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+//------------------------------------------------------------------------------
+// File: RenBase.h
+//
+// Desc: DirectShow base classes - defines a generic ActiveX base renderer
+// class.
+//
+// Copyright (c) Microsoft Corporation. All rights reserved.
+//------------------------------------------------------------------------------
+
+
+#ifndef __RENBASE__
+#define __RENBASE__
+
+// Forward class declarations
+
+class CBaseRenderer;
+class CBaseVideoRenderer;
+class CRendererInputPin;
+
+// This is our input pin class that channels calls to the renderer
+
+class CRendererInputPin : public CBaseInputPin
+{
+protected:
+
+ CBaseRenderer *m_pRenderer;
+
+public:
+
+ CRendererInputPin(CBaseRenderer *pRenderer,
+ HRESULT *phr,
+ LPCWSTR Name);
+
+ // Overriden from the base pin classes
+
+ HRESULT BreakConnect();
+ HRESULT CompleteConnect(IPin *pReceivePin);
+ HRESULT SetMediaType(const CMediaType *pmt);
+ HRESULT CheckMediaType(const CMediaType *pmt);
+ HRESULT Active();
+ HRESULT Inactive();
+
+ // Add rendering behaviour to interface functions
+
+ STDMETHODIMP QueryId(LPWSTR *Id);
+ STDMETHODIMP EndOfStream();
+ STDMETHODIMP BeginFlush();
+ STDMETHODIMP EndFlush();
+ STDMETHODIMP Receive(IMediaSample *pMediaSample);
+
+ // Helper
+ IMemAllocator inline *Allocator() const
+ {
+ return m_pAllocator;
+ }
+};
+
+// Main renderer class that handles synchronisation and state changes
+
+class CBaseRenderer : public CBaseFilter
+{
+protected:
+
+ friend class CRendererInputPin;
+
+ friend 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
+
+ CRendererPosPassThru *m_pPosition; // Media seeking pass by object
+ CAMEvent m_RenderEvent; // Used to signal timer events
+ CAMEvent m_ThreadSignal; // Signalled to release worker thread
+ CAMEvent m_evComplete; // Signalled when state complete
+ BOOL m_bAbort; // Stop us from rendering more data
+ BOOL m_bStreaming; // Are we currently streaming
+ DWORD_PTR m_dwAdvise; // Timer advise cookie
+ IMediaSample *m_pMediaSample; // Current image media sample
+ BOOL m_bEOS; // Any more samples in the stream
+ BOOL m_bEOSDelivered; // Have we delivered an EC_COMPLETE
+ CRendererInputPin *m_pInputPin; // Our renderer input pin object
+ CCritSec m_InterfaceLock; // Critical section for interfaces
+ CCritSec m_RendererLock; // Controls access to internals
+ IQualityControl * m_pQSink; // QualityControl sink
+ BOOL m_bRepaintStatus; // Can we signal an EC_REPAINT
+ // Avoid some deadlocks by tracking filter during stop
+ volatile BOOL m_bInReceive; // Inside Receive between PrepareReceive
+ // And actually processing the sample
+ REFERENCE_TIME m_SignalTime; // Time when we signal EC_COMPLETE
+ UINT m_EndOfStreamTimer; // Used to signal end of stream
+ CCritSec m_ObjectCreationLock; // This lock protects the creation and
+ // of m_pPosition and m_pInputPin. It
+ // ensures that two threads cannot create
+ // either object simultaneously.
