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8703409089
Original commit message from CVS: some thoughts about clocking - this looks suspiciously easy. Either i'm missing something (it's late) or it's a quite good approach.
93 lines
5.3 KiB
Text
93 lines
5.3 KiB
Text
TIME
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In this document, the word "time" is not meant to represent a representation of
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time that is close to reality. Though that is the idea in most cases, it is not
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the focus. Time in this document is meant to represent time inside a stream that
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is played back by GStreamer. There might be reasons to represent time in non-
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realtime, for example when the processor is too slow to allow for video playback
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in realtime, the clock might not update fast enough. Or one might want to use
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a clock that purposefully increases/reduces the speed of time.
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Time in this document is not meant to be linear either. Whereas elements can set
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time freely by seeking, clocks should do their best to supply linear time. It is
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not a requirement however, there might for example be slight inconsistencies
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when audio clocks have buffer over/underruns.
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TIME IN A CLOCK
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The job of a clock is to report the time as exactly as possible that has elapsed
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in the stream since the stream was started.
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A Clock does never seek, so if someone seeks the stream back to the beginning,
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the clock will still represent the time since a start.
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The state of the clock is managed by all elements using its time as a state of a
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bin is changed according to its children. A clock will try to synchronize its
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state with its provider. (FIXME: or with all its children like a bin? FIXME:
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What to do in the case of a providerless clock like _a_ systemclock (we might
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use multiple systemclocks)? Attach to one element that uses it and reattach if
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element is removed? FIXME: What do we do when a provider is removed from a
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scheduler? Sounds like a good time to get a new clock to take over. FIXME:
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Write a test that does exactly this in Gst-Player when changing the GConf Key.)
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- NULL / READY
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Nobody cares about time reported by the clock.
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- PLAYING
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Clock is supposed to present the time elapsed since it was started.
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- PAUSED
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The clock has to remember the time it was stopped and resume with that time
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when it restarts playing.
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TIME IN AN ELEMENT
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An element only can request time information if it uses a clock. The element can
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query functions that give information about the elements time. Time information
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for the element is always in relation to the timestamps the element expects on
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its buffers.
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Example: XVideosink will output a new frame, when xvideosinks time matches the
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timestamps of the buffer.
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The elements time is in no relation to the time of its clock because of seeks.
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If an element seeks, it adjusts its time by the difference the seek has
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introduced.
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Example: Playback of a song with duration 1000 that is looping. Clock and
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element start at time offset 0, when the element is first set to
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PLAYING. After the first loop, the elements time is (by request of that
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element) reset to 0. The clock's time stays at 1000.
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Note: If an element goes into the PAUSED state the elements time will continue
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running. (FIXME: possibility to change that needed? Why would you want to
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pause an element that should be synced while the others continue running?
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FIXME: What happens if a clock provider and therefore the clock are
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already at EOS while other elements are still playing? I'd vote for make
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all other elements go as fast as possible. FIXME: Ask some video people if
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that sounds reasonable or if we gotta force the clock to go on, which
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would make it difficult to detect the difference between EOS and pause.
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PROVIDERS
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Providers are elements that can provide timing information and therefore provide
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a clock to other elements. These elements have to update the clock, when it is
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used. When a clock is used (state != NULL - FIXME: or other states?), the
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provider is guaranteed to use this clock. (FIXME: necessary?). The element is
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however required to synchronize to the clock it was assigned to, wether it is
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its own clock or not.
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SYNC POINTS
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FIXME: Is it necessary to have sync points? This would allow to supply a fixed
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time between sync point "SOURCE" and "SINK" so one could buffer the time
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inbetween. Or is there another solution for this problem? It's possibly easier
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to use an element that does TIMESTAMP = TIMESTAMP - x inside the pipeline and
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drops every buffer before.
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FUNCTIONS
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FIXME: Use GstTime(Diff) instead of GstClockTime(Diff) ?
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GstClockTime gst_clock_get_time (GstClock *clock);
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GstElementState gst_clock_get_state (GstClock *clock); /* setting works internally */
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GstClockReturn gst_clock_wait (GstClock *clock, GstClockTime until, GstClockTimeDiff *jitter);
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GST_FLAG GST_ELEMENT_NEEDS_CLOCK; /* wether we want a clock or not */
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GstClockTime gst_element_get_time (GstElement *element);
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void gst_element_(clock_)seek (GstElement *element, GstClockTimeDiff diff);
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GstClock * gst_element_get_clock (GstElement *element);
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GstClockReturn gst_element_(clock_)wait (GstElement *element, GstClockTime until, GstClockTimeDiff *jitter);
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possible extensions:
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GstClockTime gst_clock_get_resolution (GstClock *clock); /* sounds interesting */
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void gst_clock_wait_async (GstClock *clock, GFunc callback, gpointer data); /* useless IMO */
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void gst_clock_unlock (GstClock *clock); /* dunno what for */
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void gst_clock_set_state (GstClock *clock, GstElementState state); /* might be needed, but screw up alot */
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Hm, this looks to easy when you only need an API of 8 functions. But it's quite
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a bit of internal hacking because of the state changes.
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