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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/location.h"
#include "base/metrics/histogram_macros.h"
#include "base/single_thread_task_runner.h"
#include "base/strings/string_util.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/limits.h"
#include "media/base/media_log.h"
#include "media/base/media_switches.h"
#include "media/base/pipeline.h"
#include "media/base/video_frame.h"
#include "media/renderers/gpu_video_accelerator_factories.h"
#include "media/video/gpu_memory_buffer_video_frame_pool.h"

namespace media {

VideoRendererImpl::VideoRendererImpl(
    const scoped_refptr<base::SingleThreadTaskRunner>& media_task_runner,
    const scoped_refptr<base::TaskRunner>& worker_task_runner,
    VideoRendererSink* sink,
    ScopedVector<VideoDecoder> decoders,
    bool drop_frames,
    GpuVideoAcceleratorFactories* gpu_factories,
    const scoped_refptr<MediaLog>& media_log)
    : task_runner_(media_task_runner),
      sink_(sink),
      sink_started_(false),
      video_frame_stream_(
          new VideoFrameStream(media_task_runner, decoders.Pass(), media_log)),
      gpu_memory_buffer_pool_(nullptr),
      media_log_(media_log),
      low_delay_(false),
      received_end_of_stream_(false),
      rendered_end_of_stream_(false),
      state_(kUninitialized),
      sequence_token_(0),
      pending_read_(false),
      drop_frames_(drop_frames),
      buffering_state_(BUFFERING_HAVE_NOTHING),
      frames_decoded_(0),
      frames_dropped_(0),
      tick_clock_(new base::DefaultTickClock()),
      was_background_rendering_(false),
      time_progressing_(false),
      render_first_frame_and_stop_(false),
      posted_maybe_stop_after_first_paint_(false),
      last_video_memory_usage_(0),
      weak_factory_(this) {
  if (gpu_factories &&
      gpu_factories->ShouldUseGpuMemoryBuffersForVideoFrames()) {
    gpu_memory_buffer_pool_.reset(new GpuMemoryBufferVideoFramePool(
        media_task_runner, worker_task_runner, gpu_factories));
  }
}

VideoRendererImpl::~VideoRendererImpl() {
  DCHECK(task_runner_->BelongsToCurrentThread());

  if (!init_cb_.is_null())
    base::ResetAndReturn(&init_cb_).Run(PIPELINE_ERROR_ABORT);

  if (!flush_cb_.is_null())
    base::ResetAndReturn(&flush_cb_).Run();

  if (sink_started_)
    StopSink();
}

void VideoRendererImpl::Flush(const base::Closure& callback) {
  DVLOG(1) << __FUNCTION__;
  DCHECK(task_runner_->BelongsToCurrentThread());

  if (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.
  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;

  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_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 TimeSource::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(!posted_maybe_stop_after_first_paint_);
  DCHECK(!was_background_rendering_);
  DCHECK(!time_progressing_);

  low_delay_ = (stream->liveness() == DemuxerStream::LIVENESS_LIVE);
  UMA_HISTOGRAM_BOOLEAN("Media.VideoRenderer.LowDelay", low_delay_);
  if (low_delay_)
    MEDIA_LOG(DEBUG, media_log_) << "Video rendering in low delay mode.";

  // Always post |init_cb_| because |this| could be destroyed if initialization
  // failed.
  init_cb_ = BindToCurrentLoop(init_cb);

  // Always post |buffering_state_cb_| because it may otherwise invoke reentrant
  // calls to OnTimeStateChanged() under lock, which can deadlock the compositor
  // and media threads.
  buffering_state_cb_ = BindToCurrentLoop(buffering_state_cb);

  statistics_cb_ = statistics_cb;
  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_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.
  //
  // We use the inverse of |render_first_frame_and_stop_| as a proxy for the
  // value of |time_progressing_| here since we can't access it from the
  // compositor thread.  If we're here (in Render()) the sink must have been
  // started -- but if it was started only to render the first frame and stop,
  // then |time_progressing_| is likely false.  If we're still in Render() when
  // |render_first_frame_and_stop_| is false, then |time_progressing_| is true.
  // If |time_progressing_| is actually true when |render_first_frame_and_stop_|
  // is also true, then the ended callback will be harmlessly delayed until
  // MaybeStopSinkAfterFirstPaint() runs and the next Render() call comes in.
  const size_t effective_frames =
      MaybeFireEndedCallback_Locked(!render_first_frame_and_stop_);
  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;
  UpdateStats_Locked();
  was_background_rendering_ = background_rendering;

  // After painting the first frame, if playback hasn't started, we post a
  // delayed task to request that the sink be stopped.  The task is delayed to
  // give videos with autoplay time to start.
  //
  // 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_ && !posted_maybe_stop_after_first_paint_) {
    posted_maybe_stop_after_first_paint_ = true;
    task_runner_->PostDelayedTask(
        FROM_HERE, base::Bind(&VideoRendererImpl::MaybeStopSinkAfterFirstPaint,
                              weak_factory_.GetWeakPtr()),
        base::TimeDelta::FromMilliseconds(250));
  }

