReturn(&flush_cb_).Run();
}
void VideoRendererImpl::UpdateStatsAndWait_Locked(
base::TimeDelta wait_duration) {
lock_.AssertAcquired();
DCHECK_GE(frames_decoded_, 0);
DCHECK_GE(frames_dropped_, 0);
if (frames_decoded_ || frames_dropped_) {
PipelineStatistics statistics;
statistics.video_frames_decoded = frames_decoded_;
statistics.video_frames_dropped = frames_dropped_;
task_runner_->PostTask(FROM_HERE, base::Bind(statistics_cb_, statistics));
frames_decoded_ = 0;
frames_dropped_ = 0;
}
if (wait_duration > base::TimeDelta())
frame_available_.TimedWait(wait_duration);
}
void VideoRendererImpl::MaybeStopSinkAfterFirstPaint() {
DCHECK(task_runner_->BelongsToCurrentThread());
DCHECK(use_new_video_renderering_path_);
{
base::AutoLock auto_lock(lock_);
render_first_frame_and_stop_ = false;
}
if (!time_progressing_ && sink_started_)
StopSink();
}
bool VideoRendererImpl::HaveReachedBufferingCap() {
DCHECK(task_runner_->BelongsToCurrentThread());
if (use_new_video_renderering_path_) {
// When the display rate is less than the frame rate, the effective frames
// queued may be much smaller than the actual number of frames queued. Here
// we ensure that frames_queued() doesn't get excessive.
return algorithm_->EffectiveFramesQueued() >=
static_cast<size_t>(limits::kMaxVideoFrames) ||
algorithm_->frames_queued() >=
static_cast<size_t>(3 * limits::kMaxVideoFrames);
}
return ready_frames_.size() >= static_cast<size_t>(limits::kMaxVideoFrames);
}
void VideoRendererImpl::StartSink() {
DCHECK(task_runner_->BelongsToCurrentThread());
sink_->Start(this);
sink_started_ = true;
was_background_rendering_ = false;
}
void VideoRendererImpl::StopSink() {
DCHECK(task_runner_->BelongsToCurrentThread());
sink_->Stop();
sink_started_ = false;
was_background_rendering_ = false;
}
size_t VideoRendererImpl::MaybeFireEndedCallback() {
// If there's only one frame in the video or Render() was never called, the
// algorithm will have one frame linger indefinitely. So in cases where the
// frame duration is unknown and we've received EOS, fire it once we get down
// to a single frame.
const size_t effective_frames = algorithm_->EffectiveFramesQueued();
if ((!effective_frames ||
(algorithm_->frames_queued() == 1u &&
algorithm_->average_frame_duration() == base::TimeDelta())) &&
received_end_of_stream_ && !rendered_end_of_stream_) {
rendered_end_of_stream_ = true;
task_runner_->PostTask(FROM_HERE, ended_cb_);
}
return effective_frames;
}
} // namespace media
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