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139 lines
5.4 KiB
Markdown
139 lines
5.4 KiB
Markdown
---
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title: What are states?
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...
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# What are states?
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A state describes whether the element instance is initialized, whether
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it is ready to transfer data and whether it is currently handling data.
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There are four states defined in GStreamer:
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- `GST_STATE_NULL`
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- `GST_STATE_READY`
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- `GST_STATE_PAUSED`
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- `GST_STATE_PLAYING`
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which will from now on be referred to simply as “NULL”, “READY”,
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“PAUSED” and “PLAYING”.
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`GST_STATE_NULL` 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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`GST_STATE_READY` 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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(`GST_STATE_CHANGE_NULL_TO_READY`), an element should allocate any
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non-stream-specific resources and should load runtime-loadable libraries
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(if any). When going the other way around (from READY to NULL,
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`GST_STATE_CHANGE_READY_TO_NULL`), an element should unload these
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libraries and free all allocated resources. Examples of such resources
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are hardware devices. Note that files are generally streams, and these
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should thus be considered as stream-specific resources; therefore, they
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should *not* be allocated in this state.
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`GST_STATE_PAUSED` is the state in which an element is ready to accept
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and handle data. For most elements this state is the same as PLAYING.
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The only exception to this rule are sink elements. Sink elements only
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accept one single buffer of data and then block. At this point the
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pipeline is 'prerolled' and ready to render data immediately.
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`GST_STATE_PLAYING` is the highest state that an element can be in. For
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most elements this state is exactly the same as PAUSED, they accept and
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process events and buffers with data. Only sink elements need to
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differentiate between PAUSED and PLAYING state. In PLAYING state, sink
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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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## Managing filter state
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If at all possible, your element should derive from one of the new base
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classes ([Pre-made base classes](plugin-development/element-types/base-classes.md)). There are
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ready-made general purpose base classes for different types of sources,
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sinks and filter/transformation elements. In addition to those,
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specialised base classes exist for audio and video elements and others.
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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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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 be
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notified of state changes. This is definitively necessary if your plugin
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is a demuxer or a muxer, as there are no base classes for muxers or
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demuxers yet.
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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 go
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from one state to another.
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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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```c
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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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static GstStateChangeReturn
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gst_my_filter_change_state (GstElement *element, GstStateChange transition)
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{
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GstStateChangeReturn ret = GST_STATE_CHANGE_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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if (ret == GST_STATE_CHANGE_FAILURE)
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return ret;
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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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```
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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 change
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function. This is necessary in order to safely handle concurrent access
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by multiple threads.
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The reason for this is that in the case of downwards state changes you
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don't want to destroy allocated resources while your plugin's chain
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function (for example) is still accessing those resources in another
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thread. Whether your chain function might be running or not depends on
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the state of your plugin's pads, and the state of those pads is closely
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linked to the state of the element. Pad states are handled in the
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GstElement class's state change function, including proper locking,
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that's why it is essential to chain up before destroying allocated
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resources.
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