blob: c6e196272c0cc27e17b7cb52d54710164fd31481 [file] [log] [blame]
//------------------------------------------------------------------------------
// File: RenBase.cpp
//
// Desc: DirectShow base classes.
//
// Copyright (c) 1992-2001 Microsoft Corporation. All rights reserved.
//------------------------------------------------------------------------------
#include <streams.h> // DirectShow base class definitions
#include <mmsystem.h> // Needed for definition of timeGetTime
#include <limits.h> // Standard data type limit definitions
#include <measure.h> // Used for time critical log functions
#pragma warning(disable:4355)
// Helper function for clamping time differences
int inline TimeDiff(REFERENCE_TIME rt)
{
if (rt < - (50 * UNITS)) {
return -(50 * UNITS);
} else
if (rt > 50 * UNITS) {
return 50 * UNITS;
} else return (int)rt;
}
// Implements the CBaseRenderer class
CBaseRenderer::CBaseRenderer(REFCLSID RenderClass, // CLSID for this renderer
__in_opt LPCTSTR pName, // Debug ONLY description
__inout_opt LPUNKNOWN pUnk, // Aggregated owner object
__inout HRESULT *phr) : // General OLE return code
CBaseFilter(pName,pUnk,&m_InterfaceLock,RenderClass),
m_evComplete(TRUE, phr),
m_RenderEvent(FALSE, phr),
m_bAbort(FALSE),
m_pPosition(NULL),
m_ThreadSignal(TRUE, phr),
m_bStreaming(FALSE),
m_bEOS(FALSE),
m_bEOSDelivered(FALSE),
m_pMediaSample(NULL),
m_dwAdvise(0),
m_pQSink(NULL),
m_pInputPin(NULL),
m_bRepaintStatus(TRUE),
m_SignalTime(0),
m_bInReceive(FALSE),
m_EndOfStreamTimer(0)
{
if (SUCCEEDED(*phr)) {
Ready();
#ifdef PERF
m_idBaseStamp = MSR_REGISTER(TEXT("BaseRenderer: sample time stamp"));
m_idBaseRenderTime = MSR_REGISTER(TEXT("BaseRenderer: draw time (msec)"));
m_idBaseAccuracy = MSR_REGISTER(TEXT("BaseRenderer: Accuracy (msec)"));
#endif
}
}
// Delete the dynamically allocated IMediaPosition and IMediaSeeking helper
// object. The object is created when somebody queries us. These are standard
// control interfaces for seeking and setting start/stop positions and rates.
// We will probably also have made an input pin based on CRendererInputPin
// that has to be deleted, it's created when an enumerator calls our GetPin
CBaseRenderer::~CBaseRenderer()
{
ASSERT(m_bStreaming == FALSE);
ASSERT(m_EndOfStreamTimer == 0);
StopStreaming();
ClearPendingSample();
// Delete any IMediaPosition implementation
if (m_pPosition) {
delete m_pPosition;
m_pPosition = NULL;
}
// Delete any input pin created
if (m_pInputPin) {
delete m_pInputPin;
m_pInputPin = NULL;
}
// Release any Quality sink
ASSERT(m_pQSink == NULL);
}
// This returns the IMediaPosition and IMediaSeeking interfaces
HRESULT CBaseRenderer::GetMediaPositionInterface(REFIID riid, __deref_out void **ppv)
{
CAutoLock cObjectCreationLock(&m_ObjectCreationLock);
if (m_pPosition) {
return m_pPosition->NonDelegatingQueryInterface(riid,ppv);
}
CBasePin *pPin = GetPin(0);
if (NULL == pPin) {
return E_OUTOFMEMORY;
}
HRESULT hr = NOERROR;
// Create implementation of this dynamically since sometimes we may
// never try and do a seek. The helper object implements a position
// control interface (IMediaPosition) which in fact simply takes the
// calls normally from the filter graph and passes them upstream
m_pPosition = new CRendererPosPassThru(NAME("Renderer CPosPassThru"),
CBaseFilter::GetOwner(),
(HRESULT *) &hr,
pPin);
if (m_pPosition == NULL) {
return E_OUTOFMEMORY;
}
if (FAILED(hr)) {
delete m_pPosition;
m_pPosition = NULL;
return E_NOINTERFACE;
}
return GetMediaPositionInterface(riid,ppv);
}
// Overriden to say what interfaces we support and where
STDMETHODIMP CBaseRenderer::NonDelegatingQueryInterface(REFIID riid, __deref_out void **ppv)
{
// Do we have this interface
if (riid == IID_IMediaPosition || riid == IID_IMediaSeeking) {
return GetMediaPositionInterface(riid,ppv);
} else {
return CBaseFilter::NonDelegatingQueryInterface(riid,ppv);
}
}
// This is called whenever we change states, we have a manual reset event that
// is signalled whenever we don't won't the source filter thread to wait in us
// (such as in a stopped state) and likewise is not signalled whenever it can
// wait (during paused and running) this function sets or resets the thread
// event. The event is used to stop source filter threads waiting in Receive
HRESULT CBaseRenderer::SourceThreadCanWait(BOOL bCanWait)
{
if (bCanWait == TRUE) {
m_ThreadSignal.Reset();
} else {
m_ThreadSignal.Set();
}
return NOERROR;
}
#ifdef DEBUG
// Dump the current renderer state to the debug terminal. The hardest part of
// the renderer is the window where we unlock everything to wait for a clock
// to signal it is time to draw or for the application to cancel everything
// by stopping the filter. If we get things wrong we can leave the thread in
// WaitForRenderTime with no way for it to ever get out and we will deadlock
void CBaseRenderer::DisplayRendererState()
{
DbgLog((LOG_TIMING, 1, TEXT("\nTimed out in WaitForRenderTime")));
// No way should this be signalled at this point
BOOL bSignalled = m_ThreadSignal.Check();
DbgLog((LOG_TIMING, 1, TEXT("Signal sanity check %d"),bSignalled));
// Now output the current renderer state variables
DbgLog((LOG_TIMING, 1, TEXT("Filter state %d"),m_State));
DbgLog((LOG_TIMING, 1, TEXT("Abort flag %d"),m_bAbort));
DbgLog((LOG_TIMING, 1, TEXT("Streaming flag %d"),m_bStreaming));
DbgLog((LOG_TIMING, 1, TEXT("Clock advise link %d"),m_dwAdvise));
DbgLog((LOG_TIMING, 1, TEXT("Current media sample %x"),m_pMediaSample));
DbgLog((LOG_TIMING, 1, TEXT("EOS signalled %d"),m_bEOS));
DbgLog((LOG_TIMING, 1, TEXT("EOS delivered %d"),m_bEOSDelivered));
DbgLog((LOG_TIMING, 1, TEXT("Repaint status %d"),m_bRepaintStatus));
// Output the delayed end of stream timer information
DbgLog((LOG_TIMING, 1, TEXT("End of stream timer %x"),m_EndOfStreamTimer));
DbgLog((LOG_TIMING, 1, TEXT("Deliver time %s"),CDisp((LONGLONG)m_SignalTime)));
// Should never timeout during a flushing state
BOOL bFlushing = m_pInputPin->IsFlushing();
DbgLog((LOG_TIMING, 1, TEXT("Flushing sanity check %d"),bFlushing));
// Display the time we were told to start at
DbgLog((LOG_TIMING, 1, TEXT("Last run time %s"),CDisp((LONGLONG)m_tStart.m_time)));
// Have we got a reference clock
if (m_pClock == NULL) return;
// Get the current time from the wall clock
CRefTime CurrentTime,StartTime,EndTime;
m_pClock->GetTime((REFERENCE_TIME*) &CurrentTime);
CRefTime Offset = CurrentTime - m_tStart;
// Display the current time from the clock
DbgLog((LOG_TIMING, 1, TEXT("Clock time %s"),CDisp((LONGLONG)CurrentTime.m_time)));
DbgLog((LOG_TIMING, 1, TEXT("Time difference %dms"),Offset.Millisecs()));
// Do we have a sample ready to render
if (m_pMediaSample == NULL) return;
m_pMediaSample->GetTime((REFERENCE_TIME*)&StartTime, (REFERENCE_TIME*)&EndTime);
DbgLog((LOG_TIMING, 1, TEXT("Next sample stream times (Start %d End %d ms)"),
StartTime.Millisecs(),EndTime.Millisecs()));
// Calculate how long it is until it is due for rendering
CRefTime Wait = (m_tStart + StartTime) - CurrentTime;
DbgLog((LOG_TIMING, 1, TEXT("Wait required %d ms"),Wait.Millisecs()));
}
#endif
// Wait until the clock sets the timer event or we're otherwise signalled. We
// set an arbitrary timeout for this wait and if it fires then we display the
// current renderer state on the debugger. It will often fire if the filter's
// left paused in an application however it may also fire during stress tests
// if the synchronisation with application seeks and state changes is faulty
#define RENDER_TIMEOUT 10000
HRESULT CBaseRenderer::WaitForRenderTime()
{
HANDLE WaitObjects[] = { m_ThreadSignal, m_RenderEvent };
DWORD Result = WAIT_TIMEOUT;
// Wait for either the time to arrive or for us to be stopped
OnWaitStart();
while (Result == WAIT_TIMEOUT) {
Result = WaitForMultipleObjects(2,WaitObjects,FALSE,RENDER_TIMEOUT);
#ifdef DEBUG
if (Result == WAIT_TIMEOUT) DisplayRendererState();
#endif
}
OnWaitEnd();
// We may have been awoken without the timer firing
if (Result == WAIT_OBJECT_0) {
return VFW_E_STATE_CHANGED;
}
SignalTimerFired();
return NOERROR;
}
// Poll waiting for Receive to complete. This really matters when
// Receive may set the palette and cause window messages
// The problem is that if we don't really wait for a renderer to
// stop processing we can deadlock waiting for a transform which
// is calling the renderer's Receive() method because the transform's
// Stop method doesn't know to process window messages to unblock
// the renderer's Receive processing
void CBaseRenderer::WaitForReceiveToComplete()
{
for (;;) {
if (!m_bInReceive) {
break;
}
MSG msg;
// Receive all interthread snedmessages
PeekMessage(&msg, NULL, WM_NULL, WM_NULL, PM_NOREMOVE);
Sleep(1);
}
// If the wakebit for QS_POSTMESSAGE is set, the PeekMessage call
// above just cleared the changebit which will cause some messaging
// calls to block (waitMessage, MsgWaitFor...) now.