  // Always post this task, it will acquire new frames if necessary and since it
  // happens on another thread, even if we don't have room in the queue now, by
  // the time it runs (may be delayed up to 50ms for complex decodes!) we might.
  task_runner_->PostTask(FROM_HERE, base::Bind(&VideoRendererImpl::AttemptRead,
                                               weak_factory_.GetWeakPtr()));

  return result;
}

void VideoRendererImpl::OnFrameDropped() {
  base::AutoLock auto_lock(lock_);
  algorithm_->OnLastFrameDropped();
}

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;

  algorithm_.reset(new VideoRendererAlgorithm(wall_clock_time_cb_));
  if (!drop_frames_)
    algorithm_->disable_frame_dropping();

  base::ResetAndReturn(&init_cb_).Run(PIPELINE_OK);
}

void VideoRendererImpl::SetTickClockForTesting(
    scoped_ptr<base::TickClock> tick_clock) {
  tick_clock_.swap(tick_clock);
}

void VideoRendererImpl::SetGpuMemoryBufferVideoForTesting(
    scoped_ptr<GpuMemoryBufferVideoFramePool> gpu_memory_buffer_pool) {
  gpu_memory_buffer_pool_.swap(gpu_memory_buffer_pool);
}

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 (sink_started_ == time_progressing_)
    return;

  if (time_progressing_) {
    // If only an EOS frame came in after a seek, the renderer may not have
    // received the ended event yet though we've posted it.
    if (!rendered_end_of_stream_)
      StartSink();
  } else {
    StopSink();
  }
}

void VideoRendererImpl::FrameReadyForCopyingToGpuMemoryBuffers(
    VideoFrameStream::Status status,
    const scoped_refptr<VideoFrame>& frame) {
  if (status != VideoFrameStream::OK || start_timestamp_ > frame->timestamp()) {
    VideoRendererImpl::FrameReady(sequence_token_, status, frame);
    return;
  }

  DCHECK(frame);
  gpu_memory_buffer_pool_->MaybeCreateHardwareFrame(
      frame, base::Bind(&VideoRendererImpl::FrameReady,
                        weak_factory_.GetWeakPtr(), sequence_token_, status));
}

void VideoRendererImpl::FrameReady(uint32_t sequence_token,
                                   VideoFrameStream::Status status,
                                   const scoped_refptr<VideoFrame>& frame) {
  DCHECK(task_runner_->BelongsToCurrentThread());
  bool start_sink = false;
  {
    base::AutoLock auto_lock(lock_);
    // Stream has been reset and this VideoFrame was decoded before the reset
    // but the async copy finished after.
    if (sequence_token != sequence_token_)
      return;

    DCHECK_NE(state_, kUninitialized);
    DCHECK_NE(state_, kFlushed);

    CHECK(pending_read_);
    pending_read_ = false;

    if (status == VideoFrameStream::DECODE_ERROR) {
      DCHECK(!frame.get());
      PipelineStatus error = PIPELINE_ERROR_DECODE;
      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;
    }

    // In low delay mode, don't accumulate frames that's earlier than the start
    // time. Otherwise we could declare HAVE_ENOUGH_DATA and start playback
    // prematurely.
    if (low_delay_ &&
        !frame->metadata()->IsTrue(VideoFrameMetadata::END_OF_STREAM) &&
        frame->timestamp() < start_timestamp_) {
      AttemptRead_Locked();
      return;
    }

    if (frame->metadata()->IsTrue(VideoFrameMetadata::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().
      MaybeFireEndedCallback_Locked(time_progressing_);
    } else {
      // Maintain the latest frame decoded so the correct frame is displayed
      // after prerolling has completed.
      if (frame->timestamp() <= start_timestamp_) {
        algorithm_->Reset();
      }
      AddReadyFrame_Locked(frame);
    }

    // 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.
    //
    // Similarly, if we've paused for underflow, remove all frames which are
    // before the current media time.
    const bool have_nothing = buffering_state_ != BUFFERING_HAVE_ENOUGH;
    const bool have_nothing_and_paused = have_nothing && !sink_started_;
    if (was_background_rendering_ ||
        (have_nothing_and_paused && drop_frames_)) {
      base::TimeTicks expiry_time;
      if (have_nothing_and_paused) {
        // Use the current media wall clock time plus the frame duration since
        // RemoveExpiredFrames() is expecting the end point of an interval (it
        // will subtract from the given value).
        std::vector<base::TimeTicks> current_time;
        wall_clock_time_cb_.Run(std::vector<base::TimeDelta>(), &current_time);
        expiry_time = current_time[0] + algorithm_->average_frame_duration();
      } else {
        expiry_time = tick_clock_->NowTicks();
      }

      // Prior to rendering the first frame, |have_nothing_and_paused| will be
      // true, correspondingly the |expiry_time| will be null; in this case
      // there's no reason to try and remove any frames.
      if (!expiry_time.is_null()) {
        const size_t removed_frames =
            algorithm_->RemoveExpiredFrames(expiry_time);

