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Original commit message from CVS: * docs/design/part-element-sink.txt: Updated document. * libs/gst/base/gstbasesink.c: (gst_base_sink_init), (gst_base_sink_finalize), (gst_base_sink_preroll_queue_flush), (gst_base_sink_configure_segment), (gst_base_sink_commit_state), (gst_base_sink_get_sync_times), (gst_base_sink_wait_clock), (gst_base_sink_do_sync), (gst_base_sink_render_object), (gst_base_sink_preroll_object), (gst_base_sink_queue_object_unlocked), (gst_base_sink_queue_object), (gst_base_sink_event), (gst_base_sink_chain_unlocked), (gst_base_sink_chain), (gst_base_sink_loop), (gst_base_sink_activate_pull), (gst_base_sink_get_position), (gst_base_sink_change_state): * libs/gst/base/gstbasesink.h: Totally refactored matching the design doc. Use two segments, one to clip incomming buffers and another to perform sync. Handle queueing correctly, bypass the queue when playing. Make EOS cancelable. Handle errors correctly when operating in pull based mode. * tests/check/elements/fakesink.c: (GST_START_TEST), (fakesink_suite): Added new check for sinks.
292 lines
7.7 KiB
Text
292 lines
7.7 KiB
Text
Sink elements
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-------------
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Sink elements consume data. They normally have no source pads.
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typical sink elements include:
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- audio/video renderers
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- network sinks
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- filesinks
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Sinks are harder to construct than other element types as they are
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treated specially by the GStreamer core.
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state changes
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-------------
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A sink always returns ASYNC from the state change to PAUSED, this
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includes a state change from READY->PAUSED and PLAYING->PAUSED. The
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reason for this is that this way we can detect when the first buffer
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or event arrives in the sink when the state change completes.
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A sink should block on the first EOS event or buffer received in the
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READY->PAUSED state before commiting the state to PAUSED.
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FLUSHING events have to be handled out of sync with the buffer flow
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and take no part in the preroll procedure.
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Events other than EOS do not complete the preroll stage.
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sink overview
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-------------
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- TODO: PREROLL_LOCK can be removed and we can safely use the STREAM_LOCK.
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# commit the state. We return TRUE if we can continue
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# streaming, FALSE in the case we go to a READY or NULL state.
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# if we go to PLAYING, we don't need to block on preroll.
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commit
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{
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LOCK
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switch (pending)
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case PLAYING:
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need_preroll = FALSE
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break
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case PAUSED:
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break
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case READY:
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case NULL:
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return FALSE
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case VOID:
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return TRUE
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# update state
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state = pending
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next = VOID
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pending = VOID
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UNLOCK
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return TRUE
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}
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# sync an object. We have to wait for the element to reach
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# the PLAYING state before we can wait on the clock.
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# some items do not need synchronisation (most events) so the
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# get_times method returns FALSE (not syncable)
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# need_preroll indicates that we are not in the PLAYING state
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# and therefore need to commit and potentially block on preroll
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# if our clock_wait got interrupted we commit and block again.
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# The reason for this is that the current item being rendered is
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# not yet finished and we can use that item to finish preroll.
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do_sync (obj)
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{
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# get timing information for this object
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syncable = get_times (obj, &start, &stop)
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if (!syncable)
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return OK;
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again:
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while (need_preroll)
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if (need_commit)
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need_commit = FALSE
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if (!commit)
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return WRONG_STATE
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if (need_preroll)
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# release PREROLL_LOCK and wait. prerolled can be observed
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# and will be TRUE
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prerolled = TRUE
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PREROLL_WAIT (releasing PREROLL_LOCK)
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prerolled = FALSE
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if (flushing)
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return WRONG_STATE
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if (valid (start || stop))
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PREROLL_UNLOCK
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end_time = stop
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ret = wait_clock (obj,start)
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PREROLL_LOCK
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if (flushing)
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return WRONG_STATE
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# if the clock was unscheduled, we redo the
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# preroll
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if (ret == UNSCHEDULED)
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goto again
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}
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# render a prerollable item (EOS or buffer). It is
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# always called with the PREROLL_LOCK helt.
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render_object (obj)
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{
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ret = do_sync (obj)
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if (ret != OK)
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return ret;
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# preroll and syncing done, now we can render
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render(obj)
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}
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| # sinks that sync on buffer contents do like this
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| while (more_to_render)
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| ret = render
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| if (ret == interrupted)
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| prerolled = TRUE
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render (buffer) ----->| PREROLL_WAIT (releasing PREROLL_LOCK)
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| prerolled = FALSE
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| if (flushing)
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| return WRONG_STATE
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# queue a prerollable item (EOS or buffer). It is
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# always called with the PREROLL_LOCK helt.
