mirror of
https://gitlab.freedesktop.org/gstreamer/gstreamer.git
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42bdeaf52c
Original repo is here: https://github.com/microsoft/Windows-classic-samples Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/1577>
478 lines
21 KiB
C++
478 lines
21 KiB
C++
//------------------------------------------------------------------------------
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// File: RenBase.h
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//
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// Desc: DirectShow base classes - defines a generic ActiveX base renderer
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// class.
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//
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// Copyright (c) 1992-2001 Microsoft Corporation. All rights reserved.
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//------------------------------------------------------------------------------
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#ifndef __RENBASE__
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#define __RENBASE__
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// Forward class declarations
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class CBaseRenderer;
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class CBaseVideoRenderer;
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class CRendererInputPin;
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// This is our input pin class that channels calls to the renderer
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class CRendererInputPin : public CBaseInputPin
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{
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protected:
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CBaseRenderer *m_pRenderer;
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public:
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CRendererInputPin(__inout CBaseRenderer *pRenderer,
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__inout HRESULT *phr,
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__in_opt LPCWSTR Name);
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// Overriden from the base pin classes
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HRESULT BreakConnect();
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HRESULT CompleteConnect(IPin *pReceivePin);
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HRESULT SetMediaType(const CMediaType *pmt);
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HRESULT CheckMediaType(const CMediaType *pmt);
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HRESULT Active();
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HRESULT Inactive();
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// Add rendering behaviour to interface functions
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STDMETHODIMP QueryId(__deref_out LPWSTR *Id);
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STDMETHODIMP EndOfStream();
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STDMETHODIMP BeginFlush();
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STDMETHODIMP EndFlush();
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STDMETHODIMP Receive(IMediaSample *pMediaSample);
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// Helper
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IMemAllocator inline *Allocator() const
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{
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return m_pAllocator;
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}
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};
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// Main renderer class that handles synchronisation and state changes
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class CBaseRenderer : public CBaseFilter
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{
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protected:
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friend class CRendererInputPin;
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friend void CALLBACK EndOfStreamTimer(UINT uID, // Timer identifier
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UINT uMsg, // Not currently used
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DWORD_PTR dwUser, // User information
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DWORD_PTR dw1, // Windows reserved
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DWORD_PTR dw2); // Is also reserved
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CRendererPosPassThru *m_pPosition; // Media seeking pass by object
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CAMEvent m_RenderEvent; // Used to signal timer events
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CAMEvent m_ThreadSignal; // Signalled to release worker thread
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CAMEvent m_evComplete; // Signalled when state complete
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BOOL m_bAbort; // Stop us from rendering more data
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BOOL m_bStreaming; // Are we currently streaming
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DWORD_PTR m_dwAdvise; // Timer advise cookie
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IMediaSample *m_pMediaSample; // Current image media sample
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BOOL m_bEOS; // Any more samples in the stream
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BOOL m_bEOSDelivered; // Have we delivered an EC_COMPLETE
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CRendererInputPin *m_pInputPin; // Our renderer input pin object
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CCritSec m_InterfaceLock; // Critical section for interfaces
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CCritSec m_RendererLock; // Controls access to internals
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IQualityControl * m_pQSink; // QualityControl sink
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BOOL m_bRepaintStatus; // Can we signal an EC_REPAINT
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// Avoid some deadlocks by tracking filter during stop
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volatile BOOL m_bInReceive; // Inside Receive between PrepareReceive
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// And actually processing the sample
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REFERENCE_TIME m_SignalTime; // Time when we signal EC_COMPLETE
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UINT m_EndOfStreamTimer; // Used to signal end of stream
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CCritSec m_ObjectCreationLock; // This lock protects the creation and
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// of m_pPosition and m_pInputPin. It
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// ensures that two threads cannot create
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// either object simultaneously.