        // Frames removed during underflow should be counted as dropped.
        if (have_nothing_and_paused && removed_frames)
          frames_dropped_ += removed_frames;
      }
    }

    // Signal buffering state if we've met our conditions for having enough
    // data.
    if (have_nothing && HaveEnoughData_Locked()) {
      TransitionToHaveEnough_Locked();
      if (!sink_started_ &&
          !rendered_end_of_stream_) {
        start_sink = true;
        render_first_frame_and_stop_ = true;
        posted_maybe_stop_after_first_paint_ = false;
      }
    }

    // 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 (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 (was_background_rendering_ && frames_decoded_) {
    return true;
  }

  if (!low_delay_)
    return false;

  return algorithm_->frames_queued() > 0;
}

void VideoRendererImpl::TransitionToHaveEnough_Locked() {
  DCHECK(task_runner_->BelongsToCurrentThread());
  DCHECK_EQ(buffering_state_, BUFFERING_HAVE_NOTHING);

  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->metadata()->IsTrue(VideoFrameMetadata::END_OF_STREAM));

  frames_decoded_++;

  algorithm_->EnqueueFrame(frame);
}

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;
      if (gpu_memory_buffer_pool_) {
        video_frame_stream_->Read(base::Bind(
            &VideoRendererImpl::FrameReadyForCopyingToGpuMemoryBuffers,
            weak_factory_.GetWeakPtr()));
      } else {
        video_frame_stream_->Read(base::Bind(&VideoRendererImpl::FrameReady,
                                             weak_factory_.GetWeakPtr(),
                                             sequence_token_));
      }
      return;
    case kUninitialized:
    case kInitializing:
    case kFlushing:
    case kFlushed:
      return;
  }
}

void VideoRendererImpl::OnVideoFrameStreamResetDone() {
  base::AutoLock auto_lock(lock_);
  DCHECK_EQ(kFlushing, state_);
  DCHECK(!received_end_of_stream_);
  DCHECK(!rendered_end_of_stream_);
  DCHECK_EQ(buffering_state_, BUFFERING_HAVE_NOTHING);

  // Pending read might be true if an async video frame copy is in flight.
  pending_read_ = false;
  sequence_token_++;
  state_ = kFlushed;
  base::ResetAndReturn(&flush_cb_).Run();
}

void VideoRendererImpl::UpdateStats_Locked() {
  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_;

    const size_t memory_usage = algorithm_->GetMemoryUsage();
    statistics.video_memory_usage = memory_usage - last_video_memory_usage_;

    task_runner_->PostTask(FROM_HERE, base::Bind(statistics_cb_, statistics));
    frames_decoded_ = 0;
    frames_dropped_ = 0;
    last_video_memory_usage_ = memory_usage;
  }
}

void VideoRendererImpl::MaybeStopSinkAfterFirstPaint() {
  DCHECK(task_runner_->BelongsToCurrentThread());

  if (!time_progressing_ && sink_started_)
    StopSink();

  base::AutoLock auto_lock(lock_);
  render_first_frame_and_stop_ = false;
}

bool VideoRendererImpl::HaveReachedBufferingCap() {
  DCHECK(task_runner_->BelongsToCurrentThread());
  const size_t kMaxVideoFrames = limits::kMaxVideoFrames;

  // 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() >= kMaxVideoFrames ||
         algorithm_->frames_queued() >= 3 * kMaxVideoFrames;
}

void VideoRendererImpl::StartSink() {
  DCHECK(task_runner_->BelongsToCurrentThread());
  DCHECK_GT(algorithm_->frames_queued(), 0u);
  sink_started_ = true;
  was_background_rendering_ = false;
  sink_->Start(this);
}

void VideoRendererImpl::StopSink() {
  DCHECK(task_runner_->BelongsToCurrentThread());
  sink_->Stop();
  algorithm_->set_time_stopped();
  sink_started_ = false;
  was_background_rendering_ = false;
}

size_t VideoRendererImpl::MaybeFireEndedCallback_Locked(bool time_progressing) {
  lock_.AssertAcquired();

  // 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();

  // Don't fire ended if we haven't received EOS or have already done so.
  if (!received_end_of_stream_ || rendered_end_of_stream_)
    return effective_frames;

  // Don't fire ended if time isn't moving and we have frames.
  if (!time_progressing && algorithm_->frames_queued())
    return effective_frames;

  // Fire ended if we have no more effective frames or only ever had one frame.
  if (!effective_frames ||
      (algorithm_->frames_queued() == 1u &&
       algorithm_->average_frame_duration() == base::TimeDelta())) {
    rendered_end_of_stream_ = true;
    task_runner_->PostTask(FROM_HERE, ended_cb_);
  }

  return effective_frames;
}

base::TimeTicks VideoRendererImpl::ConvertMediaTimestamp(
    base::TimeDelta media_time) {
  std::vector<base::TimeDelta> media_times(1, media_time);
  std::vector<base::TimeTicks> wall_clock_times;
  if (!wall_clock_time_cb_.Run(media_times, &wall_clock_times))
    return base::TimeTicks();
  return wall_clock_times[0];
}

}  // namespace media