+
+public:
+
+ CBaseRenderer(REFCLSID RenderClass, // CLSID for this renderer
+ TCHAR *pName, // Debug ONLY description
+ LPUNKNOWN pUnk, // Aggregated owner object
+ HRESULT *phr); // General OLE return code
+
+ ~CBaseRenderer();
+
+ // Overriden to say what interfaces we support and where
+
+ virtual HRESULT GetMediaPositionInterface(REFIID riid,void **ppv);
+ STDMETHODIMP NonDelegatingQueryInterface(REFIID, void **);
+
+ virtual HRESULT SourceThreadCanWait(BOOL bCanWait);
+
+#ifdef DEBUG
+ // Debug only dump of the renderer state
+ void DisplayRendererState();
+#endif
+ virtual HRESULT WaitForRenderTime();
+ virtual HRESULT CompleteStateChange(FILTER_STATE OldState);
+
+ // Return internal information about this filter
+
+ BOOL IsEndOfStream() { return m_bEOS; };
+ BOOL IsEndOfStreamDelivered() { return m_bEOSDelivered; };
+ BOOL IsStreaming() { return m_bStreaming; };
+ void SetAbortSignal(BOOL bAbort) { m_bAbort = bAbort; };
+ virtual void OnReceiveFirstSample(IMediaSample *pMediaSample) { };
+ CAMEvent *GetRenderEvent() { return &m_RenderEvent; };
+
+ // Permit access to the transition state
+
+ void Ready() { m_evComplete.Set(); };
+ void NotReady() { m_evComplete.Reset(); };
+ BOOL CheckReady() { return m_evComplete.Check(); };
+
+ virtual int GetPinCount();
+ virtual CBasePin *GetPin(int n);
+ FILTER_STATE GetRealState();
+ void SendRepaint();
+ void SendNotifyWindow(IPin *pPin,HWND hwnd);
+ BOOL OnDisplayChange();
+ void SetRepaintStatus(BOOL bRepaint);
+
+ // Override the filter and pin interface functions
+
+ STDMETHODIMP Stop();
+ STDMETHODIMP Pause();
+ STDMETHODIMP Run(REFERENCE_TIME StartTime);
+ STDMETHODIMP GetState(DWORD dwMSecs,FILTER_STATE *State);
+ STDMETHODIMP FindPin(LPCWSTR Id, IPin **ppPin);
+
+ // These are available for a quality management implementation
+
+ virtual void OnRenderStart(IMediaSample *pMediaSample);
+ virtual void OnRenderEnd(IMediaSample *pMediaSample);
+ virtual HRESULT OnStartStreaming() { return NOERROR; };
+ virtual HRESULT OnStopStreaming() { return NOERROR; };
+ virtual void OnWaitStart() { };
+ virtual void OnWaitEnd() { };
+ virtual void PrepareRender() { };
+
+#ifdef PERF
+ REFERENCE_TIME m_trRenderStart; // Just before we started drawing
+ // Set in OnRenderStart, Used in OnRenderEnd
+ int m_idBaseStamp; // MSR_id for frame time stamp
+ int m_idBaseRenderTime; // MSR_id for true wait time
+ int m_idBaseAccuracy; // MSR_id for time frame is late (int)
+#endif
+
+ // Quality management implementation for scheduling rendering
+
+ virtual BOOL ScheduleSample(IMediaSample *pMediaSample);
+ virtual HRESULT GetSampleTimes(IMediaSample *pMediaSample,
+ REFERENCE_TIME *pStartTime,
+ REFERENCE_TIME *pEndTime);
+
+ virtual HRESULT ShouldDrawSampleNow(IMediaSample *pMediaSample,
+ REFERENCE_TIME *ptrStart,
+ REFERENCE_TIME *ptrEnd);
+
+ // Lots of end of stream complexities
+
+ void TimerCallback();
+ void ResetEndOfStreamTimer();
+ HRESULT NotifyEndOfStream();
+ virtual HRESULT SendEndOfStream();
+ virtual HRESULT ResetEndOfStream();
+ virtual HRESULT EndOfStream();
+
+ // Rendering is based around the clock
+
+ void SignalTimerFired();
+ virtual HRESULT CancelNotification();
+ virtual HRESULT ClearPendingSample();
+
+ // Called when the filter changes state
+
+ virtual HRESULT Active();
+ virtual HRESULT Inactive();
+ virtual HRESULT StartStreaming();
+ virtual HRESULT StopStreaming();
+ virtual HRESULT BeginFlush();
+ virtual HRESULT EndFlush();
+
+ // Deal with connections and type changes
+
+ virtual HRESULT BreakConnect();
+ virtual HRESULT SetMediaType(const CMediaType *pmt);
+ virtual HRESULT CompleteConnect(IPin *pReceivePin);
+
+ // These look after the handling of data samples
+
+ virtual HRESULT PrepareReceive(IMediaSample *pMediaSample);
+ virtual HRESULT Receive(IMediaSample *pMediaSample);
+ virtual BOOL HaveCurrentSample();
+ virtual IMediaSample *GetCurrentSample();
+ virtual HRESULT Render(IMediaSample *pMediaSample);
+
+ // Derived classes MUST override these
+ virtual HRESULT DoRenderSample(IMediaSample *pMediaSample) PURE;
+ virtual HRESULT CheckMediaType(const CMediaType *) PURE;
+
+ // Helper
+ void WaitForReceiveToComplete();
+};
+
+
+// CBaseVideoRenderer is a renderer class (see its ancestor class) and
+// it handles scheduling of media samples so that they are drawn at the
+// correct time by the reference clock. It implements a degradation
+// strategy. Possible degradation modes are:
+// Drop frames here (only useful if the drawing takes significant time)
+// Signal supplier (upstream) to drop some frame(s) - i.e. one-off skip.