// Post a dummy message to set the QS_POSTMESSAGE bit again
if (HIWORD(GetQueueStatus(QS_POSTMESSAGE)) & QS_POSTMESSAGE) {
// Send dummy message
PostThreadMessage(GetCurrentThreadId(), WM_NULL, 0, 0);
}
}
// A filter can have four discrete states, namely Stopped, Running, Paused,
// Intermediate. We are in an intermediate state if we are currently trying
// to pause but haven't yet got the first sample (or if we have been flushed
// in paused state and therefore still have to wait for a sample to arrive)
// This class contains an event called m_evComplete which is signalled when
// the current state is completed and is not signalled when we are waiting to
// complete the last state transition. As mentioned above the only time we
// use this at the moment is when we wait for a media sample in paused state
// If while we are waiting we receive an end of stream notification from the
// source filter then we know no data is imminent so we can reset the event
// This means that when we transition to paused the source filter must call
// end of stream on us or send us an image otherwise we'll hang indefinately
// Simple internal way of getting the real state
FILTER_STATE CBaseRenderer::GetRealState() {
return m_State;
}
// The renderer doesn't complete the full transition to paused states until
// it has got one media sample to render. If you ask it for its state while
// it's waiting it will return the state along with VFW_S_STATE_INTERMEDIATE
STDMETHODIMP CBaseRenderer::GetState(DWORD dwMSecs,FILTER_STATE *State)
{
CheckPointer(State,E_POINTER);
if (WaitDispatchingMessages(m_evComplete, dwMSecs) == WAIT_TIMEOUT) {
*State = m_State;
return VFW_S_STATE_INTERMEDIATE;
}
*State = m_State;
return NOERROR;
}
// If we're pausing and we have no samples we don't complete the transition
// to State_Paused and we return S_FALSE. However if the m_bAbort flag has
// been set then all samples are rejected so there is no point waiting for
// one. If we do have a sample then return NOERROR. We will only ever return
// VFW_S_STATE_INTERMEDIATE from GetState after being paused with no sample
// (calling GetState after either being stopped or Run will NOT return this)
HRESULT CBaseRenderer::CompleteStateChange(FILTER_STATE OldState)
{
// Allow us to be paused when disconnected
if (m_pInputPin->IsConnected() == FALSE) {
Ready();
return S_OK;
}
// Have we run off the end of stream
if (IsEndOfStream() == TRUE) {
Ready();
return S_OK;
}
// Make sure we get fresh data after being stopped
if (HaveCurrentSample() == TRUE) {
if (OldState != State_Stopped) {
Ready();
return S_OK;
}
}
NotReady();
return S_FALSE;
}
// When we stop the filter the things we do are:-
// Decommit the allocator being used in the connection
// Release the source filter if it's waiting in Receive
// Cancel any advise link we set up with the clock
// Any end of stream signalled is now obsolete so reset
// Allow us to be stopped when we are not connected
STDMETHODIMP CBaseRenderer::Stop()
{
CAutoLock cRendererLock(&m_InterfaceLock);
// Make sure there really is a state change
if (m_State == State_Stopped) {
return NOERROR;
}
// Is our input pin connected
if (m_pInputPin->IsConnected() == FALSE) {
NOTE("Input pin is not connected");
m_State = State_Stopped;
return NOERROR;
}
CBaseFilter::Stop();
// If we are going into a stopped state then we must decommit whatever
// allocator we are using it so that any source filter waiting in the
// GetBuffer can be released and unlock themselves for a state change
if (m_pInputPin->Allocator()) {
m_pInputPin->Allocator()->Decommit();
}
// Cancel any scheduled rendering
SetRepaintStatus(TRUE);
StopStreaming();
SourceThreadCanWait(FALSE);
ResetEndOfStream();
CancelNotification();
// There should be no outstanding clock advise
ASSERT(CancelNotification() == S_FALSE);
ASSERT(WAIT_TIMEOUT == WaitForSingleObject((HANDLE)m_RenderEvent,0));
ASSERT(m_EndOfStreamTimer == 0);
Ready();
WaitForReceiveToComplete();
m_bAbort = FALSE;
return NOERROR;
}
// When we pause the filter the things we do are:-
// Commit the allocator being used in the connection
// Allow a source filter thread to wait in Receive
// Cancel any clock advise link (we may be running)
// Possibly complete the state change if we have data
// Allow us to be paused when we are not connected
STDMETHODIMP CBaseRenderer::Pause()
{
CAutoLock cRendererLock(&m_InterfaceLock);
FILTER_STATE OldState = m_State;
ASSERT(m_pInputPin->IsFlushing() == FALSE);
// Make sure there really is a state change
if (m_State == State_Paused) {
return CompleteStateChange(State_Paused);
}
// Has our input pin been connected
if (m_pInputPin->IsConnected() == FALSE) {
NOTE("Input pin is not connected");
m_State = State_Paused;
return CompleteStateChange(State_Paused);
}
// Pause the base filter class
HRESULT hr = CBaseFilter::Pause();
if (FAILED(hr)) {
NOTE("Pause failed");
return hr;
}
// Enable EC_REPAINT events again
SetRepaintStatus(TRUE);
StopStreaming();
SourceThreadCanWait(TRUE);
CancelNotification();
ResetEndOfStreamTimer();
// If we are going into a paused state then we must commit whatever
// allocator we are using it so that any source filter can call the
// GetBuffer and expect to get a buffer without returning an error
if (m_pInputPin->Allocator()) {
m_pInputPin->Allocator()->Commit();
}
// There should be no outstanding advise
ASSERT(CancelNotification() == S_FALSE);
ASSERT(WAIT_TIMEOUT == WaitForSingleObject((HANDLE)m_RenderEvent,0));
ASSERT(m_EndOfStreamTimer == 0);
ASSERT(m_pInputPin->IsFlushing() == FALSE);
// When we come out of a stopped state we must clear any image we were
// holding onto for frame refreshing. Since renderers see state changes
// first we can reset ourselves ready to accept the source thread data
// Paused or running after being stopped causes the current position to
// be reset so we're not interested in passing end of stream signals
if (OldState == State_Stopped) {
m_bAbort = FALSE;
ClearPendingSample();
}
return CompleteStateChange(OldState);
}
// When we run the filter the things we do are:-
// Commit the allocator being used in the connection
// Allow a source filter thread to wait in Receive
// Signal the render event just to get us going
// Start the base class by calling StartStreaming
// Allow us to be run when we are not connected
// Signal EC_COMPLETE if we are not connected
STDMETHODIMP CBaseRenderer::Run(REFERENCE_TIME StartTime)
{
CAutoLock cRendererLock(&m_InterfaceLock);
FILTER_STATE OldState = m_State;
// Make sure there really is a state change
if (m_State == State_Running) {
return NOERROR;
}
// Send EC_COMPLETE if we're not connected
if (m_pInputPin->IsConnected() == FALSE) {
NotifyEvent(EC_COMPLETE,S_OK,(LONG_PTR)(IBaseFilter *)this);
m_State = State_Running;
return NOERROR;
}
Ready();
// Pause the base filter class
HRESULT hr = CBaseFilter::Run(StartTime);
if (FAILED(hr)) {
NOTE("Run failed");
return hr;
}
// Allow the source thread to wait
ASSERT(m_pInputPin->IsFlushing() == FALSE);
SourceThreadCanWait(TRUE);
SetRepaintStatus(FALSE);
// There should be no outstanding advise
ASSERT(CancelNotification() == S_FALSE);
ASSERT(WAIT_TIMEOUT == WaitForSingleObject((HANDLE)m_RenderEvent,0));
ASSERT(m_EndOfStreamTimer == 0);
ASSERT(m_pInputPin->IsFlushing() == FALSE);
// If we are going into a running state then we must commit whatever
// allocator we are using it so that any source filter can call the
// GetBuffer and expect to get a buffer without returning an error
if (m_pInputPin->Allocator()) {
m_pInputPin->Allocator()->Commit();
}
// When we come out of a stopped state we must clear any image we were
// holding onto for frame refreshing. Since renderers see state changes
// first we can reset ourselves ready to accept the source thread data
// Paused or running after being stopped causes the current position to
// be reset so we're not interested in passing end of stream signals
if (OldState == State_Stopped) {
m_bAbort = FALSE;
ClearPendingSample();
}
return StartStreaming();
}
// Return the number of input pins we support
int CBaseRenderer::GetPinCount()
{
if (m_pInputPin == NULL) {
// Try to create it
(void)GetPin(0);
}
return m_pInputPin != NULL ? 1 : 0;
}
// We only support one input pin and it is numbered zero
CBasePin *CBaseRenderer::GetPin(int n)
{
CAutoLock cObjectCreationLock(&m_ObjectCreationLock);
// Should only ever be called with zero
ASSERT(n == 0);
if (n != 0) {
return NULL;
}
// Create the input pin if not already done so
if (m_pInputPin == NULL) {
// hr must be initialized to NOERROR because
// CRendererInputPin's constructor only changes
// hr's value if an error occurs.
HRESULT hr = NOERROR;
m_pInputPin = new CRendererInputPin(this,&hr,L"In");
if (NULL == m_pInputPin) {
return NULL;
}
if (FAILED(hr)) {
delete m_pInputPin;
m_pInputPin = NULL;
return NULL;
}
}
return m_pInputPin;
}
// If "In" then return the IPin for our input pin, otherwise NULL and error
STDMETHODIMP CBaseRenderer::FindPin(LPCWSTR Id, __deref_out IPin **ppPin)
{
CheckPointer(ppPin,E_POINTER);
if (0==lstrcmpW(Id,L"In")) {
*ppPin = GetPin(0);
if (*ppPin) {
(*ppPin)->AddRef();
} else {
return E_OUTOFMEMORY;
}
} else {
*ppPin = NULL;
return VFW_E_NOT_FOUND;
}
return NOERROR;
}
// Called when the input pin receives an EndOfStream notification. If we have
// not got a sample, then notify EC_COMPLETE now. If we have samples, then set
// m_bEOS and check for this on completing samples. If we're waiting to pause
// then complete the transition to paused state by setting the state event
HRESULT CBaseRenderer::EndOfStream()
{
// Ignore these calls if we are stopped
if (m_State == State_Stopped) {
return NOERROR;
}
// If we have a sample then wait for it to be rendered
m_bEOS = TRUE;
if (m_pMediaSample) {
return NOERROR;
}
// If we are waiting for pause then we are now ready since we cannot now
// carry on waiting for a sample to arrive since we are being told there
// won't be any. This sets an event that the GetState function picks up
Ready();
// Only signal completion now if we are running otherwise queue it until
// we do run in StartStreaming. This is used when we seek because a seek
// causes a pause where early notification of completion is misleading
if (m_bStreaming) {
SendEndOfStream();
}
return NOERROR;
}
// When we are told to flush we should release the source thread
HRESULT CBaseRenderer::BeginFlush()
{
// If paused then report state intermediate until we get some data
if (m_State == State_Paused) {
NotReady();
}
SourceThreadCanWait(FALSE);
CancelNotification();
ClearPendingSample();
// Wait for Receive to complete
WaitForReceiveToComplete();
return NOERROR;
}
// After flushing the source thread can wait in Receive again
HRESULT CBaseRenderer::EndFlush()
{
// Reset the current sample media time
if (m_pPosition) m_pPosition->ResetMediaTime();
// There should be no outstanding advise
ASSERT(CancelNotification() == S_FALSE);
SourceThreadCanWait(TRUE);
return NOERROR;
}
// We can now send EC_REPAINTs if so required
HRESULT CBaseRenderer::CompleteConnect(IPin *pReceivePin)
{
// The caller should always hold the interface lock because
// the function uses CBaseFilter::m_State.