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public:
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CBaseRenderer(REFCLSID RenderClass, // CLSID for this renderer
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__in_opt LPCTSTR pName, // Debug ONLY description
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__inout_opt LPUNKNOWN pUnk, // Aggregated owner object
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__inout HRESULT *phr); // General OLE return code
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~CBaseRenderer();
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// Overriden to say what interfaces we support and where
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virtual HRESULT GetMediaPositionInterface(REFIID riid, __deref_out void **ppv);
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STDMETHODIMP NonDelegatingQueryInterface(REFIID, __deref_out void **);
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virtual HRESULT SourceThreadCanWait(BOOL bCanWait);
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#ifdef DEBUG
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// Debug only dump of the renderer state
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void DisplayRendererState();
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#endif
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virtual HRESULT WaitForRenderTime();
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virtual HRESULT CompleteStateChange(FILTER_STATE OldState);
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// Return internal information about this filter
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BOOL IsEndOfStream() { return m_bEOS; };
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BOOL IsEndOfStreamDelivered() { return m_bEOSDelivered; };
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BOOL IsStreaming() { return m_bStreaming; };
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void SetAbortSignal(BOOL bAbort) { m_bAbort = bAbort; };
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virtual void OnReceiveFirstSample(IMediaSample *pMediaSample) { };
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CAMEvent *GetRenderEvent() { return &m_RenderEvent; };
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// Permit access to the transition state
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void Ready() { m_evComplete.Set(); };
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void NotReady() { m_evComplete.Reset(); };
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BOOL CheckReady() { return m_evComplete.Check(); };
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virtual int GetPinCount();
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virtual CBasePin *GetPin(int n);
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FILTER_STATE GetRealState();
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void SendRepaint();
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void SendNotifyWindow(IPin *pPin,HWND hwnd);
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BOOL OnDisplayChange();
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void SetRepaintStatus(BOOL bRepaint);
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// Override the filter and pin interface functions
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STDMETHODIMP Stop();
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STDMETHODIMP Pause();
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STDMETHODIMP Run(REFERENCE_TIME StartTime);
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STDMETHODIMP GetState(DWORD dwMSecs, __out FILTER_STATE *State);
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STDMETHODIMP FindPin(LPCWSTR Id, __deref_out IPin **ppPin);
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// These are available for a quality management implementation
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virtual void OnRenderStart(IMediaSample *pMediaSample);
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virtual void OnRenderEnd(IMediaSample *pMediaSample);
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virtual HRESULT OnStartStreaming() { return NOERROR; };
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virtual HRESULT OnStopStreaming() { return NOERROR; };
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virtual void OnWaitStart() { };
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virtual void OnWaitEnd() { };
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virtual void PrepareRender() { };
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#ifdef PERF
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REFERENCE_TIME m_trRenderStart; // Just before we started drawing
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// Set in OnRenderStart, Used in OnRenderEnd
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int m_idBaseStamp; // MSR_id for frame time stamp
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int m_idBaseRenderTime; // MSR_id for true wait time
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int m_idBaseAccuracy; // MSR_id for time frame is late (int)
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#endif
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// Quality management implementation for scheduling rendering
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virtual BOOL ScheduleSample(IMediaSample *pMediaSample);
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virtual HRESULT GetSampleTimes(IMediaSample *pMediaSample,
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__out REFERENCE_TIME *pStartTime,
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__out REFERENCE_TIME *pEndTime);
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virtual HRESULT ShouldDrawSampleNow(IMediaSample *pMediaSample,
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__out REFERENCE_TIME *ptrStart,
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__out REFERENCE_TIME *ptrEnd);
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// Lots of end of stream complexities
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void TimerCallback();
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void ResetEndOfStreamTimer();
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HRESULT NotifyEndOfStream();
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virtual HRESULT SendEndOfStream();
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virtual HRESULT ResetEndOfStream();
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virtual HRESULT EndOfStream();
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// Rendering is based around the clock
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void SignalTimerFired();
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virtual HRESULT CancelNotification();
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virtual HRESULT ClearPendingSample();
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// Called when the filter changes state
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virtual HRESULT Active();
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virtual HRESULT Inactive();
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virtual HRESULT StartStreaming();
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virtual HRESULT StopStreaming();
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virtual HRESULT BeginFlush();
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virtual HRESULT EndFlush();
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// Deal with connections and type changes