+// Signal supplier to change the frame rate - i.e. ongoing skipping.
+// Or any combination of the above.
+// In order to determine what's useful to try we need to know what's going
+// on. This is done by timing various operations (including the supplier).
+// This timing is done by using timeGetTime as it is accurate enough and
+// usually cheaper than calling the reference clock. It also tells the
+// truth if there is an audio break and the reference clock stops.
+// We provide a number of public entry points (named OnXxxStart, OnXxxEnd)
+// which the rest of the renderer calls at significant moments. These do
+// the timing.
+
+// the number of frames that the sliding averages are averaged over.
+// the rule is (1024*NewObservation + (AVGPERIOD-1) * PreviousAverage)/AVGPERIOD
+#define AVGPERIOD 4
+#define DO_MOVING_AVG(avg,obs) (avg = (1024*obs + (AVGPERIOD-1)*avg)/AVGPERIOD)
+// Spot the bug in this macro - I can't. but it doesn't work!
+
+class CBaseVideoRenderer : public CBaseRenderer, // Base renderer class
+ public IQualProp, // Property page guff
+ public IQualityControl // Allow throttling
+{
+protected:
+
+ // Hungarian:
+ // tFoo is the time Foo in mSec (beware m_tStart from filter.h)
+ // trBar is the time Bar by the reference clock
+
+ //******************************************************************
+ // State variables to control synchronisation
+ //******************************************************************
+
+ // Control of sending Quality messages. We need to know whether
+ // we are in trouble (e.g. frames being dropped) and where the time
+ // is being spent.
+
+ // When we drop a frame we play the next one early.
+ // The frame after that is likely to wait before drawing and counting this
+ // wait as spare time is unfair, so we count it as a zero wait.
+ // We therefore need to know whether we are playing frames early or not.
+
+ int m_nNormal; // The number of consecutive frames
+ // drawn at their normal time (not early)
+ // -1 means we just dropped a frame.
+
+#ifdef PERF
+ BOOL m_bDrawLateFrames; // Don't drop any frames (debug and I'm
+ // not keen on people using it!)
+#endif
+
+ BOOL m_bSupplierHandlingQuality;// The response to Quality messages says
+ // our supplier is handling things.
+ // We will allow things to go extra late
+ // before dropping frames. We will play
+ // very early after he has dropped one.
+
+ // Control of scheduling, frame dropping etc.
+ // We need to know where the time is being spent so as to tell whether
+ // we should be taking action here, signalling supplier or what.
+ // The variables are initialised to a mode of NOT dropping frames.
+ // They will tell the truth after a few frames.
+ // We typically record a start time for an event, later we get the time
+ // again and subtract to get the elapsed time, and we average this over
+ // a few frames. The average is used to tell what mode we are in.
+
+ // Although these are reference times (64 bit) they are all DIFFERENCES
+ // between times which are small. An int will go up to 214 secs before
+ // overflow. Avoiding 64 bit multiplications and divisions seems
+ // worth while.
+
+
+
+ // Audio-video throttling. If the user has turned up audio quality
+ // very high (in principle it could be any other stream, not just audio)
+ // then we can receive cries for help via the graph manager. In this case
+ // we put in a wait for some time after rendering each frame.
+ int m_trThrottle;
+
+ // The time taken to render (i.e. BitBlt) frames controls which component
+ // needs to degrade. If the blt is expensive, the renderer degrades.
+ // If the blt is cheap it's done anyway and the supplier degrades.
+ int m_trRenderAvg; // Time frames are taking to blt
+ int m_trRenderLast; // Time for last frame blt
+ int m_tRenderStart; // Just before we started drawing (mSec)
+ // derived from timeGetTime.
+
+ // When frames are dropped we will play the next frame as early as we can.
+ // If it was a false alarm and the machine is fast we slide gently back to
+ // normal timing. To do this, we record the offset showing just how early
+ // we really are. This will normally be negative meaning early or zero.
+ int m_trEarliness;
+
+ // Target provides slow long-term feedback to try to reduce the
+ // average sync offset to zero. Whenever a frame is actually rendered
+ // early we add a msec or two, whenever late we take off a few.
+ // We add or take off 1/32 of the error time.
