16 KiB
States
Both elements and pads can be in different states. The states of the pads are linked to the state of the element so the design of the states is mainly focused around the element states.
An element can be in 4 states. NULL
, READY
, PAUSED
and PLAYING
. When an
element is initially instantiated, it is in the NULL state.
State definitions
-
NULL
: This is the initial state of an element. -
READY
: The element should be prepared to go toPAUSED
. -
PAUSED
: The element should be ready to accept and process data. Sink elements, however, only accept one buffer and then block. -
PLAYING
: The same asPAUSED
except for live sources and sinks. Sinks accept and render data. Live sources produce data.
We call the sequence NULL→PLAYING
an upwards state change and
PLAYING→NULL
a downwards state change.
State transitions
the following state changes are possible:
-
NULL -> READY
:- The element must check if the resources it needs are available. Device sinks and sources typically try to probe the device to constrain their caps.
- The element opens the device, this is needed if the previous step requires the device to be opened.
-
READY -> PAUSED
:- The element pads are activated in order to receive data in
PAUSED
. Streaming threads are started. - Some elements might need to return
ASYNC
and complete the state change when they have enough information. It is a requirement for sinks to returnASYNC
and complete the state change when they receive the first buffer or EOS event (preroll). Sinks also block the dataflow when inPAUSED
. - A pipeline resets the
running_time
to 0. - Live sources return
NO_PREROLL
and don't generate data.
- The element pads are activated in order to receive data in
-
PAUSED -> PLAYING
:- Most elements ignore this state change.
- The pipeline selects a clock and distributes this to all the children
before setting them to
PLAYING
. This means that it is only allowed to synchronize on the clock in thePLAYING
state. - The pipeline uses the clock and the
running_time
to calculate thebase_time
. Thisbase_time
is distributed to all children when performing the state change. - Sink elements stop blocking on the preroll buffer or event and start rendering the data.
- Sinks can post the EOS message in the
PLAYING
state. It is not allowed to post EOS when not in thePLAYING
state. - While streaming in
PAUSED
orPLAYING
elements can create and remove sometimes pads. - Live sources start generating data and return
SUCCESS
.
-
PLAYING -> PAUSED
:- Most elements ignore this state change.
- The pipeline calculates the
running_time
based on the last selected clock and thebase_time
. It stores this information to continue playback when going back to thePLAYING
state. - Sinks unblock any clock wait calls.
- When a sink does not have a pending buffer to play, it returns
ASYNC
from this state change and completes the state change when it receives a new buffer or an EOS event. - Any queued EOS messages are removed since they will be reposted when going
back to the
PLAYING
state. The EOS messages are queued inGstBins
. - Live sources stop generating data and return
NO_PREROLL
.
-
PAUSED -> READY
:- Sinks unblock any waits in the preroll.
- Elements unblock any waits on devices
- Chain or
get_range()
functions returnFLUSHING
. - The element pads are deactivated so that streaming becomes impossible and all streaming threads are stopped.
- The sink forgets all negotiated formats
- Elements remove all sometimes pads
-
READY -> NULL
:- Elements close devices
- Elements reset any internal state.
State variables
An element has 5 state variables that are protected with the object LOCK:
STATE
STATE_NEXT
STATE_PENDING
STATE_TARGET
STATE_RETURN
STATE
always reflects the current state of the element.
STATE_NEXT
reflects the next state the element will go to.
STATE_PENDING
always reflects the final state that the element is going to.
This is different than STATE_NEXT
when the final state involves going through
multiple state changes, like from PLAYING -> NULL
.
STATE_TARGET
is the final state that the element should go to as set by the
application. STATE_PENDING
can diverge from STATE_TARGET
during ASYNC
state changes when the element does state transitions.
STATE_RETURN
reflects the last return value of a state change.
STATE_NEXT
and STATE_PENDING
can be VOID_PENDING
if the element is
already in the right state.
An element has a special lock to protect against concurrent invocations
of set_state()
, called the STATE_LOCK
.
Setting state on elements
The state of an element can be changed with _element_set_state()
.
When changing the state of an element all intermediate states will also
be set on the element until the final desired state is set.
The set_state()
function can return 3 possible values:
-
GST_STATE_FAILURE
: The state change failed for some reason. The plugin should have posted an error message on the bus with information. -
GST_STATE_SUCCESS
: The state change is completed successfully. -
GST_STATE_ASYNC
: The state change will complete later on. This can happen when the element needs a long time to perform the state change or for sinks that need to receive the first buffer before they can complete the state change (preroll). -
GST_STATE_NO_PREROLL
: The state change is completed successfully but the element will not be able to produce data in thePAUSED
state.
In the case of an ASYNC
state change, it is possible to proceed to the
next state before the current state change completes, however, the
element will only get to this next state before completing the previous
ASYNC
state change. After receiving an ASYNC
return value, you can use
element_get_state()
to poll the status of the element. If the
polling returns SUCCESS
, the element completed the state change to the
last requested state with set_state()
.
When setting the state of an element, the STATE_PENDING
is set to the
required state. Then the state change function of the element is called
and the result of that function is used to update the STATE
and
STATE_RETURN
fields, STATE_NEXT
, STATE_PENDING
and STATE_RETURN
fields. If the function returned ASYNC
, this result is immediately
returned to the caller.
Getting the state of elements
The get_state()
function takes 3 arguments, two pointers that will
hold the current and pending state and one GstClockTime
that holds a
timeout value. The function returns a GstElementStateReturn
.