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virtual HRESULT BreakConnect();
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virtual HRESULT SetMediaType(const CMediaType *pmt);
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virtual HRESULT CompleteConnect(IPin *pReceivePin);
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// These look after the handling of data samples
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virtual HRESULT PrepareReceive(IMediaSample *pMediaSample);
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virtual HRESULT Receive(IMediaSample *pMediaSample);
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virtual BOOL HaveCurrentSample();
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virtual IMediaSample *GetCurrentSample();
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virtual HRESULT Render(IMediaSample *pMediaSample);
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// Derived classes MUST override these
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virtual HRESULT DoRenderSample(IMediaSample *pMediaSample) PURE;
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virtual HRESULT CheckMediaType(const CMediaType *) PURE;
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// Helper
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void WaitForReceiveToComplete();
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};
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// CBaseVideoRenderer is a renderer class (see its ancestor class) and
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// it handles scheduling of media samples so that they are drawn at the
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// correct time by the reference clock. It implements a degradation
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// strategy. Possible degradation modes are:
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// Drop frames here (only useful if the drawing takes significant time)
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// Signal supplier (upstream) to drop some frame(s) - i.e. one-off skip.
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// Signal supplier to change the frame rate - i.e. ongoing skipping.
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// Or any combination of the above.
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// In order to determine what's useful to try we need to know what's going
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// on. This is done by timing various operations (including the supplier).
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// This timing is done by using timeGetTime as it is accurate enough and
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// usually cheaper than calling the reference clock. It also tells the
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// truth if there is an audio break and the reference clock stops.
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// We provide a number of public entry points (named OnXxxStart, OnXxxEnd)
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// which the rest of the renderer calls at significant moments. These do
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// the timing.
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// the number of frames that the sliding averages are averaged over.
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// the rule is (1024*NewObservation + (AVGPERIOD-1) * PreviousAverage)/AVGPERIOD
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#define AVGPERIOD 4
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#define DO_MOVING_AVG(avg,obs) (avg = (1024*obs + (AVGPERIOD-1)*avg)/AVGPERIOD)
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// Spot the bug in this macro - I can't. but it doesn't work!
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class CBaseVideoRenderer : public CBaseRenderer, // Base renderer class
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public IQualProp, // Property page guff
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public IQualityControl // Allow throttling
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{
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protected:
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// Hungarian:
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// tFoo is the time Foo in mSec (beware m_tStart from filter.h)
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// trBar is the time Bar by the reference clock
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//******************************************************************
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// State variables to control synchronisation
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//******************************************************************
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// Control of sending Quality messages. We need to know whether
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// we are in trouble (e.g. frames being dropped) and where the time
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// is being spent.
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// When we drop a frame we play the next one early.
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// The frame after that is likely to wait before drawing and counting this
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// wait as spare time is unfair, so we count it as a zero wait.
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// We therefore need to know whether we are playing frames early or not.
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int m_nNormal; // The number of consecutive frames
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// drawn at their normal time (not early)
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// -1 means we just dropped a frame.
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#ifdef PERF
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BOOL m_bDrawLateFrames; // Don't drop any frames (debug and I'm
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// not keen on people using it!)
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#endif
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BOOL m_bSupplierHandlingQuality;// The response to Quality messages says
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// our supplier is handling things.
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// We will allow things to go extra late
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// before dropping frames. We will play
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// very early after he has dropped one.
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// Control of scheduling, frame dropping etc.
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// We need to know where the time is being spent so as to tell whether
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// we should be taking action here, signalling supplier or what.
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// The variables are initialised to a mode of NOT dropping frames.
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// They will tell the truth after a few frames.
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// We typically record a start time for an event, later we get the time
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// again and subtract to get the elapsed time, and we average this over
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// a few frames. The average is used to tell what mode we are in.
