Bug 1350832. P3 - rename variables and fix comments.
MozReview-Commit-ID: 1xA8doM1tAG
--- a/dom/media/MediaDecoderStateMachine.cpp
+++ b/dom/media/MediaDecoderStateMachine.cpp
@@ -83,25 +83,25 @@ using namespace mozilla::media;
#define SLOG(x, ...) MOZ_LOG(gMediaDecoderLog, LogLevel::Debug, (SFMT(x, ##__VA_ARGS__)))
#define SLOGW(x, ...) NS_WARNING(nsPrintfCString(SFMT(x, ##__VA_ARGS__)).get())
// Certain constants get stored as member variables and then adjusted by various
// scale factors on a per-decoder basis. We want to make sure to avoid using these
// constants directly, so we put them in a namespace.
namespace detail {
-// If audio queue has less than this many usecs of decoded audio, we won't risk
+// If audio queue has less than this much decoded audio, we won't risk
// trying to decode the video, we'll skip decoding video up to the next
// keyframe. We may increase this value for an individual decoder if we
// encounter video frames which take a long time to decode.
-static constexpr auto LOW_AUDIO_USECS = TimeUnit::FromMicroseconds(300000);
+static constexpr auto LOW_AUDIO_THRESHOLD = TimeUnit::FromMicroseconds(300000);
// If more than this many usecs of decoded audio is queued, we'll hold off
// decoding more audio. If we increase the low audio threshold (see
-// LOW_AUDIO_USECS above) we'll also increase this value to ensure it's not
+// LOW_AUDIO_THRESHOLD above) we'll also increase this value to ensure it's not
// less than the low audio threshold.
static const int64_t AMPLE_AUDIO_USECS = 2000000;
} // namespace detail
// If we have fewer than LOW_VIDEO_FRAMES decoded frames, and
// we're not "prerolling video", we'll skip the video up to the next keyframe
// which is at or after the current playback position.
@@ -111,17 +111,17 @@ static const uint32_t LOW_VIDEO_FRAMES =
// If the last video frame's end time |mDecodedVideoEndTime| is more than
// |LOW_VIDEO_THRESHOLD_USECS*mPlaybackRate| after the current clock in
// Advanceframe(), the video decode is lagging, and we skip to next keyframe.
static const int32_t LOW_VIDEO_THRESHOLD_USECS = 60000;
// Arbitrary "frame duration" when playing only audio.
static const int AUDIO_DURATION_USECS = 40000;
-// If we increase our "low audio threshold" (see LOW_AUDIO_USECS above), we
+// If we increase our "low audio threshold" (see LOW_AUDIO_THRESHOLD above), we
// use this as a factor in all our calculations. Increasing this will cause
// us to be more likely to increase our low audio threshold, and to
// increase it by more.
static const int THRESHOLD_FACTOR = 2;
namespace detail {
// If we have less than this much undecoded data available, we'll consider
@@ -809,30 +809,30 @@ private:
// since they decode audio and video on different threads so they
// are unlikely to run out of decoded audio.
if (Reader()->IsAsync()) {
return;
}
TimeDuration decodeTime = TimeStamp::Now() - aDecodeStart;
int64_t adjustedTime = THRESHOLD_FACTOR * DurationToUsecs(decodeTime);
- if (adjustedTime > mMaster->mLowAudioThresholdUsecs.ToMicroseconds()
+ if (adjustedTime > mMaster->mLowAudioThreshold.ToMicroseconds()
&& !mMaster->HasLowBufferedData())
{
- mMaster->mLowAudioThresholdUsecs = TimeUnit::FromMicroseconds(
+ mMaster->mLowAudioThreshold = TimeUnit::FromMicroseconds(
std::min(adjustedTime, mMaster->mAmpleAudioThresholdUsecs));
mMaster->mAmpleAudioThresholdUsecs =
- std::max(THRESHOLD_FACTOR * mMaster->mLowAudioThresholdUsecs.ToMicroseconds(),
+ std::max(THRESHOLD_FACTOR * mMaster->mLowAudioThreshold.ToMicroseconds(),
mMaster->mAmpleAudioThresholdUsecs);
SLOG("Slow video decode, set "
"mLowAudioThresholdUsecs=%" PRId64
" mAmpleAudioThresholdUsecs=%" PRId64,
- mMaster->mLowAudioThresholdUsecs.ToMicroseconds(),
+ mMaster->mLowAudioThreshold.ToMicroseconds(),
mMaster->mAmpleAudioThresholdUsecs);
}
}
bool DonePrerollingAudio()
{
return !mMaster->IsAudioDecoding()
|| mMaster->GetDecodedAudioDuration()
@@ -2294,17 +2294,17 @@ DecodingState::NeedToSkipToNextKeyframe(
// soon anyway and we'll want to be able to display frames immediately
// after buffering finishes. We ignore the low audio calculations for
// readers that are async, as since their audio decode runs on a different
// task queue it should never run low and skipping won't help their decode.