-
If the element returned
SUCCESS
to the previous_set_state()
function, this function will return the last state set on the element andVOID_PENDING
in the pending state value. The function returnsGST_STATE_SUCCESS
. -
If the element returned
NO_PREROLL
to the previous_set_state()
function, this function will return the last state set on the element andVOID_PENDING
in the pending state value. The function returnsGST_STATE_NO_PREROLL
. -
If the element returned
FAILURE
to the previous_set_state()
call, this function will returnFAILURE
with the state set to the current state of the element and the pending state set to the value used in the last call of_set_state()
. -
If the element returned
ASYNC
to the previous_set_state()
call, this function will wait for the element to complete its state change up to the amount of time specified in theGstClockTime
.-
If the element does not complete the state change in the specified amount of time, this function will return
ASYNC
with the state set to the current state and the pending state set to the pending state. -
If the element completes the state change within the specified timeout, this function returns the updated state and
VOID_PENDING
as the pending state. -
If the element aborts the
ASYNC
state change due to an error within the specified timeout, this function returnsFAILURE
with the state set to last successful state and pending set to the last attempt. The element should also post an error message on the bus with more information about the problem.
-
States in GstBin
A GstBin
manages the state of its children. It does this by propagating
the state changes performed on it to all of its children. The
_set_state()
function on a bin will call the _set_state()
function
on all of its children, that are not already in the target state or in a
change state to the target state.
The children are iterated from the sink elements to the source elements.
This makes sure that when changing the state of an element, the
downstream elements are in the correct state to process the eventual
buffers. In the case of a downwards state change, the sink elements will
shut down first which makes the upstream elements shut down as well
since the _push()
function returns a GST_FLOW_FLUSHING
error.
If all the children return SUCCESS
, the function returns SUCCESS
as
well.
If one of the children returns FAILURE
, the function returns FAILURE
as
well. In this state it is possible that some elements successfully
changed state. The application can check which elements have a changed
state, which were in error and which were not affected by iterating the
elements and calling _get_state()
on the elements.
If after calling the state function on all children, one of the children
returned ASYNC
, the function returns ASYNC
as well.
If after calling the state function on all children, one of the children
returned NO_PREROLL
, the function returns NO_PREROLL
as well.
If both NO_PREROLL
and ASYNC
children are present, NO_PREROLL
is
returned.
The current state of the bin can be retrieved with _get_state()
.
If the bin is performing an ASYNC
state change, it will automatically
update its current state fields when it receives state messages from the
children.
Implementing states in elements
Upward state change
Upward state changes always return ASYNC
either if the STATE_PENDING
is
reached or not.
Element:
-
A -> B =>
SUCCESS
- commit state
-
A -> B =>
ASYNC
- no commit state
- element commits state
ASYNC
-
A -> B while
ASYNC
- update
STATE_PENDING
state - no commit state
- no
change_state()
called on element
- update
Bin:
-
A->B: all elements
SUCCESS
- commit state
-
A->B: some elements
ASYNC
- no commit state
- listen for commit messages on bus
- for each commit message, poll elements, this happens in another thread.
- if no
ASYNC
elements, commit state, continue state change toSTATE_PENDING
Downward state change
Downward state changes only return ASYNC
if the final state is ASYNC
.
This is to make sure that it’s not needed to wait for an element to
complete the preroll or other ASYNC
state changes when one only wants to
shut down an element.
Element:
A -> B => SUCCESS
- commit state
A -> B => ASYNC
not final state
- commit state on behalf of element
A -> B => ASYNC
final state
- element will commit
ASYNC
Bin:
A -> B -> SUCCESS
- commit state
A -> B -> ASYNC
not final state
- commit state on behalf of element, continue state change
A -> B => ASYNC
final state
- no commit state
- listen for commit messages on bus
- for each commit message, poll elements
- if no
ASYNC
elements, commit state
Locking overview (element)
-
Element committing
SUCCESS
-
STATE_LOCK
is taken inset_state()
-
change state is called if
SUCCESS
, commit state is called -
commit state calls
change_state()
to next state change. -
if final state is reached, stack unwinds and result is returned to
set_state()
and caller.
-
set_state(element) change_state (element) commit_state
| | |
| | |
STATE_LOCK | |
| | |
|------------------------>| |
| | |
| | |
| | (do state change) |
| | |
| | |
| | if `SUCCESS` |
| |---------------------->|
| | | post message
| | |
| |<----------------------| if (!final) change_state (next)
| | | else SIGNAL
| | |
| | |
| | |
|<------------------------| |
| `SUCCESS`
|
STATE_UNLOCK
|
`SUCCESS`
-
Element committing
ASYNC
-
STATE_LOCK
is taken inset_state()
-
change state is called and returns
ASYNC
-
ASYNC
returned to the caller. -
element takes LOCK in streaming thread.
-
element calls
commit_state
in streaming thread. -
commit state calls
change_state()
to next state change.
-
set_state(element) change_state (element) stream_thread commit_state (element)
| | | |
| | | |
STATE_LOCK | | |
| | | |
|------------------------>| | |
| | | |
| | | |
| | (start_task) | |
| | | |
| | STREAM_LOCK |
| | |... |
|<------------------------| | |
| ASYNC STREAM_UNLOCK |
STATE_UNLOCK | |
| .....sync........ STATE_LOCK |
ASYNC |----------------->|
| |
| |---> post_message()
| |---> if (!final) change_state (next)
| | else SIGNAL
|<-----------------|
STATE_UNLOCK
|
STREAM_LOCK
| ...
STREAM_UNLOCK
Remarks
set_state()
cannot be called from multiple threads at the same time. The
STATE_LOCK
prevents this.
State variables are protected with the LOCK.
Calling set_state()
while get_state()
is called should unlock the
get_state()
with an error. The cookie will do that.
set_state(element)
STATE_LOCK
LOCK
update current, next, pending state
cookie++
UNLOCK
change_state
STATE_UNLOCK