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// Although these are reference times (64 bit) they are all DIFFERENCES
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// between times which are small. An int will go up to 214 secs before
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// overflow. Avoiding 64 bit multiplications and divisions seems
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// worth while.
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// Audio-video throttling. If the user has turned up audio quality
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// very high (in principle it could be any other stream, not just audio)
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// then we can receive cries for help via the graph manager. In this case
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// we put in a wait for some time after rendering each frame.
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int m_trThrottle;
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// The time taken to render (i.e. BitBlt) frames controls which component
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// needs to degrade. If the blt is expensive, the renderer degrades.
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// If the blt is cheap it's done anyway and the supplier degrades.
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int m_trRenderAvg; // Time frames are taking to blt
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int m_trRenderLast; // Time for last frame blt
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int m_tRenderStart; // Just before we started drawing (mSec)
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// derived from timeGetTime.
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// When frames are dropped we will play the next frame as early as we can.
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// If it was a false alarm and the machine is fast we slide gently back to
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// normal timing. To do this, we record the offset showing just how early
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// we really are. This will normally be negative meaning early or zero.
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int m_trEarliness;
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// Target provides slow long-term feedback to try to reduce the
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// average sync offset to zero. Whenever a frame is actually rendered
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// early we add a msec or two, whenever late we take off a few.
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// We add or take off 1/32 of the error time.
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// Eventually we should be hovering around zero. For a really bad case
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// where we were (say) 300mSec off, it might take 100 odd frames to
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// settle down. The rate of change of this is intended to be slower
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// than any other mechanism in Quartz, thereby avoiding hunting.
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int m_trTarget;
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// The proportion of time spent waiting for the right moment to blt
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// controls whether we bother to drop a frame or whether we reckon that
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// we're doing well enough that we can stand a one-frame glitch.
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int m_trWaitAvg; // Average of last few wait times
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// (actually we just average how early
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// we were). Negative here means LATE.
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// The average inter-frame time.
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// This is used to calculate the proportion of the time used by the
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// three operations (supplying us, waiting, rendering)
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int m_trFrameAvg; // Average inter-frame time
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int m_trDuration; // duration of last frame.
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#ifdef PERF
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// Performance logging identifiers
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int m_idTimeStamp; // MSR_id for frame time stamp
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int m_idEarliness; // MSR_id for earliness fudge
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int m_idTarget; // MSR_id for Target fudge
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int m_idWaitReal; // MSR_id for true wait time
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int m_idWait; // MSR_id for wait time recorded
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int m_idFrameAccuracy; // MSR_id for time frame is late (int)
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int m_idRenderAvg; // MSR_id for Render time recorded (int)
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int m_idSchLateTime; // MSR_id for lateness at scheduler
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int m_idQualityRate; // MSR_id for Quality rate requested
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int m_idQualityTime; // MSR_id for Quality time requested
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int m_idDecision; // MSR_id for decision code
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int m_idDuration; // MSR_id for duration of a frame
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int m_idThrottle; // MSR_id for audio-video throttling
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//int m_idDebug; // MSR_id for trace style debugging
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//int m_idSendQuality; // MSR_id for timing the notifications per se
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#endif // PERF
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REFERENCE_TIME m_trRememberStampForPerf; // original time stamp of frame
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// with no earliness fudges etc.
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#ifdef PERF
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REFERENCE_TIME m_trRememberFrameForPerf; // time when previous frame rendered
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// debug...
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int m_idFrameAvg;
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int m_idWaitAvg;
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#endif
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// PROPERTY PAGE
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// This has edit fields that show the user what's happening
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// These member variables hold these counts.
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int m_cFramesDropped; // cumulative frames dropped IN THE RENDERER
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int m_cFramesDrawn; // Frames since streaming started seen BY THE
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// RENDERER (some may be dropped upstream)
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// Next two support average sync offset and standard deviation of sync offset.
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LONGLONG m_iTotAcc; // Sum of accuracies in mSec
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LONGLONG m_iSumSqAcc; // Sum of squares of (accuracies in mSec)
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// Next two allow jitter calculation. Jitter is std deviation of frame time.