bool isLowOnDecodedAudio =
!Reader()->IsAsync()
&& mMaster->IsAudioDecoding()
&& (mMaster->GetDecodedAudioDuration()
- < mMaster->mLowAudioThresholdUsecs.ToMicroseconds() * mMaster->mPlaybackRate);
+ < mMaster->mLowAudioThreshold.ToMicroseconds() * mMaster->mPlaybackRate);
bool isLowOnDecodedVideo =
(mMaster->GetClock() - mMaster->mDecodedVideoEndTime)
* mMaster->mPlaybackRate
> LOW_VIDEO_THRESHOLD_USECS;
bool lowBuffered = mMaster->HasLowBufferedData();
if ((isLowOnDecodedAudio || isLowOnDecodedVideo) && !lowBuffered) {
SLOG("Skipping video decode to the next keyframe lowAudio=%d lowVideo=%d "
@@ -2583,17 +2583,17 @@ MediaDecoderStateMachine::MediaDecoderSt
mDelayedScheduler(mTaskQueue),
mCurrentFrameID(0),
INIT_WATCHABLE(mObservedDuration, TimeUnit()),
mFragmentEndTime(-1),
mReader(new MediaDecoderReaderWrapper(mTaskQueue, aReader)),
mDecodedAudioEndTime(0),
mDecodedVideoEndTime(0),
mPlaybackRate(1.0),
- mLowAudioThresholdUsecs(detail::LOW_AUDIO_USECS),
+ mLowAudioThreshold(detail::LOW_AUDIO_THRESHOLD),
mAmpleAudioThresholdUsecs(detail::AMPLE_AUDIO_USECS),
mAudioCaptured(false),
mMinimizePreroll(aDecoder->GetMinimizePreroll()),
mSentLoadedMetadataEvent(false),
mSentFirstFrameLoadedEvent(false),
mVideoDecodeSuspended(false),
mVideoDecodeSuspendTimer(mTaskQueue),
mOutputStreamManager(new OutputStreamManager()),
--- a/dom/media/MediaDecoderStateMachine.h
+++ b/dom/media/MediaDecoderStateMachine.h
@@ -577,21 +577,21 @@ private:
// Low audio threshold. If we've decoded less than this much audio we
// consider our audio decode "behind", and we may skip video decoding
// in order to allow our audio decoding to catch up. We favour audio
// decoding over video. We increase this threshold if we're slow to
// decode video frames, in order to reduce the chance of audio underruns.
// Note that we don't ever reset this threshold, it only ever grows as
// we detect that the decode can't keep up with rendering.
- media::TimeUnit mLowAudioThresholdUsecs;
+ media::TimeUnit mLowAudioThreshold;
// Our "ample" audio threshold. Once we've this much audio decoded, we
- // pause decoding. If we increase mLowAudioThresholdUsecs, we'll also
- // increase this too appropriately (we don't want mLowAudioThresholdUsecs
+ // pause decoding. If we increase mLowAudioThreshold, we'll also
+ // increase this too appropriately (we don't want mLowAudioThreshold
// to be greater than ampleAudioThreshold, else we'd stop decoding!).
// Note that we don't ever reset this threshold, it only ever grows as
// we detect that the decode can't keep up with rendering.
int64_t mAmpleAudioThresholdUsecs;
// At the start of decoding we want to "preroll" the decode until we've
// got a few frames decoded before we consider whether decode is falling
// behind. Otherwise our "we're falling behind" logic will trigger