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Original commit message from CVS: Update the manual section on state changes for wingo's new API
182 lines
6.9 KiB
XML
182 lines
6.9 KiB
XML
<chapter id="chapter-statemanage-states">
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<title>What are states?</title>
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<para>
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A state describes whether the element instance is initialized, whether it
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is ready to transfer data and whether it is currently handling data. There
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are four states defined in &GStreamer;:
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</para>
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<itemizedlist>
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<listitem>
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<para>
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<symbol>GST_STATE_NULL</symbol>
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</para>
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</listitem>
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<listitem>
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<para>
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<symbol>GST_STATE_READY</symbol>
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</para>
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</listitem>
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<listitem>
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<para>
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<symbol>GST_STATE_PAUSED</symbol>
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</para>
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</listitem>
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<listitem>
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<para>
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<symbol>GST_STATE_PLAYING</symbol>
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</para>
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</listitem>
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</itemizedlist>
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<para>
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which will from now on be referred to simply as <quote>NULL</quote>,
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<quote>READY</quote>, <quote>PAUSED</quote> and <quote>PLAYING</quote>.
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</para>
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<para>
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<symbol>GST_STATE_NULL</symbol> is the default state of an element. In this state, it
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has not allocated any runtime resources, it has not loaded any runtime
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libraries and it can obviously not handle data.
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</para>
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<para>
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<symbol>GST_STATE_READY</symbol> is the next state that an element can be in. In the
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READY state, an element has all default resources (runtime-libraries,
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runtime-memory) allocated. However, it has not yet allocated or defined
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anything that is stream-specific. When going from NULL to READY state
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(<symbol>GST_STATE_CHANGE_NULL_TO_READY</symbol>), an element should
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allocate any non-stream-specific resources and should load runtime-loadable
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libraries (if any). When going the other way around (from READY to NULL,
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<symbol>GST_STATE_CHANGE_READY_TO_NULL</symbol>), an element should unload
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these libraries and free all allocated resources. Examples of such
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resources are hardware devices. Note that files are generally streams,
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and these should thus be considered as stream-specific resources; therefore,
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they should <emphasis>not</emphasis> be allocated in this state.
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</para>
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<para>
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<symbol>GST_STATE_PAUSED</symbol> is the state in which an element is
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ready to accept and handle data. For most elements this state is the same
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as PLAYING. The only exception to this rule are sink elements. Sink
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elements only accept one single buffer of data and then block. At this
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point the pipeline is 'prerolled' and ready to render data immediately.
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</para>
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<para>
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<symbol>GST_STATE_PLAYING</symbol> is the highest state that an element
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can be in. For most elements this state is exactly the same as PAUSED,
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they accept and process events and buffers with data. Only sink elements
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need to differentiate between PAUSED and PLAYING state. In PLAYING state,
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sink elements actually render incoming data, e.g. output audio to a sound
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card or render video pictures to an image sink.
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</para>
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<sect1 id="section-statemanage-filters">
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<title>Managing filter state</title>
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<para>
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If at all possible, your element should derive from one of the new base
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classes (<xref linkend="chapter-other-base"/>). There are ready-made
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general purpose base classes for different types of sources, sinks and
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filter/transformation elements. In addition to those, specialised base
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classes exist for audio and video elements and others.
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</para>
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<para>
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If you use a base class, you will rarely have to handle state changes
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yourself. All you have to do is override the base class's start() and
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stop() virtual functions (might be called differently depending on the
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base class) and the base class will take care of everything for you.
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</para>
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<para>
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If, however, you do not derive from a ready-made base class, but from
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GstElement or some other class not built on top of a base class, you
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will most likely have to implement your own state change function to
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be notified of state changes. This is definitively necessary if your
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plugin is a decoder or an encoder, as there are no base classes for
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decoders or encoders yet.
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</para>
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<para>
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An element can be notified of state changes through a virtual function
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pointer. Inside this function, the element can initialize any sort of
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specific data needed by the element, and it can optionally fail to
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go from one state to another.
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</para>
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<para>
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Do not g_assert for unhandled state changes; this is taken care of by
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the GstElement base class.
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</para>
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<programlisting>
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static GstStateChangeReturn
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gst_my_filter_change_state (GstElement *element, GstStateChange transition);
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static void
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gst_my_filter_class_init (GstMyFilterClass *klass)
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{
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GstElementClass *element_class = GST_ELEMENT_CLASS (klass);
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element_class->change_state = gst_my_filter_change_state;
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}
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<!-- example-begin state.c a --><!--
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#include "init.func"
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#include "caps.func"
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#include "chain.func"
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#include "state.func"
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--><!-- example-end state.c a -->
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<!-- example-begin state.func a --><!--
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static gboolean
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gst_my_filter_allocate_memory (GstMyFilter * filter)
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{
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return TRUE;
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}
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static void
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gst_my_filter_free_memory (GstMyFilter * filter)
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{
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}
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--><!-- example-end state.func a -->
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<!-- example-begin state.func b -->
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static GstStateChangeReturn
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gst_my_filter_change_state (GstElement *element, GstStateChange transition)
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{
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GstElementStateReturn ret = GST_STATE_SUCCESS;
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GstMyFilter *filter = GST_MY_FILTER (element);
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switch (transition) {
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case GST_STATE_CHANGE_NULL_TO_READY:
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if (!gst_my_filter_allocate_memory (filter))
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return GST_STATE_CHANGE_FAILURE;
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break;
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default:
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break;
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}
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ret = GST_ELEMENT_CLASS (parent_class)->change_state (element, transition);
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switch (transition) {
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case GST_STATE_CHANGE_READY_TO_NULL:
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gst_my_filter_free_memory (filter);
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break;
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default:
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break;
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}
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return ret;
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}
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<!-- example-end state.func b -->
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<!-- example-begin state.c b --><!--
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#include "register.func"
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--><!-- example-end state.c b --></programlisting>
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<para>
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Note that upwards (NULL=>READY, READY=>PAUSED, PAUSED=>PLAYING) and
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downwards (PLAYING=>PAUSED, PAUSED=>READY, READY=>NULL) state changes
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are handled in two separate blocks with the downwards state change
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handled only after we have chained up to the parent class's state
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change function. This is necessary in order to safely handle concurrent
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access by multiple threads.
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</para>
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<para>
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The reason for this is that in the case of downwards state changes
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you don't want to destroy allocated resources while your plugin's
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chain function (for example) is still accessing those resources in
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another thread. Whether your chain function might be running or not
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depends on the state of your plugin's pads, and the state of those
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pads is closely linked to the state of the element. Pad states are
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handled in the GstElement class's state change function, including
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proper locking, that's why it is essential to chain up before
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destroying allocated resources.
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</para>
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</sect1>
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</chapter>
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