//------------------------------------------------------------------------------ // File: RenBase.cpp // // Desc: DirectShow base classes. // // Copyright (c) 1992-2001 Microsoft Corporation. All rights reserved. //------------------------------------------------------------------------------ #include #if defined(PJMEDIA_VIDEO_DEV_HAS_DSHOW) && PJMEDIA_VIDEO_DEV_HAS_DSHOW != 0 #include // DirectShow base class definitions #include // Needed for definition of timeGetTime #include // Standard data type limit definitions #include // 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=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) { return GetInterface( (IQualProp *)this, ppv); } else if (riid == IID_IQualityControl) { return GetInterface( (IQualityControl *)this, ppv); } return CBaseRenderer::NonDelegatingQueryInterface(riid,ppv); } // Override JoinFilterGraph so that, just before leaving // the graph we can send an EC_WINDOW_DESTROYED event STDMETHODIMP CBaseVideoRenderer::JoinFilterGraph(__inout_opt IFilterGraph *pGraph, __in_opt LPCWSTR pName) { // Since we send EC_ACTIVATE, we also need to ensure // we send EC_WINDOW_DESTROYED or the resource manager may be // holding us as a focus object if (!pGraph && m_pGraph) { // We were in a graph and now we're not // Do this properly in case we are aggregated IBaseFilter* pFilter = this; NotifyEvent(EC_WINDOW_DESTROYED, (LPARAM) pFilter, 0); } return CBaseFilter::JoinFilterGraph(pGraph, pName); } // This removes a large number of level 4 warnings from the // Microsoft compiler which in this case are not very useful #pragma warning(disable: 4514) #endif /* PJMEDIA_VIDEO_DEV_HAS_DSHOW */