ASSERT(CritCheckIn(&m_InterfaceLock));
m_bAbort = FALSE;
if (State_Running == GetRealState()) {
HRESULT hr = StartStreaming();
if (FAILED(hr)) {
return hr;
}
SetRepaintStatus(FALSE);
} else {
SetRepaintStatus(TRUE);
}
return NOERROR;
}
// Called when we go paused or running
HRESULT CBaseRenderer::Active()
{
return NOERROR;
}
// Called when we go into a stopped state
HRESULT CBaseRenderer::Inactive()
{
if (m_pPosition) {
m_pPosition->ResetMediaTime();
}
// People who derive from this may want to override this behaviour
// to keep hold of the sample in some circumstances
ClearPendingSample();
return NOERROR;
}
// Tell derived classes about the media type agreed
HRESULT CBaseRenderer::SetMediaType(const CMediaType *pmt)
{
return NOERROR;
}
// When we break the input pin connection we should reset the EOS flags. When
// we are asked for either IMediaPosition or IMediaSeeking we will create a
// CPosPassThru object to handles media time pass through. When we're handed
// samples we store (by calling CPosPassThru::RegisterMediaTime) their media
// times so we can then return a real current position of data being rendered
HRESULT CBaseRenderer::BreakConnect()
{
// Do we have a quality management sink
if (m_pQSink) {
m_pQSink->Release();
m_pQSink = NULL;
}
// Check we have a valid connection
if (m_pInputPin->IsConnected() == FALSE) {
return S_FALSE;
}
// Check we are stopped before disconnecting
if (m_State != State_Stopped && !m_pInputPin->CanReconnectWhenActive()) {
return VFW_E_NOT_STOPPED;
}
SetRepaintStatus(FALSE);
ResetEndOfStream();
ClearPendingSample();
m_bAbort = FALSE;
if (State_Running == m_State) {
StopStreaming();
}
return NOERROR;
}
// Retrieves the sample times for this samples (note the sample times are
// passed in by reference not value). We return S_FALSE to say schedule this
// sample according to the times on the sample. We also return S_OK in
// which case the object should simply render the sample data immediately
HRESULT CBaseRenderer::GetSampleTimes(IMediaSample *pMediaSample,
__out REFERENCE_TIME *pStartTime,
__out REFERENCE_TIME *pEndTime)
{
ASSERT(m_dwAdvise == 0);
ASSERT(pMediaSample);
// If the stop time for this sample is before or the same as start time,
// then just ignore it (release it) and schedule the next one in line
// Source filters should always fill in the start and end times properly!
if (SUCCEEDED(pMediaSample->GetTime(pStartTime, pEndTime))) {
if (*pEndTime < *pStartTime) {
return VFW_E_START_TIME_AFTER_END;
}
} else {
// no time set in the sample... draw it now?
return S_OK;
}
// Can't synchronise without a clock so we return S_OK which tells the
// caller that the sample should be rendered immediately without going
// through the overhead of setting a timer advise link with the clock
if (m_pClock == NULL) {
return S_OK;
}
return ShouldDrawSampleNow(pMediaSample,pStartTime,pEndTime);
}
// By default all samples are drawn according to their time stamps so we
// return S_FALSE. Returning S_OK means draw immediately, this is used
// by the derived video renderer class in its quality management.
HRESULT CBaseRenderer::ShouldDrawSampleNow(IMediaSample *pMediaSample,
__out REFERENCE_TIME *ptrStart,
__out REFERENCE_TIME *ptrEnd)
{
return S_FALSE;
}
// We must always reset the current advise time to zero after a timer fires
// because there are several possible ways which lead us not to do any more
// scheduling such as the pending image being cleared after state changes
void CBaseRenderer::SignalTimerFired()
{
m_dwAdvise = 0;
}
// Cancel any notification currently scheduled. This is called by the owning
// window object when it is told to stop streaming. If there is no timer link
// outstanding then calling this is benign otherwise we go ahead and cancel
// We must always reset the render event as the quality management code can
// signal immediate rendering by setting the event without setting an advise
// link. If we're subsequently stopped and run the first attempt to setup an
// advise link with the reference clock will find the event still signalled
HRESULT CBaseRenderer::CancelNotification()
{
ASSERT(m_dwAdvise == 0 || m_pClock);
DWORD_PTR dwAdvise = m_dwAdvise;
// Have we a live advise link
if (m_dwAdvise) {
m_pClock->Unadvise(m_dwAdvise);
SignalTimerFired();
ASSERT(m_dwAdvise == 0);
}
// Clear the event and return our status
m_RenderEvent.Reset();
return (dwAdvise ? S_OK : S_FALSE);
}
// Responsible for setting up one shot advise links with the clock
// Return FALSE if the sample is to be dropped (not drawn at all)
// Return TRUE if the sample is to be drawn and in this case also
// arrange for m_RenderEvent to be set at the appropriate time
BOOL CBaseRenderer::ScheduleSample(IMediaSample *pMediaSample)
{
REFERENCE_TIME StartSample, EndSample;
// Is someone pulling our leg
if (pMediaSample == NULL) {
return FALSE;
}
// Get the next sample due up for rendering. If there aren't any ready
// then GetNextSampleTimes returns an error. If there is one to be done
// then it succeeds and yields the sample times. If it is due now then
// it returns S_OK other if it's to be done when due it returns S_FALSE
HRESULT hr = GetSampleTimes(pMediaSample, &StartSample, &EndSample);
if (FAILED(hr)) {
return FALSE;
}
// If we don't have a reference clock then we cannot set up the advise
// time so we simply set the event indicating an image to render. This
// will cause us to run flat out without any timing or synchronisation
if (hr == S_OK) {
EXECUTE_ASSERT(SetEvent((HANDLE) m_RenderEvent));
return TRUE;
}
ASSERT(m_dwAdvise == 0);
ASSERT(m_pClock);
ASSERT(WAIT_TIMEOUT == WaitForSingleObject((HANDLE)m_RenderEvent,0));
// We do have a valid reference clock interface so we can ask it to
// set an event when the image comes due for rendering. We pass in
// the reference time we were told to start at and also the current
// stream time which is the offset from the start reference time
hr = m_pClock->AdviseTime(
(REFERENCE_TIME) m_tStart, // Start run time
StartSample, // Stream time
(HEVENT)(HANDLE) m_RenderEvent, // Render notification
&m_dwAdvise); // Advise cookie
if (SUCCEEDED(hr)) {
return TRUE;
}
// We could not schedule the next sample for rendering despite the fact
// we have a valid sample here. This is a fair indication that either
// the system clock is wrong or the time stamp for the sample is duff
ASSERT(m_dwAdvise == 0);
return FALSE;
}
// This is called when a sample comes due for rendering. We pass the sample
// on to the derived class. After rendering we will initialise the timer for
// the next sample, NOTE signal that the last one fired first, if we don't
// do this it thinks there is still one outstanding that hasn't completed
HRESULT CBaseRenderer::Render(IMediaSample *pMediaSample)
{
// If the media sample is NULL then we will have been notified by the
// clock that another sample is ready but in the mean time someone has
// stopped us streaming which causes the next sample to be released
if (pMediaSample == NULL) {
return S_FALSE;
}
// If we have stopped streaming then don't render any more samples, the
// thread that got in and locked us and then reset this flag does not
// clear the pending sample as we can use it to refresh any output device
if (m_bStreaming == FALSE) {
return S_FALSE;
}
// Time how long the rendering takes
OnRenderStart(pMediaSample);
DoRenderSample(pMediaSample);
OnRenderEnd(pMediaSample);
return NOERROR;
}
// Checks if there is a sample waiting at the renderer
BOOL CBaseRenderer::HaveCurrentSample()
{
CAutoLock cRendererLock(&m_RendererLock);
return (m_pMediaSample == NULL ? FALSE : TRUE);
}
// Returns the current sample waiting at the video renderer. We AddRef the
// sample before returning so that should it come due for rendering the
// person who called this method will hold the remaining reference count
// that will stop the sample being added back onto the allocator free list
IMediaSample *CBaseRenderer::GetCurrentSample()
{
CAutoLock cRendererLock(&m_RendererLock);
if (m_pMediaSample) {
m_pMediaSample->AddRef();
}
return m_pMediaSample;
}
// Called when the source delivers us a sample. We go through a few checks to
// make sure the sample can be rendered. If we are running (streaming) then we
// have the sample scheduled with the reference clock, if we are not streaming
// then we have received an sample in paused mode so we can complete any state
// transition. On leaving this function everything will be unlocked so an app
// thread may get in and change our state to stopped (for example) in which
// case it will also signal the thread event so that our wait call is stopped
HRESULT CBaseRenderer::PrepareReceive(IMediaSample *pMediaSample)
{
CAutoLock cInterfaceLock(&m_InterfaceLock);
m_bInReceive = TRUE;
// Check our flushing and filter state
// This function must hold the interface lock because it calls
// CBaseInputPin::Receive() and CBaseInputPin::Receive() uses
// CBasePin::m_bRunTimeError.
HRESULT hr = m_pInputPin->CBaseInputPin::Receive(pMediaSample);
if (hr != NOERROR) {
m_bInReceive = FALSE;
return E_FAIL;
}
// Has the type changed on a media sample. We do all rendering
// synchronously on the source thread, which has a side effect
// that only one buffer is ever outstanding. Therefore when we
// have Receive called we can go ahead and change the format
// Since the format change can cause a SendMessage we just don't
// lock
if (m_pInputPin->SampleProps()->pMediaType) {
hr = m_pInputPin->SetMediaType(
(CMediaType *)m_pInputPin->SampleProps()->pMediaType);
if (FAILED(hr)) {
m_bInReceive = FALSE;
return hr;
}
}
CAutoLock cSampleLock(&m_RendererLock);
ASSERT(IsActive() == TRUE);
ASSERT(m_pInputPin->IsFlushing() == FALSE);
ASSERT(m_pInputPin->IsConnected() == TRUE);
ASSERT(m_pMediaSample == NULL);
// Return an error if we already have a sample waiting for rendering
// source pins must serialise the Receive calls - we also check that
// no data is being sent after the source signalled an end of stream
if (m_pMediaSample || m_bEOS || m_bAbort) {
Ready();
m_bInReceive = FALSE;
return E_UNEXPECTED;
}
// Store the media times from this sample
if (m_pPosition) m_pPosition->RegisterMediaTime(pMediaSample);
// Schedule the next sample if we are streaming
if ((m_bStreaming == TRUE) && (ScheduleSample(pMediaSample) == FALSE)) {
ASSERT(WAIT_TIMEOUT == WaitForSingleObject((HANDLE)m_RenderEvent,0));
ASSERT(CancelNotification() == S_FALSE);
m_bInReceive = FALSE;
return VFW_E_SAMPLE_REJECTED;
}
// Store the sample end time for EC_COMPLETE handling
m_SignalTime = m_pInputPin->SampleProps()->tStop;
// BEWARE we sometimes keep the sample even after returning the thread to
// the source filter such as when we go into a stopped state (we keep it
// to refresh the device with) so we must AddRef it to keep it safely. If
// we start flushing the source thread is released and any sample waiting
// will be released otherwise GetBuffer may never return (see BeginFlush)
m_pMediaSample = pMediaSample;
m_pMediaSample->AddRef();
if (m_bStreaming == FALSE) {
SetRepaintStatus(TRUE);
}
return NOERROR;
}
// Called by the source filter when we have a sample to render. Under normal
// circumstances we set an advise link with the clock, wait for the time to
// arrive and then render the data using the PURE virtual DoRenderSample that
// the derived class will have overriden. After rendering the sample we may
// also signal EOS if it was the last one sent before EndOfStream was called
HRESULT CBaseRenderer::Receive(IMediaSample *pSample)
{
ASSERT(pSample);
// It may return VFW_E_SAMPLE_REJECTED code to say don't bother
HRESULT hr = PrepareReceive(pSample);
ASSERT(m_bInReceive == SUCCEEDED(hr));
if (FAILED(hr)) {
if (hr == VFW_E_SAMPLE_REJECTED) {
return NOERROR;
}
return hr;
}
// We realize the palette in "PrepareRender()" so we have to give away the
// filter lock here.
