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authorWim Taymans <wim.taymans@gmail.com>2006-02-02 12:07:48 +0000
committerWim Taymans <wim.taymans@gmail.com>2006-02-02 12:07:48 +0000
commitbe1f48de3a82ee740eafaf6993e6eb20d5b13be2 (patch)
treeaad7133f505d6e058bd2730273af16d478b23aef /docs/design/part-element-sink.txt
parent0a52de57d7ba51b7611eff3734a069f69d27c4e4 (diff)
docs/design/part-element-sink.txt: Updated document.
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.
Diffstat (limited to 'docs/design/part-element-sink.txt')
-rw-r--r--docs/design/part-element-sink.txt246
1 files changed, 171 insertions, 75 deletions
diff --git a/docs/design/part-element-sink.txt b/docs/design/part-element-sink.txt
index 686346354f..cf80eb0043 100644
--- a/docs/design/part-element-sink.txt
+++ b/docs/design/part-element-sink.txt
@@ -31,96 +31,170 @@ Events other than EOS do not complete the preroll stage.
sink overview
-------------
- /* commit the state. We return TRUE if we can continue
- * streaming, FALSE in the case we go to a READY or NULL state.
- * if we go to PLAYING, we don't need to block on preroll.
- */
+ - TODO: PREROLL_LOCK can be removed and we can safely use the STREAM_LOCK.
+
+
+
+ # commit the state. We return TRUE if we can continue
+ # streaming, FALSE in the case we go to a READY or NULL state.
+ # if we go to PLAYING, we don't need to block on preroll.
commit
+ {
LOCK
- switch (pending) {
+ switch (pending)
case PLAYING:
- need_preroll = FALSE;
- break;
+ need_preroll = FALSE
+ break
case PAUSED:
- break;
+ break
case READY:
case NULL:
- return FALSE;
+ return FALSE
case VOID:
- return TRUE;
- }
- /* update state */
- state = pending;
- next = VOID;
- pending = VOID;
+ return TRUE
+
+ # update state
+ state = pending
+ next = VOID
+ pending = VOID
UNLOCK
- return TRUE;
-
- /* handle a prerollable item (EOS or buffer). It is
- * always called with the PREROLL_LOCK helt.
- * need_preroll indicates that we must perform, commit and
- * potentially block on preroll.
- */
- handle (time)
+ return TRUE
+ }
+
+ # sync an object. We have to wait for the element to reach
+ # the PLAYING state before we can wait on the clock.
+ # some items do not need synchronisation (most events) so the
+ # get_times method returns FALSE (not syncable)
+ # need_preroll indicates that we are not in the PLAYING state
+ # and therefore need to commit and potentially block on preroll
+ # if our clock_wait got interrupted we commit and block again.
+ # The reason for this is that the current item being rendered is
+ # not yet finished and we can use that item to finish preroll.
+ do_sync (obj)
+ {
+ # get timing information for this object
+ syncable = get_times (obj, &start, &stop)
+ if (!syncable)
+ return OK;
again:
- while (need_preroll) {
- preroll
- if (!commit)
- return WRONG_STATE
- /* commit could have made us not need preroll anymore. */
- if (need_preroll) {
- /* release PREROLL_LOCK and wait. prerolled can be observed
- * and will be TRUE */
- prerolled = TRUE;
+ while (need_preroll)
+ if (need_commit)
+ need_commit = FALSE
+ if (!commit)
+ return WRONG_STATE
+
+ if (need_preroll)
+ # release PREROLL_LOCK and wait. prerolled can be observed
+ # and will be TRUE
+ prerolled = TRUE
PREROLL_WAIT (releasing PREROLL_LOCK)
- prerolled = FALSE;
+ prerolled = FALSE
if (flushing)
return WRONG_STATE
- }
- }
- if (clock && sync) {
- /* the only way we can regain the prerolled state is when
- * the clock entry gets unscheduled, we then preroll (again) on the
- * current item, else we render and preroll on the next buffer. */
+
+ if (valid (start || stop))
PREROLL_UNLOCK
- ret = wait_clock;
+ end_time = stop
+ ret = wait_clock (obj,start)
PREROLL_LOCK
- if (flushing) | /* sinks that sync on buffer contents do like this */
- return WRONG_STATE | while (more_to_render) {
- if (ret == UNSCHEDULED) | ret = render
- goto again; | if (ret == interrupted)
- } | prerolled = TRUE;
- render ----->| PREROLL_WAIT (releasing PREROLL_LOCK)
- | prerolled = FALSE;
+ if (flushing)
+ return WRONG_STATE
+ # if the clock was unscheduled, we redo the
+ # preroll
+ if (ret == UNSCHEDULED)
+ goto again
+ }
+
+ # render a prerollable item (EOS or buffer). It is
+ # always called with the PREROLL_LOCK helt.
