2016-06-04 06:03:13 +00:00
|
|
|
---
|
|
|
|
title: What are states?
|
|
|
|
...
|
|
|
|
|
|
|
|
# What are states?
|
|
|
|
|
|
|
|
A state describes whether the element instance is initialized, whether
|
|
|
|
it is ready to transfer data and whether it is currently handling data.
|
|
|
|
There are four states defined in GStreamer:
|
|
|
|
|
|
|
|
- `GST_STATE_NULL`
|
|
|
|
|
|
|
|
- `GST_STATE_READY`
|
|
|
|
|
|
|
|
- `GST_STATE_PAUSED`
|
|
|
|
|
|
|
|
- `GST_STATE_PLAYING`
|
|
|
|
|
|
|
|
which will from now on be referred to simply as “NULL”, “READY”,
|
|
|
|
“PAUSED” and “PLAYING”.
|
|
|
|
|
|
|
|
`GST_STATE_NULL` is the default state of an element. In this state, it
|
|
|
|
has not allocated any runtime resources, it has not loaded any runtime
|
|
|
|
libraries and it can obviously not handle data.
|
|
|
|
|
|
|
|
`GST_STATE_READY` is the next state that an element can be in. In the
|
|
|
|
READY state, an element has all default resources (runtime-libraries,
|
|
|
|
runtime-memory) allocated. However, it has not yet allocated or defined
|
|
|
|
anything that is stream-specific. When going from NULL to READY state
|
|
|
|
(`GST_STATE_CHANGE_NULL_TO_READY`), an element should allocate any
|
|
|
|
non-stream-specific resources and should load runtime-loadable libraries
|
|
|
|
(if any). When going the other way around (from READY to NULL,
|
|
|
|
`GST_STATE_CHANGE_READY_TO_NULL`), an element should unload these
|
|
|
|
libraries and free all allocated resources. Examples of such resources
|
|
|
|
are hardware devices. Note that files are generally streams, and these
|
|
|
|
should thus be considered as stream-specific resources; therefore, they
|
|
|
|
should *not* be allocated in this state.
|
|
|
|
|
|
|
|
`GST_STATE_PAUSED` is the state in which an element is ready to accept
|
|
|
|
and handle data. For most elements this state is the same as PLAYING.
|
|
|
|
The only exception to this rule are sink elements. Sink elements only
|
|
|
|
accept one single buffer of data and then block. At this point the
|
|
|
|
pipeline is 'prerolled' and ready to render data immediately.
|
|
|
|
|
|
|
|
`GST_STATE_PLAYING` is the highest state that an element can be in. For
|
|
|
|
most elements this state is exactly the same as PAUSED, they accept and
|
|
|
|
process events and buffers with data. Only sink elements need to
|
|
|
|
differentiate between PAUSED and PLAYING state. In PLAYING state, sink
|
|
|
|
elements actually render incoming data, e.g. output audio to a sound
|
|
|
|
card or render video pictures to an image sink.
|
|
|
|
|
2016-06-17 22:41:07 +00:00
|
|
|
## Managing filter state
|
2016-06-04 06:03:13 +00:00
|
|
|
|
|
|
|
If at all possible, your element should derive from one of the new base
|
|
|
|
classes ([Pre-made base classes](pwg-other-base.md)). There are
|
|
|
|
ready-made general purpose base classes for different types of sources,
|
|
|
|
sinks and filter/transformation elements. In addition to those,
|
|
|
|
specialised base classes exist for audio and video elements and others.
|
|
|
|
|
|
|
|
If you use a base class, you will rarely have to handle state changes
|
|
|
|
yourself. All you have to do is override the base class's start() and
|
|
|
|
stop() virtual functions (might be called differently depending on the
|
|
|
|
base class) and the base class will take care of everything for you.
|
|
|
|
|
|
|
|
If, however, you do not derive from a ready-made base class, but from
|
|
|
|
GstElement or some other class not built on top of a base class, you
|
|
|
|
will most likely have to implement your own state change function to be
|
|
|
|
notified of state changes. This is definitively necessary if your plugin
|
|
|
|
is a demuxer or a muxer, as there are no base classes for muxers or
|
|
|
|
demuxers yet.
|
|
|
|
|
|
|
|
An element can be notified of state changes through a virtual function
|
|
|
|
pointer. Inside this function, the element can initialize any sort of
|
|
|
|
specific data needed by the element, and it can optionally fail to go
|
|
|
|
from one state to another.
|
|
|
|
|
|
|
|
Do not g\_assert for unhandled state changes; this is taken care of by
|
|
|
|
the GstElement base class.
|
|
|
|
|
|
|
|
static GstStateChangeReturn
|
|
|
|
gst_my_filter_change_state (GstElement *element, GstStateChange transition);
|
|
|
|
|
|
|
|
static void
|
|
|
|
gst_my_filter_class_init (GstMyFilterClass *klass)
|
|
|
|
{
|
|
|
|
GstElementClass *element_class = GST_ELEMENT_CLASS (klass);
|
|
|
|
|
|
|
|
element_class->change_state = gst_my_filter_change_state;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
static GstStateChangeReturn
|
|
|
|
gst_my_filter_change_state (GstElement *element, GstStateChange transition)
|
|
|
|
{
|
|
|
|
GstStateChangeReturn ret = GST_STATE_CHANGE_SUCCESS;
|
|
|
|
GstMyFilter *filter = GST_MY_FILTER (element);
|
|
|
|
|
|
|
|
switch (transition) {
|
|
|
|
case GST_STATE_CHANGE_NULL_TO_READY:
|
|
|
|
if (!gst_my_filter_allocate_memory (filter))
|
|
|
|
return GST_STATE_CHANGE_FAILURE;
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
ret = GST_ELEMENT_CLASS (parent_class)->change_state (element, transition);
|
|
|
|
if (ret == GST_STATE_CHANGE_FAILURE)
|
|
|
|
return ret;
|
|
|
|
|
|
|
|
switch (transition) {
|
|
|
|
case GST_STATE_CHANGE_READY_TO_NULL:
|
|
|
|
gst_my_filter_free_memory (filter);
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
return ret;
|
|
|
|
}
|
|
|
|
|
|
|
|
Note that upwards (NULL=\>READY, READY=\>PAUSED, PAUSED=\>PLAYING) and
|
|
|
|
downwards (PLAYING=\>PAUSED, PAUSED=\>READY, READY=\>NULL) state changes
|
|
|
|
are handled in two separate blocks with the downwards state change
|
|
|
|
handled only after we have chained up to the parent class's state change
|
|
|
|
function. This is necessary in order to safely handle concurrent access
|
|
|
|
by multiple threads.
|
|
|
|
|
|
|
|
The reason for this is that in the case of downwards state changes you
|
|
|
|
don't want to destroy allocated resources while your plugin's chain
|
|
|
|
function (for example) is still accessing those resources in another
|
|
|
|
thread. Whether your chain function might be running or not depends on
|
|
|
|
the state of your plugin's pads, and the state of those pads is closely
|
|
|
|
linked to the state of the element. Pad states are handled in the
|
|
|
|
GstElement class's state change function, including proper locking,
|
|
|
|
that's why it is essential to chain up before destroying allocated
|
|
|
|
resources.
|
|
|
|
|