if (m_State == State_Paused) {
PrepareRender();
// no need to use InterlockedExchange
m_bInReceive = FALSE;
{
// We must hold both these locks
CAutoLock cRendererLock(&m_InterfaceLock);
if (m_State == State_Stopped)
return NOERROR;
m_bInReceive = TRUE;
CAutoLock cSampleLock(&m_RendererLock);
OnReceiveFirstSample(pSample);
}
Ready();
}
// Having set an advise link with the clock we sit and wait. We may be
// awoken by the clock firing or by a state change. The rendering call
// will lock the critical section and check we can still render the data
hr = WaitForRenderTime();
if (FAILED(hr)) {
m_bInReceive = FALSE;
return NOERROR;
}
PrepareRender();
// Set this here and poll it until we work out the locking correctly
// It can't be right that the streaming stuff grabs the interface
// lock - after all we want to be able to wait for this stuff
// to complete
m_bInReceive = FALSE;
// We must hold both these locks
CAutoLock cRendererLock(&m_InterfaceLock);
// since we gave away the filter wide lock, the sate of the filter could
// have chnaged to Stopped
if (m_State == State_Stopped)
return NOERROR;
CAutoLock cSampleLock(&m_RendererLock);
// Deal with this sample
Render(m_pMediaSample);
ClearPendingSample();
SendEndOfStream();
CancelNotification();
return NOERROR;
}
// This is called when we stop or are inactivated to clear the pending sample
// We release the media sample interface so that they can be allocated to the
// source filter again, unless of course we are changing state to inactive in
// which case GetBuffer will return an error. We must also reset the current
// media sample to NULL so that we know we do not currently have an image
HRESULT CBaseRenderer::ClearPendingSample()
{
CAutoLock cRendererLock(&m_RendererLock);
if (m_pMediaSample) {
m_pMediaSample->Release();
m_pMediaSample = NULL;
}
return NOERROR;
}
// Used to signal end of stream according to the sample end time
void CALLBACK EndOfStreamTimer(UINT uID, // Timer identifier
UINT uMsg, // Not currently used
DWORD_PTR dwUser,// User information
DWORD_PTR dw1, // Windows reserved
DWORD_PTR dw2) // is also reserved
{
CBaseRenderer *pRenderer = (CBaseRenderer *) dwUser;
NOTE1("EndOfStreamTimer called (%d)",uID);
pRenderer->TimerCallback();
}
// Do the timer callback work
void CBaseRenderer::TimerCallback()
{
// Lock for synchronization (but don't hold this lock when calling
// timeKillEvent)
CAutoLock cRendererLock(&m_RendererLock);
// See if we should signal end of stream now
if (m_EndOfStreamTimer) {
m_EndOfStreamTimer = 0;
SendEndOfStream();
}
}
// If we are at the end of the stream signal the filter graph but do not set
// the state flag back to FALSE. Once we drop off the end of the stream we
// leave the flag set (until a subsequent ResetEndOfStream). Each sample we
// get delivered will update m_SignalTime to be the last sample's end time.
// We must wait this long before signalling end of stream to the filtergraph
#define TIMEOUT_DELIVERYWAIT 50
#define TIMEOUT_RESOLUTION 10
HRESULT CBaseRenderer::SendEndOfStream()
{
ASSERT(CritCheckIn(&m_RendererLock));
if (m_bEOS == FALSE || m_bEOSDelivered || m_EndOfStreamTimer) {
return NOERROR;
}
// If there is no clock then signal immediately
if (m_pClock == NULL) {
return NotifyEndOfStream();
}
// How long into the future is the delivery time
REFERENCE_TIME Signal = m_tStart + m_SignalTime;
REFERENCE_TIME CurrentTime;
m_pClock->GetTime(&CurrentTime);
LONG Delay = LONG((Signal - CurrentTime) / 10000);
// Dump the timing information to the debugger
NOTE1("Delay until end of stream delivery %d",Delay);
NOTE1("Current %s",(LPCTSTR)CDisp((LONGLONG)CurrentTime));
NOTE1("Signal %s",(LPCTSTR)CDisp((LONGLONG)Signal));
// Wait for the delivery time to arrive
if (Delay < TIMEOUT_DELIVERYWAIT) {
return NotifyEndOfStream();
}
// Signal a timer callback on another worker thread
m_EndOfStreamTimer = CompatibleTimeSetEvent((UINT) Delay, // Period of timer
TIMEOUT_RESOLUTION, // Timer resolution
EndOfStreamTimer, // Callback function
DWORD_PTR(this), // Used information
TIME_ONESHOT); // Type of callback
if (m_EndOfStreamTimer == 0) {
return NotifyEndOfStream();
}
return NOERROR;
}
// Signals EC_COMPLETE to the filtergraph manager
HRESULT CBaseRenderer::NotifyEndOfStream()
{
CAutoLock cRendererLock(&m_RendererLock);
ASSERT(m_bEOSDelivered == FALSE);
ASSERT(m_EndOfStreamTimer == 0);
// Has the filter changed state
if (m_bStreaming == FALSE) {
ASSERT(m_EndOfStreamTimer == 0);
return NOERROR;
}
// Reset the end of stream timer
m_EndOfStreamTimer = 0;
// If we've been using the IMediaPosition interface, set it's start
// and end media "times" to the stop position by hand. This ensures
// that we actually get to the end, even if the MPEG guestimate has
// been bad or if the quality management dropped the last few frames
if (m_pPosition) m_pPosition->EOS();
m_bEOSDelivered = TRUE;
NOTE("Sending EC_COMPLETE...");
return NotifyEvent(EC_COMPLETE,S_OK,(LONG_PTR)(IBaseFilter *)this);
}
// Reset the end of stream flag, this is typically called when we transfer to
// stopped states since that resets the current position back to the start so
// we will receive more samples or another EndOfStream if there aren't any. We
// keep two separate flags one to say we have run off the end of the stream
// (this is the m_bEOS flag) and another to say we have delivered EC_COMPLETE
// to the filter graph. We need the latter otherwise we can end up sending an
// EC_COMPLETE every time the source changes state and calls our EndOfStream
HRESULT CBaseRenderer::ResetEndOfStream()
{
ResetEndOfStreamTimer();
CAutoLock cRendererLock(&m_RendererLock);
m_bEOS = FALSE;
m_bEOSDelivered = FALSE;
m_SignalTime = 0;
return NOERROR;
}
// Kills any outstanding end of stream timer
void CBaseRenderer::ResetEndOfStreamTimer()
{
ASSERT(CritCheckOut(&m_RendererLock));
if (m_EndOfStreamTimer) {
timeKillEvent(m_EndOfStreamTimer);
m_EndOfStreamTimer = 0;
}
}
// This is called when we start running so that we can schedule any pending
// image we have with the clock and display any timing information. If we
// don't have any sample but we have queued an EOS flag then we send it. If
// we do have a sample then we wait until that has been rendered before we
// signal the filter graph otherwise we may change state before it's done
HRESULT CBaseRenderer::StartStreaming()
{
CAutoLock cRendererLock(&m_RendererLock);
if (m_bStreaming == TRUE) {
return NOERROR;
}
// Reset the streaming times ready for running
m_bStreaming = TRUE;
timeBeginPeriod(1);
OnStartStreaming();
// There should be no outstanding advise
ASSERT(WAIT_TIMEOUT == WaitForSingleObject((HANDLE)m_RenderEvent,0));
ASSERT(CancelNotification() == S_FALSE);
// If we have an EOS and no data then deliver it now
if (m_pMediaSample == NULL) {
return SendEndOfStream();
}
// Have the data rendered
ASSERT(m_pMediaSample);
if (!ScheduleSample(m_pMediaSample))
m_RenderEvent.Set();
return NOERROR;
}
// This is called when we stop streaming so that we can set our internal flag
// indicating we are not now to schedule any more samples arriving. The state
// change methods in the filter implementation take care of cancelling any
// clock advise link we have set up and clearing any pending sample we have
HRESULT CBaseRenderer::StopStreaming()
{
CAutoLock cRendererLock(&m_RendererLock);
m_bEOSDelivered = FALSE;
if (m_bStreaming == TRUE) {
m_bStreaming = FALSE;
OnStopStreaming();
timeEndPeriod(1);
}
return NOERROR;
}
// We have a boolean flag that is reset when we have signalled EC_REPAINT to
// the filter graph. We set this when we receive an image so that should any
// conditions arise again we can send another one. By having a flag we ensure
// we don't flood the filter graph with redundant calls. We do not set the
// event when we receive an EndOfStream call since there is no point in us
// sending further EC_REPAINTs. In particular the AutoShowWindow method and
// the DirectDraw object use this method to control the window repainting
void CBaseRenderer::SetRepaintStatus(BOOL bRepaint)
{
CAutoLock cSampleLock(&m_RendererLock);
m_bRepaintStatus = bRepaint;
}
// Pass the window handle to the upstream filter
void CBaseRenderer::SendNotifyWindow(IPin *pPin,HWND hwnd)
{
IMediaEventSink *pSink;
// Does the pin support IMediaEventSink
HRESULT hr = pPin->QueryInterface(IID_IMediaEventSink,(void **)&pSink);
if (SUCCEEDED(hr)) {
pSink->Notify(EC_NOTIFY_WINDOW,LONG_PTR(hwnd),0);
pSink->Release();
}
NotifyEvent(EC_NOTIFY_WINDOW,LONG_PTR(hwnd),0);
}
// Signal an EC_REPAINT to the filter graph. This can be used to have data
// sent to us. For example when a video window is first displayed it may
// not have an image to display, at which point it signals EC_REPAINT. The
// filtergraph will either pause the graph if stopped or if already paused
// it will call put_CurrentPosition of the current position. Setting the
// current position to itself has the stream flushed and the image resent
#define RLOG(_x_) DbgLog((LOG_TRACE,1,TEXT(_x_)));
void CBaseRenderer::SendRepaint()
{
CAutoLock cSampleLock(&m_RendererLock);
ASSERT(m_pInputPin);
// We should not send repaint notifications when...
// - An end of stream has been notified
// - Our input pin is being flushed
// - The input pin is not connected
// - We have aborted a video playback
// - There is a repaint already sent
if (m_bAbort == FALSE) {
if (m_pInputPin->IsConnected() == TRUE) {
if (m_pInputPin->IsFlushing() == FALSE) {
if (IsEndOfStream() == FALSE) {
if (m_bRepaintStatus == TRUE) {
IPin *pPin = (IPin *) m_pInputPin;
NotifyEvent(EC_REPAINT,(LONG_PTR) pPin,0);
SetRepaintStatus(FALSE);
RLOG("Sending repaint");
}
}
}
}
}
}
// When a video window detects a display change (WM_DISPLAYCHANGE message) it
// can send an EC_DISPLAY_CHANGED event code along with the renderer pin. The
// filtergraph will stop everyone and reconnect our input pin. As we're then
// reconnected we can accept the media type that matches the new display mode
// since we may no longer be able to draw the current image type efficiently
BOOL CBaseRenderer::OnDisplayChange()
{
// Ignore if we are not connected yet
CAutoLock cSampleLock(&m_RendererLock);
if (m_pInputPin->IsConnected() == FALSE) {
return FALSE;
}
RLOG("Notification of EC_DISPLAY_CHANGE");
// Pass our input pin as parameter on the event
IPin *pPin = (IPin *) m_pInputPin;
m_pInputPin->AddRef();
NotifyEvent(EC_DISPLAY_CHANGED,(LONG_PTR) pPin,0);
SetAbortSignal(TRUE);
ClearPendingSample();
m_pInputPin->Release();
return TRUE;
}
// Called just before we start drawing.
