gstreamer/docs/pwg/building-state.xml
2012-09-27 14:42:07 +02:00

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<chapter id="chapter-statemanage-states">
<title>What are states?</title>
<para>
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;:
</para>
<itemizedlist>
<listitem>
<para>
<symbol>GST_STATE_NULL</symbol>
</para>
</listitem>
<listitem>
<para>
<symbol>GST_STATE_READY</symbol>
</para>
</listitem>
<listitem>
<para>
<symbol>GST_STATE_PAUSED</symbol>
</para>
</listitem>
<listitem>
<para>
<symbol>GST_STATE_PLAYING</symbol>
</para>
</listitem>
</itemizedlist>
<para>
which will from now on be referred to simply as <quote>NULL</quote>,
<quote>READY</quote>, <quote>PAUSED</quote> and <quote>PLAYING</quote>.
</para>
<para>
<symbol>GST_STATE_NULL</symbol> 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.
</para>
<para>
<symbol>GST_STATE_READY</symbol> 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
(<symbol>GST_STATE_CHANGE_NULL_TO_READY</symbol>), 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,
<symbol>GST_STATE_CHANGE_READY_TO_NULL</symbol>), 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 <emphasis>not</emphasis> be allocated in this state.
</para>
<para>
<symbol>GST_STATE_PAUSED</symbol> 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.
</para>
<para>
<symbol>GST_STATE_PLAYING</symbol> 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.
</para>
<sect1 id="section-statemanage-filters">
<title>Managing filter state</title>
<para>
If at all possible, your element should derive from one of the new base
classes (<xref linkend="chapter-other-base"/>). 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.
</para>
<para>
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.
</para>
<para>
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.
</para>
<para>
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.
</para>
<para>
Do not g_assert for unhandled state changes; this is taken care of by
the GstElement base class.
</para>
<programlisting>
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;
}
<!-- example-begin state.c a --><!--
#include "init.func"
#include "caps.func"
#include "chain.func"
#include "state.func"
--><!-- example-end state.c a -->
<!-- example-begin state.func a --><!--
static gboolean
gst_my_filter_allocate_memory (GstMyFilter * filter)
{
return TRUE;
}
static void
gst_my_filter_free_memory (GstMyFilter * filter)
{
}
--><!-- example-end state.func a -->
<!-- example-begin state.func b -->
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)-&gt;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;
}
<!-- example-end state.func b -->
<!-- example-begin state.c b --><!--
#include "register.func"
--><!-- example-end state.c b --></programlisting>
<para>
Note that upwards (NULL=&gt;READY, READY=&gt;PAUSED, PAUSED=&gt;PLAYING)
and downwards (PLAYING=&gt;PAUSED, PAUSED=&gt;READY, READY=&gt;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.
</para>
<para>
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.
</para>
</sect1>
</chapter>