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# This function will commit the state when receiving the
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# first prerollable item.
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# items are then added to the rendering queue or rendered
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# right away if no preroll is needed.
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queue (obj, prerollable)
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{
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if (prerollable)
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queuelen++
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if (need_preroll)
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# first item in the queue while we need preroll
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# will complete state change and call preroll
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if (queuelen == 1)
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preroll (obj)
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if (need_commit)
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need_commit = FALSE
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if (!commit)
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return WRONG_STATE
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# then see if we need more preroll items before we
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# can block
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if (need_preroll)
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if (queuelen <= maxqueue)
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queue.add (obj)
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return OK
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# now clear the queue and render each item before
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# rendering the current item.
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while (queue.hasItem)
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render_object (queue.remove())
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render_object (obj)
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queuelen = 0
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}
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# various event functions
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event
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EOS:
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# events must complete preroll too
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STREAM_LOCK
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PREROLL_LOCK
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if (flushing)
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return FALSE
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ret = queue (event, TRUE)
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if (ret == WRONG_STATE)
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return FALSE
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PREROLL_UNLOCK
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STREAM_UNLOCK
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break
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NEWSEGMENT:
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# the newsegment must be used to clip incomming
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# buffers. Then then go into the queue as non-prerollable
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# items used for syncing the buffers
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STREAM_LOCK
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PREROLL_LOCK
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if (flushing)
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return FALSE
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set_clip
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ret = queue (event, FALSE)
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if (ret == WRONG_STATE)
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return FALSE
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PREROLL_UNLOCK
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STREAM_UNLOCK
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break
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FLUSH_START:
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# set flushing and unblock all that is waiting
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event ----> subclasses can interrupt render
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PREROLL_LOCK
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flushing = TRUE
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unlock_clock
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PREROLL_SIGNAL
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PREROLL_UNLOCK
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STREAM_LOCK
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lost_state
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STREAM_UNLOCK
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break
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FLUSH_END:
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# unset flushing and clear all data and eos
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STREAM_LOCK
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event
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PREROLL_LOCK
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queue.clear
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queuelen = 0
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flushing = FALSE
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eos = FALSE
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PREROLL_UNLOCK
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STREAM_UNLOCK
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break
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# the chain function checks the buffer falls within the
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# configured segment and queues the buffer for preroll and
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# rendering
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chain
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STREAM_LOCK
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PREROLL_LOCK
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if (flushing)
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return WRONG_STATE
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if (clip)
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queue (buffer, TRUE)
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PREROLL_UNLOCK
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STREAM_UNLOCK
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state
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switch (transition)
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READY_PAUSED:
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# no datapassing is going on so we always return ASYNC
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ret = ASYNC
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need_commit = TRUE
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eos = FALSE
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flushing = FALSE
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need_preroll = TRUE
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prerolled = FALSE
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break
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PAUSED_PLAYING:
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# we grab the preroll lock. This we can only do if the
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# chain function is either doing some clock sync, we are
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# waiting for preroll or the chain function is not being called.
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PREROLL_LOCK
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if (prerolled || eos)
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ret = OK
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need_commit = FALSE
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need_preroll = FALSE
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if (eos)
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post_eos
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else
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PREROLL_SIGNAL
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else
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need_preroll = TRUE
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need_commit = TRUE
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ret = ASYNC
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PREROLL_UNLOCK
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break
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PLAYING_PAUSED:
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---> subclass can interrupt render
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# we grab the preroll lock. This we can only do if the
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# chain function is either doing some clock sync
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# or the chain function is not being called.
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PREROLL_LOCK
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need_preroll = TRUE
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unlock_clock
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if (prerolled || eos)
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ret = OK
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else
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ret = ASYNC
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PREROLL_UNLOCK
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break
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PAUSED_READY:
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---> subclass can interrupt render
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# we grab the preroll lock. Set to flushing and unlock
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# everything. This should exit the chain functions and stop
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# streaming.
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PREROLL_LOCK
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flushing = TRUE
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unlock_clock
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queue.clear
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queuelen = 0
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PREROLL_SIGNAL
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ret = OK
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PREROLL_UNLOCK
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break
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