// Store the current time in m_trRenderStart to allow the rendering time to be
// logged. Log the time stamp of the sample and how late it is (neg is early)
void CBaseRenderer::OnRenderStart(IMediaSample *pMediaSample)
{
#ifdef PERF
REFERENCE_TIME trStart, trEnd;
pMediaSample->GetTime(&trStart, &trEnd);
MSR_INTEGER(m_idBaseStamp, (int)trStart); // dump low order 32 bits
m_pClock->GetTime(&m_trRenderStart);
MSR_INTEGER(0, (int)m_trRenderStart);
REFERENCE_TIME trStream;
trStream = m_trRenderStart-m_tStart; // convert reftime to stream time
MSR_INTEGER(0,(int)trStream);
const int trLate = (int)(trStream - trStart);
MSR_INTEGER(m_idBaseAccuracy, trLate/10000); // dump in mSec
#endif
} // OnRenderStart
// Called directly after drawing an image.
// calculate the time spent drawing and log it.
void CBaseRenderer::OnRenderEnd(IMediaSample *pMediaSample)
{
#ifdef PERF
REFERENCE_TIME trNow;
m_pClock->GetTime(&trNow);
MSR_INTEGER(0,(int)trNow);
int t = (int)((trNow - m_trRenderStart)/10000); // convert UNITS->msec
MSR_INTEGER(m_idBaseRenderTime, t);
#endif
} // OnRenderEnd
// Constructor must be passed the base renderer object
CRendererInputPin::CRendererInputPin(__inout CBaseRenderer *pRenderer,
__inout HRESULT *phr,
__in_opt LPCWSTR pPinName) :
CBaseInputPin(NAME("Renderer pin"),
pRenderer,
&pRenderer->m_InterfaceLock,
(HRESULT *) phr,
pPinName)
{
m_pRenderer = pRenderer;
ASSERT(m_pRenderer);
}
// Signals end of data stream on the input pin
STDMETHODIMP CRendererInputPin::EndOfStream()
{
CAutoLock cRendererLock(&m_pRenderer->m_InterfaceLock);
CAutoLock cSampleLock(&m_pRenderer->m_RendererLock);
// Make sure we're streaming ok
HRESULT hr = CheckStreaming();
if (hr != NOERROR) {
return hr;
}
// Pass it onto the renderer
hr = m_pRenderer->EndOfStream();
if (SUCCEEDED(hr)) {
hr = CBaseInputPin::EndOfStream();
}
return hr;
}
// Signals start of flushing on the input pin - we do the final reset end of
// stream with the renderer lock unlocked but with the interface lock locked
// We must do this because we call timeKillEvent, our timer callback method
// has to take the renderer lock to serialise our state. Therefore holding a
// renderer lock when calling timeKillEvent could cause a deadlock condition
STDMETHODIMP CRendererInputPin::BeginFlush()
{
CAutoLock cRendererLock(&m_pRenderer->m_InterfaceLock);
{
CAutoLock cSampleLock(&m_pRenderer->m_RendererLock);
CBaseInputPin::BeginFlush();
m_pRenderer->BeginFlush();
}
return m_pRenderer->ResetEndOfStream();
}
// Signals end of flushing on the input pin
STDMETHODIMP CRendererInputPin::EndFlush()
{
CAutoLock cRendererLock(&m_pRenderer->m_InterfaceLock);
CAutoLock cSampleLock(&m_pRenderer->m_RendererLock);
HRESULT hr = m_pRenderer->EndFlush();
if (SUCCEEDED(hr)) {
hr = CBaseInputPin::EndFlush();
}
return hr;
}
// Pass the sample straight through to the renderer object
STDMETHODIMP CRendererInputPin::Receive(IMediaSample *pSample)
{
HRESULT hr = m_pRenderer->Receive(pSample);
if (FAILED(hr)) {
// A deadlock could occur if the caller holds the renderer lock and
// attempts to acquire the interface lock.
ASSERT(CritCheckOut(&m_pRenderer->m_RendererLock));
{
// The interface lock must be held when the filter is calling
// IsStopped() or IsFlushing(). The interface lock must also
// be held because the function uses m_bRunTimeError.
CAutoLock cRendererLock(&m_pRenderer->m_InterfaceLock);
// We do not report errors which occur while the filter is stopping,
// flushing or if the m_bAbort flag is set . Errors are expected to
// occur during these operations and the streaming thread correctly
// handles the errors.
if (!IsStopped() && !IsFlushing() && !m_pRenderer->m_bAbort && !m_bRunTimeError) {
// EC_ERRORABORT's first parameter is the error which caused
// the event and its' last parameter is 0. See the Direct
// Show SDK documentation for more information.
m_pRenderer->NotifyEvent(EC_ERRORABORT,hr,0);
{
CAutoLock alRendererLock(&m_pRenderer->m_RendererLock);
if (m_pRenderer->IsStreaming() && !m_pRenderer->IsEndOfStreamDelivered()) {
m_pRenderer->NotifyEndOfStream();
}
}
m_bRunTimeError = TRUE;
}
}
}
return hr;
}
// Called when the input pin is disconnected
HRESULT CRendererInputPin::BreakConnect()
{
HRESULT hr = m_pRenderer->BreakConnect();
if (FAILED(hr)) {
return hr;
}
return CBaseInputPin::BreakConnect();
}
// Called when the input pin is connected
HRESULT CRendererInputPin::CompleteConnect(IPin *pReceivePin)
{
HRESULT hr = m_pRenderer->CompleteConnect(pReceivePin);
if (FAILED(hr)) {
return hr;
}
return CBaseInputPin::CompleteConnect(pReceivePin);
}
// Give the pin id of our one and only pin
STDMETHODIMP CRendererInputPin::QueryId(__deref_out LPWSTR *Id)
{
CheckPointer(Id,E_POINTER);
const WCHAR szIn[] = L"In";
*Id = (LPWSTR)CoTaskMemAlloc(sizeof(szIn));
if (*Id == NULL) {
return E_OUTOFMEMORY;
}
CopyMemory(*Id, szIn, sizeof(szIn));
return NOERROR;
}
// Will the filter accept this media type
HRESULT CRendererInputPin::CheckMediaType(const CMediaType *pmt)
{
return m_pRenderer->CheckMediaType(pmt);
}
// Called when we go paused or running
HRESULT CRendererInputPin::Active()
{
return m_pRenderer->Active();
}
// Called when we go into a stopped state
HRESULT CRendererInputPin::Inactive()
{
// The caller must hold the interface lock because
// this function uses m_bRunTimeError.
ASSERT(CritCheckIn(&m_pRenderer->m_InterfaceLock));
m_bRunTimeError = FALSE;
return m_pRenderer->Inactive();
}
// Tell derived classes about the media type agreed
HRESULT CRendererInputPin::SetMediaType(const CMediaType *pmt)
{
HRESULT hr = CBaseInputPin::SetMediaType(pmt);
if (FAILED(hr)) {
return hr;
}
return m_pRenderer->SetMediaType(pmt);
}
// We do not keep an event object to use when setting up a timer link with
// the clock but are given a pointer to one by the owning object through the
// SetNotificationObject method - this must be initialised before starting
// We can override the default quality management process to have it always
// draw late frames, this is currently done by having the following registry
// key (actually an INI key) called DrawLateFrames set to 1 (default is 0)
const TCHAR AMQUALITY[] = TEXT("ActiveMovie");
const TCHAR DRAWLATEFRAMES[] = TEXT("DrawLateFrames");
CBaseVideoRenderer::CBaseVideoRenderer(
REFCLSID RenderClass, // CLSID for this renderer
__in_opt LPCTSTR pName, // Debug ONLY description
__inout_opt LPUNKNOWN pUnk, // Aggregated owner object
__inout HRESULT *phr) : // General OLE return code
CBaseRenderer(RenderClass,pName,pUnk,phr),
m_cFramesDropped(0),
m_cFramesDrawn(0),
m_bSupplierHandlingQuality(FALSE)
{
ResetStreamingTimes();
#ifdef PERF
m_idTimeStamp = MSR_REGISTER(TEXT("Frame time stamp"));
m_idEarliness = MSR_REGISTER(TEXT("Earliness fudge"));
m_idTarget = MSR_REGISTER(TEXT("Target (mSec)"));
m_idSchLateTime = MSR_REGISTER(TEXT("mSec late when scheduled"));
m_idDecision = MSR_REGISTER(TEXT("Scheduler decision code"));
m_idQualityRate = MSR_REGISTER(TEXT("Quality rate sent"));
m_idQualityTime = MSR_REGISTER(TEXT("Quality time sent"));
m_idWaitReal = MSR_REGISTER(TEXT("Render wait"));
// m_idWait = MSR_REGISTER(TEXT("wait time recorded (msec)"));
m_idFrameAccuracy = MSR_REGISTER(TEXT("Frame accuracy (msecs)"));
m_bDrawLateFrames = GetProfileInt(AMQUALITY, DRAWLATEFRAMES, FALSE);
//m_idSendQuality = MSR_REGISTER(TEXT("Processing Quality message"));
m_idRenderAvg = MSR_REGISTER(TEXT("Render draw time Avg"));
m_idFrameAvg = MSR_REGISTER(TEXT("FrameAvg"));
m_idWaitAvg = MSR_REGISTER(TEXT("WaitAvg"));
m_idDuration = MSR_REGISTER(TEXT("Duration"));
m_idThrottle = MSR_REGISTER(TEXT("Audio-video throttle wait"));
// m_idDebug = MSR_REGISTER(TEXT("Debug stuff"));
#endif // PERF
} // Constructor
// Destructor is just a placeholder
CBaseVideoRenderer::~CBaseVideoRenderer()
{
ASSERT(m_dwAdvise == 0);
}
// The timing functions in this class are called by the window object and by
// the renderer's allocator.
// The windows object calls timing functions as it receives media sample
// images for drawing using GDI.
// The allocator calls timing functions when it starts passing DCI/DirectDraw
// surfaces which are not rendered in the same way; The decompressor writes
// directly to the surface with no separate rendering, so those code paths
// call direct into us. Since we only ever hand out DCI/DirectDraw surfaces
// when we have allocated one and only one image we know there cannot be any
// conflict between the two.
//
// We use timeGetTime to return the timing counts we use (since it's relative
// performance we are interested in rather than absolute compared to a clock)
// The window object sets the accuracy of the system clock (normally 1ms) by
// calling timeBeginPeriod/timeEndPeriod when it changes streaming states
// Reset all times controlling streaming.
// Set them so that
// 1. Frames will not initially be dropped
// 2. The first frame will definitely be drawn (achieved by saying that there
// has not ben a frame drawn for a long time).