+ render_object (obj)
+ {
+ ret = do_sync (obj)
+ if (ret != OK)
+ return ret;
+
+ # preroll and syncing done, now we can render
+ render(obj)
+ }
+ | # sinks that sync on buffer contents do like this
+ | while (more_to_render)
+ | ret = render
+ | if (ret == interrupted)
+ | prerolled = TRUE
+ render (buffer) ----->| PREROLL_WAIT (releasing PREROLL_LOCK)
+ | prerolled = FALSE
| if (flushing)
| return WRONG_STATE
- | }
- /* various event functions */
+ |
+
+ # queue a prerollable item (EOS or buffer). It is
+ # always called with the PREROLL_LOCK helt.
+ # This function will commit the state when receiving the
+ # first prerollable item.
+ # items are then added to the rendering queue or rendered
+ # right away if no preroll is needed.
+ queue (obj, prerollable)
+ {
+ if (prerollable)
+ queuelen++
+
+ if (need_preroll)
+ # first item in the queue while we need preroll
+ # will complete state change and call preroll
+ if (queuelen == 1)
+ preroll (obj)
+ if (need_commit)
+ need_commit = FALSE
+ if (!commit)
+ return WRONG_STATE
+
+ # then see if we need more preroll items before we
+ # can block
+ if (need_preroll)
+ if (queuelen <= maxqueue)
+ queue.add (obj)
+ return OK
+
+ # now clear the queue and render each item before
+ # rendering the current item.
+ while (queue.hasItem)
+ render_object (queue.remove())
+
+ render_object (obj)
+ queuelen = 0
+ }
+
+ # various event functions
event
EOS:
+ # events must complete preroll too
STREAM_LOCK
PREROLL_LOCK
if (flushing)
return FALSE
- ret = handle (end_time);
+ ret = queue (event, TRUE)
if (ret == WRONG_STATE)
return FALSE
- post_eos
- eos = TRUE;
PREROLL_UNLOCK
STREAM_UNLOCK
- break;
+ break
NEWSEGMENT:
+ # the newsegment must be used to clip incomming
+ # buffers. Then then go into the queue as non-prerollable
+ # items used for syncing the buffers
STREAM_LOCK
PREROLL_LOCK
if (flushing)
return FALSE
set_clip
- event
+ ret = queue (event, FALSE)
+ if (ret == WRONG_STATE)
+ return FALSE
PREROLL_UNLOCK
STREAM_UNLOCK
- break;
+ break
FLUSH_START:
+ # set flushing and unblock all that is waiting
event ----> subclasses can interrupt render
PREROLL_LOCK
flushing = TRUE
@@ -130,67 +204,89 @@ sink overview
STREAM_LOCK
lost_state
STREAM_UNLOCK
- break;
+ break
FLUSH_END:
+ # unset flushing and clear all data and eos
STREAM_LOCK
event
PREROLL_LOCK
+ queue.clear
+ queuelen = 0
flushing = FALSE
- eos = FALSE;
+ eos = FALSE
PREROLL_UNLOCK
STREAM_UNLOCK
- break;
+ break
+ # the chain function checks the buffer falls within the
+ # configured segment and queues the buffer for preroll and
+ # rendering
chain
STREAM_LOCK
PREROLL_LOCK
if (flushing)
return WRONG_STATE
if (clip)
- handle (time);
+ queue (buffer, TRUE)
PREROLL_UNLOCK
STREAM_UNLOCK
state
switch (transition)
READY_PAUSED:
- ret = ASYNC;
+ # no datapassing is going on so we always return ASYNC
+ ret = ASYNC
+ need_commit = TRUE
eos = FALSE
flushing = FALSE
- need_preroll = TRUE;
- prerolled = FALSE;
- break;
+ need_preroll = TRUE
+ prerolled = FALSE
+ break
PAUSED_PLAYING:
+ # we grab the preroll lock. This we can only do if the
+ # chain function is either doing some clock sync, we are
+ # waiting for preroll or the chain function is not being called.
PREROLL_LOCK
if (prerolled || eos)
- PREROLL_SIGNAL
- ret = OK;
- need_preroll = FALSE;
+ ret = OK
+ need_commit = FALSE
+ need_preroll = FALSE
if (eos)
post_eos
+ else
+ PREROLL_SIGNAL
else
- need_preroll = TRUE;
- ret = ASYNC;
+ need_preroll = TRUE
+ need_commit = TRUE
+ ret = ASYNC
PREROLL_UNLOCK
- break;
+ break
PLAYING_PAUSED:
---> subclass can interrupt render
+ # we grab the preroll lock. This we can only do if the
+ # chain function is either doing some clock sync
+ # or the chain function is not being called.
PREROLL_LOCK
- need_preroll = TRUE;
+ need_preroll = TRUE
unlock_clock
if (prerolled || eos)
- ret = OK;
+ ret = OK
else
- ret = ASYNC;
+ ret = ASYNC
PREROLL_UNLOCK
- break;
+ break
PAUSED_READY:
---> subclass can interrupt render
+ # we grab the preroll lock. Set to flushing and unlock
+ # everything. This should exit the chain functions and stop
+ # streaming.
PREROLL_LOCK
flushing = TRUE
unlock_clock
+ queue.clear
+ queuelen = 0
PREROLL_SIGNAL
- ret = OK;
+ ret = OK
PREROLL_UNLOCK
- break;
+ break