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REFERENCE_TIME m_trLastDraw; // Time of prev frame (for inter-frame times)
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LONGLONG m_iSumSqFrameTime; // Sum of squares of (inter-frame time in mSec)
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LONGLONG m_iSumFrameTime; // Sum of inter-frame times in mSec
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// To get performance statistics on frame rate, jitter etc, we need
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// to record the lateness and inter-frame time. What we actually need are the
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// data above (sum, sum of squares and number of entries for each) but the data
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// is generated just ahead of time and only later do we discover whether the
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// frame was actually drawn or not. So we have to hang on to the data
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int m_trLate; // hold onto frame lateness
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int m_trFrame; // hold onto inter-frame time
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int m_tStreamingStart; // if streaming then time streaming started
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// else time of last streaming session
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// used for property page statistics
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#ifdef PERF
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LONGLONG m_llTimeOffset; // timeGetTime()*10000+m_llTimeOffset==ref time
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#endif
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public:
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CBaseVideoRenderer(REFCLSID RenderClass, // CLSID for this renderer
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__in_opt LPCTSTR pName, // Debug ONLY description
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__inout_opt LPUNKNOWN pUnk, // Aggregated owner object
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__inout HRESULT *phr); // General OLE return code
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~CBaseVideoRenderer();
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// IQualityControl methods - Notify allows audio-video throttling
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STDMETHODIMP SetSink( IQualityControl * piqc);
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STDMETHODIMP Notify( IBaseFilter * pSelf, Quality q);
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// These provide a full video quality management implementation
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void OnRenderStart(IMediaSample *pMediaSample);
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void OnRenderEnd(IMediaSample *pMediaSample);
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void OnWaitStart();
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void OnWaitEnd();
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HRESULT OnStartStreaming();
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HRESULT OnStopStreaming();
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void ThrottleWait();
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// Handle the statistics gathering for our quality management
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void PreparePerformanceData(int trLate, int trFrame);
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virtual void RecordFrameLateness(int trLate, int trFrame);
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virtual void OnDirectRender(IMediaSample *pMediaSample);
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virtual HRESULT ResetStreamingTimes();
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BOOL ScheduleSample(IMediaSample *pMediaSample);
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HRESULT ShouldDrawSampleNow(IMediaSample *pMediaSample,
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__inout REFERENCE_TIME *ptrStart,
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__inout REFERENCE_TIME *ptrEnd);
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virtual HRESULT SendQuality(REFERENCE_TIME trLate, REFERENCE_TIME trRealStream);
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STDMETHODIMP JoinFilterGraph(__inout_opt IFilterGraph * pGraph, __in_opt LPCWSTR pName);
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//
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// Do estimates for standard deviations for per-frame
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// statistics
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//
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// *piResult = (llSumSq - iTot * iTot / m_cFramesDrawn - 1) /
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// (m_cFramesDrawn - 2)
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// or 0 if m_cFramesDrawn <= 3
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//
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HRESULT GetStdDev(
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int nSamples,
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__out int *piResult,
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LONGLONG llSumSq,
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LONGLONG iTot
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);
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public:
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// IQualProp property page support
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STDMETHODIMP get_FramesDroppedInRenderer(__out int *cFramesDropped);
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STDMETHODIMP get_FramesDrawn(__out int *pcFramesDrawn);
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STDMETHODIMP get_AvgFrameRate(__out int *piAvgFrameRate);
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STDMETHODIMP get_Jitter(__out int *piJitter);
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STDMETHODIMP get_AvgSyncOffset(__out int *piAvg);
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STDMETHODIMP get_DevSyncOffset(__out int *piDev);
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// Implement an IUnknown interface and expose IQualProp
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DECLARE_IUNKNOWN
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STDMETHODIMP NonDelegatingQueryInterface(REFIID riid,__deref_out VOID **ppv);
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};
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#endif // __RENBASE__
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