HRESULT CBaseVideoRenderer::ResetStreamingTimes()
{
m_trLastDraw = -1000; // set up as first frame since ages (1 sec) ago
m_tStreamingStart = timeGetTime();
m_trRenderAvg = 0;
m_trFrameAvg = -1; // -1000 fps == "unset"
m_trDuration = 0; // 0 - strange value
m_trRenderLast = 0;
m_trWaitAvg = 0;
m_tRenderStart = 0;
m_cFramesDrawn = 0;
m_cFramesDropped = 0;
m_iTotAcc = 0;
m_iSumSqAcc = 0;
m_iSumSqFrameTime = 0;
m_trFrame = 0; // hygeine - not really needed
m_trLate = 0; // hygeine - not really needed
m_iSumFrameTime = 0;
m_nNormal = 0;
m_trEarliness = 0;
m_trTarget = -300000; // 30mSec early
m_trThrottle = 0;
m_trRememberStampForPerf = 0;
#ifdef PERF
m_trRememberFrameForPerf = 0;
#endif
return NOERROR;
} // ResetStreamingTimes
// Reset all times controlling streaming. Note that we're now streaming. We
// don't need to set the rendering event to have the source filter released
// as it is done during the Run processing. When we are run we immediately
// release the source filter thread and draw any image waiting (that image
// may already have been drawn once as a poster frame while we were paused)
HRESULT CBaseVideoRenderer::OnStartStreaming()
{
ResetStreamingTimes();
return NOERROR;
} // OnStartStreaming
// Called at end of streaming. Fixes times for property page report
HRESULT CBaseVideoRenderer::OnStopStreaming()
{
m_tStreamingStart = timeGetTime()-m_tStreamingStart;
return NOERROR;
} // OnStopStreaming
// Called when we start waiting for a rendering event.
// Used to update times spent waiting and not waiting.
void CBaseVideoRenderer::OnWaitStart()
{
MSR_START(m_idWaitReal);
} // OnWaitStart
// Called when we are awoken from the wait in the window OR by our allocator
// when it is hanging around until the next sample is due for rendering on a
// DCI/DirectDraw surface. We add the wait time into our rolling average.
// We grab the interface lock so that we're serialised with the application
// thread going through the run code - which in due course ends up calling
// ResetStreaming times - possibly as we run through this section of code
void CBaseVideoRenderer::OnWaitEnd()
{
#ifdef PERF
MSR_STOP(m_idWaitReal);
// for a perf build we want to know just exactly how late we REALLY are.
// even if this means that we have to look at the clock again.
REFERENCE_TIME trRealStream; // the real time now expressed as stream time.
#if 0
m_pClock->GetTime(&trRealStream); // Calling clock here causes W95 deadlock!
#else
// We will be discarding overflows like mad here!
// This is wrong really because timeGetTime() can wrap but it's
// only for PERF
REFERENCE_TIME tr = timeGetTime()*10000;
trRealStream = tr + m_llTimeOffset;
#endif
trRealStream -= m_tStart; // convert to stream time (this is a reftime)
if (m_trRememberStampForPerf==0) {
// This is probably the poster frame at the start, and it is not scheduled
// in the usual way at all. Just count it. The rememberstamp gets set
// in ShouldDrawSampleNow, so this does invalid frame recording until we
// actually start playing.
PreparePerformanceData(0, 0);
} else {
int trLate = (int)(trRealStream - m_trRememberStampForPerf);
int trFrame = (int)(tr - m_trRememberFrameForPerf);
PreparePerformanceData(trLate, trFrame);
}
m_trRememberFrameForPerf = tr;
#endif //PERF
} // OnWaitEnd
// Put data on one side that describes the lateness of the current frame.
// We don't yet know whether it will actually be drawn. In direct draw mode,
// this decision is up to the filter upstream, and it could change its mind.
// The rules say that if it did draw it must call Receive(). One way or
// another we eventually get into either OnRenderStart or OnDirectRender and
// these both call RecordFrameLateness to update the statistics.
void CBaseVideoRenderer::PreparePerformanceData(int trLate, int trFrame)
{
m_trLate = trLate;
m_trFrame = trFrame;
} // PreparePerformanceData
// update the statistics:
// m_iTotAcc, m_iSumSqAcc, m_iSumSqFrameTime, m_iSumFrameTime, m_cFramesDrawn
// Note that because the properties page reports using these variables,
// 1. We need to be inside a critical section
// 2. They must all be updated together. Updating the sums here and the count
// elsewhere can result in imaginary jitter (i.e. attempts to find square roots
// of negative numbers) in the property page code.
void CBaseVideoRenderer::RecordFrameLateness(int trLate, int trFrame)
{
// Record how timely we are.
int tLate = trLate/10000;
// Best estimate of moment of appearing on the screen is average of
// start and end draw times. Here we have only the end time. This may
// tend to show us as spuriously late by up to 1/2 frame rate achieved.
// Decoder probably monitors draw time. We don't bother.
MSR_INTEGER( m_idFrameAccuracy, tLate );
// This is a kludge - we can get frames that are very late
// especially (at start-up) and they invalidate the statistics.
// So ignore things that are more than 1 sec off.
if (tLate>1000 || tLate<-1000) {
if (m_cFramesDrawn<=1) {
tLate = 0;
} else if (tLate>0) {
tLate = 1000;
} else {
tLate = -1000;
}
}
// The very first frame often has a invalid time, so don't
// count it into the statistics. (???)
if (m_cFramesDrawn>1) {
m_iTotAcc += tLate;
m_iSumSqAcc += (tLate*tLate);
}
// calculate inter-frame time. Doesn't make sense for first frame
// second frame suffers from invalid first frame stamp.
if (m_cFramesDrawn>2) {
int tFrame = trFrame/10000; // convert to mSec else it overflows
// This is a kludge. It can overflow anyway (a pause can cause
// a very long inter-frame time) and it overflows at 2**31/10**7
// or about 215 seconds i.e. 3min 35sec
if (tFrame>1000||tFrame<0) tFrame = 1000;
m_iSumSqFrameTime += tFrame*tFrame;
ASSERT(m_iSumSqFrameTime>=0);
m_iSumFrameTime += tFrame;
}
++m_cFramesDrawn;
} // RecordFrameLateness
void CBaseVideoRenderer::ThrottleWait()
{
if (m_trThrottle>0) {
int iThrottle = m_trThrottle/10000; // convert to mSec
MSR_INTEGER( m_idThrottle, iThrottle);
DbgLog((LOG_TRACE, 0, TEXT("Throttle %d ms"), iThrottle));
Sleep(iThrottle);
} else {
Sleep(0);
}
} // ThrottleWait
// Whenever a frame is rendered it goes though either OnRenderStart
// or OnDirectRender. Data that are generated during ShouldDrawSample
// are added to the statistics by calling RecordFrameLateness from both
// these two places.
// Called in place of OnRenderStart..OnRenderEnd
// When a DirectDraw image is drawn
void CBaseVideoRenderer::OnDirectRender(IMediaSample *pMediaSample)
{
m_trRenderAvg = 0;
m_trRenderLast = 5000000; // If we mode switch, we do NOT want this
// to inhibit the new average getting going!
// so we set it to half a second
// MSR_INTEGER(m_idRenderAvg, m_trRenderAvg/10000);
RecordFrameLateness(m_trLate, m_trFrame);
ThrottleWait();
} // OnDirectRender
// Called just before we start drawing. All we do is to get the current clock
// time (from the system) and return. We have to store the start render time
// in a member variable because it isn't used until we complete the drawing
// The rest is just performance logging.
void CBaseVideoRenderer::OnRenderStart(IMediaSample *pMediaSample)
{
RecordFrameLateness(m_trLate, m_trFrame);
m_tRenderStart = timeGetTime();
} // OnRenderStart
// Called directly after drawing an image. We calculate the time spent in the
// drawing code and if this doesn't appear to have any odd looking spikes in
// it then we add it to the current average draw time. Measurement spikes may
// occur if the drawing thread is interrupted and switched to somewhere else.
void CBaseVideoRenderer::OnRenderEnd(IMediaSample *pMediaSample)
{
// The renderer time can vary erratically if we are interrupted so we do
// some smoothing to help get more sensible figures out but even that is
// not enough as figures can go 9,10,9,9,83,9 and we must disregard 83
int tr = (timeGetTime() - m_tRenderStart)*10000; // convert mSec->UNITS
if (tr < m_trRenderAvg*2 || tr < 2 * m_trRenderLast) {
// DO_MOVING_AVG(m_trRenderAvg, tr);
m_trRenderAvg = (tr + (AVGPERIOD-1)*m_trRenderAvg)/AVGPERIOD;
}
m_trRenderLast = tr;
ThrottleWait();
} // OnRenderEnd
STDMETHODIMP CBaseVideoRenderer::SetSink( IQualityControl * piqc)
{
m_pQSink = piqc;
return NOERROR;
} // SetSink
STDMETHODIMP CBaseVideoRenderer::Notify( IBaseFilter * pSelf, Quality q)
{
// NOTE: We are NOT getting any locks here. We could be called
// asynchronously and possibly even on a time critical thread of
// someone else's - so we do the minumum. We only set one state
// variable (an integer) and if that happens to be in the middle
// of another thread reading it they will just get either the new
// or the old value. Locking would achieve no more than this.
// It might be nice to check that we are being called from m_pGraph, but
// it turns out to be a millisecond or so per throw!
// This is heuristics, these numbers are aimed at being "what works"
// rather than anything based on some theory.
// We use a hyperbola because it's easy to calculate and it includes
// a panic button asymptote (which we push off just to the left)
// The throttling fits the following table (roughly)
// Proportion Throttle (msec)
// >=1000 0
// 900 3
// 800 7
// 700 11
// 600 17
// 500 25
// 400 35
// 300 50
// 200 72
// 125 100
// 100 112
// 50 146
// 0 200
// (some evidence that we could go for a sharper kink - e.g. no throttling
// until below the 750 mark - might give fractionally more frames on a
// P60-ish machine). The easy way to get these coefficients is to use
// Renbase.xls follow the instructions therein using excel solver.
if (q.Proportion>=1000) { m_trThrottle = 0; }
else {
// The DWORD is to make quite sure I get unsigned arithmetic
// as the constant is between 2**31 and 2**32
m_trThrottle = -330000 + (388880000/(q.Proportion+167));
}
return NOERROR;
} // Notify
// Send a message to indicate what our supplier should do about quality.
// Theory:
// What a supplier wants to know is "is the frame I'm working on NOW
// going to be late?".
// F1 is the frame at the supplier (as above)
// Tf1 is the due time for F1
// T1 is the time at that point (NOW!)
// Tr1 is the time that f1 WILL actually be rendered
// L1 is the latency of the graph for frame F1 = Tr1-T1
// D1 (for delay) is how late F1 will be beyond its due time i.e.
// D1 = (Tr1-Tf1) which is what the supplier really wants to know.
// Unfortunately Tr1 is in the future and is unknown, so is L1
//
// We could estimate L1 by its value for a previous frame,
// L0 = Tr0-T0 and work off
// D1' = ((T1+L0)-Tf1) = (T1 + (Tr0-T0) -Tf1)
// Rearranging terms:
// D1' = (T1-T0) + (Tr0-Tf1)
// adding (Tf0-Tf0) and rearranging again:
// = (T1-T0) + (Tr0-Tf0) + (Tf0-Tf1)
// = (T1-T0) - (Tf1-Tf0) + (Tr0-Tf0)
// But (Tr0-Tf0) is just D0 - how late frame zero was, and this is the
// Late field in the quality message that we send.
// The other two terms just state what correction should be applied before
// using the lateness of F0 to predict the lateness of F1.
// (T1-T0) says how much time has actually passed (we have lost this much)
// (Tf1-Tf0) says how much time should have passed if we were keeping pace
// (we have gained this much).
//
// Suppliers should therefore work off:
// Quality.Late + (T1-T0) - (Tf1-Tf0)
// and see if this is "acceptably late" or even early (i.e. negative).
// They get T1 and T0 by polling the clock, they get Tf1 and Tf0 from
// the time stamps in the frames. They get Quality.Late from us.
//
HRESULT CBaseVideoRenderer::SendQuality(REFERENCE_TIME trLate,
REFERENCE_TIME trRealStream)
{
Quality q;
HRESULT hr;
// If we are the main user of time, then report this as Flood/Dry.
// If our suppliers are, then report it as Famine/Glut.
//
// We need to take action, but avoid hunting. Hunting is caused by
// 1. Taking too much action too soon and overshooting
// 2. Taking too long to react (so averaging can CAUSE hunting).
//
// The reason why we use trLate as well as Wait is to reduce hunting;
// if the wait time is coming down and about to go into the red, we do
// NOT want to rely on some average which is only telling is that it used
// to be OK once.
q.TimeStamp = (REFERENCE_TIME)trRealStream;
if (m_trFrameAvg<0) {
q.Type = Famine; // guess
}
// Is the greater part of the time taken bltting or something else
else if (m_trFrameAvg > 2*m_trRenderAvg) {
q.Type = Famine; // mainly other
} else {
q.Type = Flood; // mainly bltting
}
q.Proportion = 1000; // default
if (m_trFrameAvg<0) {
// leave it alone - we don't know enough
}
else if ( trLate> 0 ) {
// try to catch up over the next second
// We could be Really, REALLY late, but rendering all the frames
// anyway, just because it's so cheap.
q.Proportion = 1000 - (int)((trLate)/(UNITS/1000));
if (q.Proportion<500) {
q.Proportion = 500; // don't go daft. (could've been negative!)
} else {
}
} else if ( m_trWaitAvg>20000
&& trLate<-20000
){
// Go cautiously faster - aim at 2mSec wait.
if (m_trWaitAvg>=m_trFrameAvg) {
// This can happen because of some fudges.
// The waitAvg is how long we originally planned to wait
// The frameAvg is more honest.
// It means that we are spending a LOT of time waiting
q.Proportion = 2000; // double.
} else {
if (m_trFrameAvg+20000 > m_trWaitAvg) {
q.Proportion
= 1000 * (m_trFrameAvg / (m_trFrameAvg + 20000 - m_trWaitAvg));
} else {
// We're apparently spending more than the whole frame time waiting.
// Assume that the averages are slightly out of kilter, but that we
// are indeed doing a lot of waiting. (This leg probably never
// happens, but the code avoids any potential divide by zero).
q.Proportion = 2000;
}
}
if (q.Proportion>2000) {
q.Proportion = 2000; // don't go crazy.
}
}
// Tell the supplier how late frames are when they get rendered
// That's how late we are now.
// If we are in directdraw mode then the guy upstream can see the drawing
// times and we'll just report on the start time. He can figure out any
// offset to apply. If we are in DIB Section mode then we will apply an
// extra offset which is half of our drawing time. This is usually small
// but can sometimes be the dominant effect. For this we will use the
// average drawing time rather than the last frame. If the last frame took
// a long time to draw and made us late, that's already in the lateness
// figure. We should not add it in again unless we expect the next frame
// to be the same. We don't, we expect the average to be a better shot.
// In direct draw mode the RenderAvg will be zero.
q.Late = trLate + m_trRenderAvg/2;
// log what we're doing
MSR_INTEGER(m_idQualityRate, q.Proportion);
MSR_INTEGER( m_idQualityTime, (int)q.Late / 10000 );
// A specific sink interface may be set through IPin
if (m_pQSink==NULL) {
// Get our input pin's peer. We send quality management messages
// to any nominated receiver of these things (set in the IPin
// interface), or else to our source filter.
IQualityControl *pQC = NULL;
IPin *pOutputPin = m_pInputPin->GetConnected();
ASSERT(pOutputPin != NULL);
// And get an AddRef'd quality control interface
hr = pOutputPin->QueryInterface(IID_IQualityControl,(void**) &pQC);
if (SUCCEEDED(hr)) {
m_pQSink = pQC;
}
}
if (m_pQSink) {
return m_pQSink->Notify(this,q);
}
return S_FALSE;
} // SendQuality
// We are called with a valid IMediaSample image to decide whether this is to
// be drawn or not. There must be a reference clock in operation.
// Return S_OK if it is to be drawn Now (as soon as possible)
// Return S_FALSE if it is to be drawn when it's due
// Return an error if we want to drop it
// m_nNormal=-1 indicates that we dropped the previous frame and so this
// one should be drawn early. Respect it and update it.
// Use current stream time plus a number of heuristics (detailed below)
// to make the decision
HRESULT CBaseVideoRenderer::ShouldDrawSampleNow(IMediaSample *pMediaSample,
__inout REFERENCE_TIME *ptrStart,
__inout REFERENCE_TIME *ptrEnd)
{
// Don't call us unless there's a clock interface to synchronise with
ASSERT(m_pClock);
MSR_INTEGER(m_idTimeStamp, (int)((*ptrStart)>>32)); // high order 32 bits
MSR_INTEGER(m_idTimeStamp, (int)(*ptrStart)); // low order 32 bits
// We lose a bit of time depending on the monitor type waiting for the next
// screen refresh. On average this might be about 8mSec - so it will be
// later than we think when the picture appears. To compensate a bit
// we bias the media samples by -8mSec i.e. 80000 UNITs.
// We don't ever make a stream time negative (call it paranoia)
if (*ptrStart>=80000) {
*ptrStart -= 80000;
*ptrEnd -= 80000; // bias stop to to retain valid frame duration
}
// Cache the time stamp now. We will want to compare what we did with what
// we started with (after making the monitor allowance).
m_trRememberStampForPerf = *ptrStart;
// Get reference times (current and late)
REFERENCE_TIME trRealStream; // the real time now expressed as stream time.
m_pClock->GetTime(&trRealStream);
#ifdef PERF
// While the reference clock is expensive:
// Remember the offset from timeGetTime and use that.
// This overflows all over the place, but when we subtract to get
// differences the overflows all cancel out.
m_llTimeOffset = trRealStream-timeGetTime()*10000;
#endif
trRealStream -= m_tStart; // convert to stream time (this is a reftime)
// We have to wory about two versions of "lateness". The truth, which we
// try to work out here and the one measured against m_trTarget which
// includes long term feedback. We report statistics against the truth
// but for operational decisions we work to the target.
// We use TimeDiff to make sure we get an integer because we
// may actually be late (or more likely early if there is a big time
// gap) by a very long time.
const int trTrueLate = TimeDiff(trRealStream - *ptrStart);
const int trLate = trTrueLate;
MSR_INTEGER(m_idSchLateTime, trTrueLate/10000);
// Send quality control messages upstream, measured against target
HRESULT hr = SendQuality(trLate, trRealStream);
// Note: the filter upstream is allowed to this FAIL meaning "you do it".
m_bSupplierHandlingQuality = (hr==S_OK);
// Decision time! Do we drop, draw when ready or draw immediately?
const int trDuration = (int)(*ptrEnd - *ptrStart);
{
// We need to see if the frame rate of the file has just changed.
// This would make comparing our previous frame rate with the current
// frame rate inefficent. Hang on a moment though. I've seen files
// where the frames vary between 33 and 34 mSec so as to average
// 30fps. A minor variation like that won't hurt us.
int t = m_trDuration/32;
if ( trDuration > m_trDuration+t
|| trDuration < m_trDuration-t
) {
// There's a major variation. Reset the average frame rate to
// exactly the current rate to disable decision 9002 for this frame,
// and remember the new rate.
m_trFrameAvg = trDuration;
m_trDuration = trDuration;
}
}
MSR_INTEGER(m_idEarliness, m_trEarliness/10000);
MSR_INTEGER(m_idRenderAvg, m_trRenderAvg/10000);
MSR_INTEGER(m_idFrameAvg, m_trFrameAvg/10000);
MSR_INTEGER(m_idWaitAvg, m_trWaitAvg/10000);
MSR_INTEGER(m_idDuration, trDuration/10000);
#ifdef PERF
if (S_OK==pMediaSample->IsDiscontinuity()) {
MSR_INTEGER(m_idDecision, 9000);
}
#endif
// Control the graceful slide back from slow to fast machine mode.
// After a frame drop accept an early frame and set the earliness to here
// If this frame is already later than the earliness then slide it to here
// otherwise do the standard slide (reduce by about 12% per frame).
// Note: earliness is normally NEGATIVE
BOOL bJustDroppedFrame
= ( m_bSupplierHandlingQuality
// Can't use the pin sample properties because we might
// not be in Receive when we call this
&& (S_OK == pMediaSample->IsDiscontinuity()) // he just dropped one
)
|| (m_nNormal==-1); // we just dropped one
// Set m_trEarliness (slide back from slow to fast machine mode)
if (trLate>0) {
m_trEarliness = 0; // we are no longer in fast machine mode at all!
} else if ( (trLate>=m_trEarliness) || bJustDroppedFrame) {
m_trEarliness = trLate; // Things have slipped of their own accord
} else {
m_trEarliness = m_trEarliness - m_trEarliness/8; // graceful slide
}
// prepare the new wait average - but don't pollute the old one until
// we have finished with it.
int trWaitAvg;
{
// We never mix in a negative wait. This causes us to believe in fast machines
// slightly more.
int trL = trLate<0 ? -trLate : 0;
trWaitAvg = (trL + m_trWaitAvg*(AVGPERIOD-1))/AVGPERIOD;
}
int trFrame;
{
REFERENCE_TIME tr = trRealStream - m_trLastDraw; // Cd be large - 4 min pause!
if (tr>10000000) {
tr = 10000000; // 1 second - arbitrarily.
}
trFrame = int(tr);
}
// We will DRAW this frame IF...
if (
// ...the time we are spending drawing is a small fraction of the total
// observed inter-frame time so that dropping it won't help much.
(3*m_trRenderAvg <= m_trFrameAvg)
// ...or our supplier is NOT handling things and the next frame would
// be less timely than this one or our supplier CLAIMS to be handling
// things, and is now less than a full FOUR frames late.
|| ( m_bSupplierHandlingQuality
? (trLate <= trDuration*4)
: (trLate+trLate < trDuration)
)
// ...or we are on average waiting for over eight milliseconds then
// this may be just a glitch. Draw it and we'll hope to catch up.
|| (m_trWaitAvg > 80000)
// ...or we haven't drawn an image for over a second. We will update
// the display, which stops the video looking hung.
// Do this regardless of how late this media sample is.
|| ((trRealStream - m_trLastDraw) > UNITS)
) {
HRESULT Result;
// We are going to play this frame. We may want to play it early.
// We will play it early if we think we are in slow machine mode.
// If we think we are NOT in slow machine mode, we will still play
// it early by m_trEarliness as this controls the graceful slide back.
// and in addition we aim at being m_trTarget late rather than "on time".
BOOL bPlayASAP = FALSE;
// we will play it AT ONCE (slow machine mode) if...
// ...we are playing catch-up
if ( bJustDroppedFrame) {
bPlayASAP = TRUE;
MSR_INTEGER(m_idDecision, 9001);
}
// ...or if we are running below the true frame rate
// exact comparisons are glitchy, for these measurements,
// so add an extra 5% or so
else if ( (m_trFrameAvg > trDuration + trDuration/16)
// It's possible to get into a state where we are losing ground, but
// are a very long way ahead. To avoid this or recover from it
// we refuse to play early by more than 10 frames.
&& (trLate > - trDuration*10)
){
bPlayASAP = TRUE;
MSR_INTEGER(m_idDecision, 9002);
}
#if 0
// ...or if we have been late and are less than one frame early
else if ( (trLate + trDuration > 0)
&& (m_trWaitAvg<=20000)
) {
bPlayASAP = TRUE;
MSR_INTEGER(m_idDecision, 9003);
}
#endif
// We will NOT play it at once if we are grossly early. On very slow frame
// rate movies - e.g. clock.avi - it is not a good idea to leap ahead just
// because we got starved (for instance by the net) and dropped one frame
// some time or other. If we are more than 900mSec early, then wait.
if (trLate<-9000000) {
bPlayASAP = FALSE;
}
if (bPlayASAP) {
m_nNormal = 0;
MSR_INTEGER(m_idDecision, 0);
// When we are here, we are in slow-machine mode. trLate may well
// oscillate between negative and positive when the supplier is
// dropping frames to keep sync. We should not let that mislead
// us into thinking that we have as much as zero spare time!
// We just update with a zero wait.
m_trWaitAvg = (m_trWaitAvg*(AVGPERIOD-1))/AVGPERIOD;
// Assume that we draw it immediately. Update inter-frame stats
m_trFrameAvg = (trFrame + m_trFrameAvg*(AVGPERIOD-1))/AVGPERIOD;
#ifndef PERF
// If this is NOT a perf build, then report what we know so far
// without looking at the clock any more. This assumes that we
// actually wait for exactly the time we hope to. It also reports
// how close we get to the manipulated time stamps that we now have
// rather than the ones we originally started with. It will
// therefore be a little optimistic. However it's fast.
PreparePerformanceData(trTrueLate, trFrame);
#endif
m_trLastDraw = trRealStream;
if (m_trEarliness > trLate) {
m_trEarliness = trLate; // if we are actually early, this is neg
}
Result = S_OK; // Draw it now
} else {
++m_nNormal;
// Set the average frame rate to EXACTLY the ideal rate.
// If we are exiting slow-machine mode then we will have caught up
// and be running ahead, so as we slide back to exact timing we will
// have a longer than usual gap at this point. If we record this
// real gap then we'll think that we're running slow and go back
// into slow-machine mode and vever get it straight.
m_trFrameAvg = trDuration;
MSR_INTEGER(m_idDecision, 1);
// Play it early by m_trEarliness and by m_trTarget
{
int trE = m_trEarliness;
if (trE < -m_trFrameAvg) {
trE = -m_trFrameAvg;
}
*ptrStart += trE; // N.B. earliness is negative
}
int Delay = -trTrueLate;
Result = Delay<=0 ? S_OK : S_FALSE; // OK = draw now, FALSE = wait
m_trWaitAvg = trWaitAvg;
// Predict when it will actually be drawn and update frame stats
if (Result==S_FALSE) { // We are going to wait
trFrame = TimeDiff(*ptrStart-m_trLastDraw);
m_trLastDraw = *ptrStart;
} else {
// trFrame is already = trRealStream-m_trLastDraw;
m_trLastDraw = trRealStream;
}
#ifndef PERF
int iAccuracy;
if (Delay>0) {
// Report lateness based on when we intend to play it
iAccuracy = TimeDiff(*ptrStart-m_trRememberStampForPerf);
} else {
// Report lateness based on playing it *now*.
iAccuracy = trTrueLate; // trRealStream-RememberStampForPerf;
}
PreparePerformanceData(iAccuracy, trFrame);
#endif
}
return Result;
}
// We are going to drop this frame!
// Of course in DirectDraw mode the guy upstream may draw it anyway.
// This will probably give a large negative wack to the wait avg.
m_trWaitAvg = trWaitAvg;
#ifdef PERF
// Respect registry setting - debug only!
if (m_bDrawLateFrames) {
return S_OK; // draw it when it's ready
} // even though it's late.
#endif
// We are going to drop this frame so draw the next one early
// n.b. if the supplier is doing direct draw then he may draw it anyway
// but he's doing something funny to arrive here in that case.
MSR_INTEGER(m_idDecision, 2);
m_nNormal = -1;
return E_FAIL; // drop it
} // ShouldDrawSampleNow
// NOTE we're called by both the window thread and the source filter thread
// so we have to be protected by a critical section (locked before called)
// Also, when the window thread gets signalled to render an image, it always
// does so regardless of how late it is. All the degradation is done when we
// are scheduling the next sample to be drawn. Hence when we start an advise
// link to draw a sample, that sample's time will always become the last one
// drawn - unless of course we stop streaming in which case we cancel links
BOOL CBaseVideoRenderer::ScheduleSample(IMediaSample *pMediaSample)
{
// We override ShouldDrawSampleNow to add quality management
BOOL bDrawImage = CBaseRenderer::ScheduleSample(pMediaSample);
if (bDrawImage == FALSE) {
++m_cFramesDropped;
return FALSE;
}
// m_cFramesDrawn must NOT be updated here. It has to be updated
// in RecordFrameLateness at the same time as the other statistics.
return TRUE;
}
// Implementation of IQualProp interface needed to support the property page
// This is how the property page gets the data out of the scheduler. We are
// passed into the constructor the owning object in the COM sense, this will
// either be the video renderer or an external IUnknown if we're aggregated.
// We initialise our CUnknown base class with this interface pointer. Then
// all we have to do is to override NonDelegatingQueryInterface to expose
// our IQualProp interface. The AddRef and Release are handled automatically
// by the base class and will be passed on to the appropriate outer object
STDMETHODIMP CBaseVideoRenderer::get_FramesDroppedInRenderer(__out int *pcFramesDropped)
{
CheckPointer(pcFramesDropped,E_POINTER);
CAutoLock cVideoLock(&m_InterfaceLock);
*pcFramesDropped = m_cFramesDropped;
return NOERROR;
} // get_FramesDroppedInRenderer
// Set *pcFramesDrawn to the number of frames drawn since
// streaming started.
STDMETHODIMP CBaseVideoRenderer::get_FramesDrawn( int *pcFramesDrawn)
{
CheckPointer(pcFramesDrawn,E_POINTER);
CAutoLock cVideoLock(&m_InterfaceLock);
*pcFramesDrawn = m_cFramesDrawn;
return NOERROR;
} // get_FramesDrawn
// Set iAvgFrameRate to the frames per hundred secs since
// streaming started. 0 otherwise.
STDMETHODIMP CBaseVideoRenderer::get_AvgFrameRate( int *piAvgFrameRate)
{
CheckPointer(piAvgFrameRate,E_POINTER);
CAutoLock cVideoLock(&m_InterfaceLock);
int t;
if (m_bStreaming) {
t = timeGetTime()-m_tStreamingStart;
} else {
t = m_tStreamingStart;
}
if (t<=0) {
*piAvgFrameRate = 0;
ASSERT(m_cFramesDrawn == 0);
} else {
// i is frames per hundred seconds
*piAvgFrameRate = MulDiv(100000, m_cFramesDrawn, t);
}
return NOERROR;
} // get_AvgFrameRate
// Set *piAvg to the average sync offset since streaming started
// in mSec. The sync offset is the time in mSec between when the frame
// should have been drawn and when the frame was actually drawn.
STDMETHODIMP CBaseVideoRenderer::get_AvgSyncOffset(__out int *piAvg)
{
CheckPointer(piAvg,E_POINTER);
CAutoLock cVideoLock(&m_InterfaceLock);
if (NULL==m_pClock) {
*piAvg = 0;
return NOERROR;
}
// Note that we didn't gather the stats on the first frame
// so we use m_cFramesDrawn-1 here
if (m_cFramesDrawn<=1) {
*piAvg = 0;
} else {
*piAvg = (int)(m_iTotAcc / (m_cFramesDrawn-1));
}
return NOERROR;
} // get_AvgSyncOffset
// To avoid dragging in the maths library - a cheap
// approximate integer square root.
// We do this by getting a starting guess which is between 1
// and 2 times too large, followed by THREE iterations of
// Newton Raphson. (That will give accuracy to the nearest mSec
// for the range in question - roughly 0..1000)
//
// It would be faster to use a linear interpolation and ONE NR, but
// who cares. If anyone does - the best linear interpolation is
// to approximates sqrt(x) by
// y = x * (sqrt(2)-1) + 1 - 1/sqrt(2) + 1/(8*(sqrt(2)-1))
// 0r y = x*0.41421 + 0.59467
// This minimises the maximal error in the range in question.
// (error is about +0.008883 and then one NR will give error .0000something
// (Of course these are integers, so you can't just multiply by 0.41421
// you'd have to do some sort of MulDiv).
// Anyone wanna check my maths? (This is only for a property display!)
int isqrt(int x)
{
int s = 1;
// Make s an initial guess for sqrt(x)
if (x > 0x40000000) {
s = 0x8000; // prevent any conceivable closed loop
} else {
while (s*s<x) { // loop cannot possible go more than 31 times
s = 2*s; // normally it goes about 6 times
}
// Three NR iterations.
if (x==0) {
s= 0; // Wouldn't it be tragic to divide by zero whenever our
// accuracy was perfect!
} else {
s = (s*s+x)/(2*s);
if (s>=0) s = (s*s+x)/(2*s);
if (s>=0) s = (s*s+x)/(2*s);
}
}
return s;
}
//
// Do estimates for standard deviations for per-frame
// statistics
//
HRESULT CBaseVideoRenderer::GetStdDev(
int nSamples,
__out int *piResult,
LONGLONG llSumSq,
LONGLONG iTot
)
{
CheckPointer(piResult,E_POINTER);
CAutoLock cVideoLock(&m_InterfaceLock);
if (NULL==m_pClock) {
*piResult = 0;
return NOERROR;
}
// If S is the Sum of the Squares of observations and
// T the Total (i.e. sum) of the observations and there were
// N observations, then an estimate of the standard deviation is
// sqrt( (S - T**2/N) / (N-1) )
if (nSamples<=1) {
*piResult = 0;
} else {
LONGLONG x;
// First frames have invalid stamps, so we get no stats for them
// So we need 2 frames to get 1 datum, so N is cFramesDrawn-1
// so we use m_cFramesDrawn-1 here
x = llSumSq - llMulDiv(iTot, iTot, nSamples, 0);
x = x / (nSamples-1);
ASSERT(x>=0);
*piResult = isqrt((LONG)x);
}
return NOERROR;
}
// Set *piDev to the standard deviation in mSec of the sync offset
// of each frame since streaming started.
STDMETHODIMP CBaseVideoRenderer::get_DevSyncOffset(__out int *piDev)
{
// First frames have invalid stamps, so we get no stats for them
// So we need 2 frames to get 1 datum, so N is cFramesDrawn-1
return GetStdDev(m_cFramesDrawn - 1,
piDev,
m_iSumSqAcc,
m_iTotAcc);
} // get_DevSyncOffset
// Set *piJitter to the standard deviation in mSec of the inter-frame time
// of frames since streaming started.
STDMETHODIMP CBaseVideoRenderer::get_Jitter(__out int *piJitter)
{
// First frames have invalid stamps, so we get no stats for them
// So second frame gives invalid inter-frame time
// So we need 3 frames to get 1 datum, so N is cFramesDrawn-2
return GetStdDev(m_cFramesDrawn - 2,
piJitter,
m_iSumSqFrameTime,
m_iSumFrameTime);
} // get_Jitter
// Overidden to return our IQualProp interface
STDMETHODIMP
CBaseVideoRenderer::NonDelegatingQueryInterface(REFIID riid,__deref_out VOID **ppv)
{
// We return IQualProp and delegate everything else
if (riid == IID_IQualProp)<