+ // Eventually we should be hovering around zero. For a really bad case
+ // where we were (say) 300mSec off, it might take 100 odd frames to
+ // settle down. The rate of change of this is intended to be slower
+ // than any other mechanism in Quartz, thereby avoiding hunting.
+ int m_trTarget;
+
+ // The proportion of time spent waiting for the right moment to blt
+ // controls whether we bother to drop a frame or whether we reckon that
+ // we're doing well enough that we can stand a one-frame glitch.
+ int m_trWaitAvg; // Average of last few wait times
+ // (actually we just average how early
+ // we were). Negative here means LATE.
+
+ // The average inter-frame time.
+ // This is used to calculate the proportion of the time used by the
+ // three operations (supplying us, waiting, rendering)
+ int m_trFrameAvg; // Average inter-frame time
+ int m_trDuration; // duration of last frame.
+
+#ifdef PERF
+ // Performance logging identifiers
+ int m_idTimeStamp; // MSR_id for frame time stamp
+ int m_idEarliness; // MSR_id for earliness fudge
+ int m_idTarget; // MSR_id for Target fudge
+ int m_idWaitReal; // MSR_id for true wait time
+ int m_idWait; // MSR_id for wait time recorded
+ int m_idFrameAccuracy; // MSR_id for time frame is late (int)
+ int m_idRenderAvg; // MSR_id for Render time recorded (int)
+ int m_idSchLateTime; // MSR_id for lateness at scheduler
+ int m_idQualityRate; // MSR_id for Quality rate requested
+ int m_idQualityTime; // MSR_id for Quality time requested
+ int m_idDecision; // MSR_id for decision code
+ int m_idDuration; // MSR_id for duration of a frame
+ int m_idThrottle; // MSR_id for audio-video throttling
+ //int m_idDebug; // MSR_id for trace style debugging
+ //int m_idSendQuality; // MSR_id for timing the notifications per se
+#endif // PERF
+ REFERENCE_TIME m_trRememberStampForPerf; // original time stamp of frame
+ // with no earliness fudges etc.
+#ifdef PERF
+ REFERENCE_TIME m_trRememberFrameForPerf; // time when previous frame rendered
+
+ // debug...
+ int m_idFrameAvg;
+ int m_idWaitAvg;
+#endif
+
+ // PROPERTY PAGE
+ // This has edit fields that show the user what's happening
+ // These member variables hold these counts.
+
+ int m_cFramesDropped; // cumulative frames dropped IN THE RENDERER
+ int m_cFramesDrawn; // Frames since streaming started seen BY THE
+ // RENDERER (some may be dropped upstream)
+
+ // Next two support average sync offset and standard deviation of sync offset.
+ LONGLONG m_iTotAcc; // Sum of accuracies in mSec
+ LONGLONG m_iSumSqAcc; // Sum of squares of (accuracies in mSec)
+
+ // Next two allow jitter calculation. Jitter is std deviation of frame time.
+ REFERENCE_TIME m_trLastDraw; // Time of prev frame (for inter-frame times)
+ LONGLONG m_iSumSqFrameTime; // Sum of squares of (inter-frame time in mSec)
+ LONGLONG m_iSumFrameTime; // Sum of inter-frame times in mSec
+
+ // To get performance statistics on frame rate, jitter etc, we need
+ // to record the lateness and inter-frame time. What we actually need are the
+ // data above (sum, sum of squares and number of entries for each) but the data
+ // is generated just ahead of time and only later do we discover whether the
+ // frame was actually drawn or not. So we have to hang on to the data
+ int m_trLate; // hold onto frame lateness
+ int m_trFrame; // hold onto inter-frame time
+
+ int m_tStreamingStart; // if streaming then time streaming started
+ // else time of last streaming session
+ // used for property page statistics
+#ifdef PERF
+ LONGLONG m_llTimeOffset; // timeGetTime()*10000+m_llTimeOffset==ref time
+#endif
+
+public:
+
+
+ CBaseVideoRenderer(REFCLSID RenderClass, // CLSID for this renderer
+ TCHAR *pName, // Debug ONLY description
+ LPUNKNOWN pUnk, // Aggregated owner object
+ HRESULT *phr); // General OLE return code
+
+ ~CBaseVideoRenderer();
+
+ // IQualityControl methods - Notify allows audio-video throttling
+
+ STDMETHODIMP SetSink( IQualityControl * piqc);
+ STDMETHODIMP Notify( IBaseFilter * pSelf, Quality q);
+
+ // These provide a full video quality management implementation
+
+ void OnRenderStart(IMediaSample *pMediaSample);
+ void OnRenderEnd(IMediaSample *pMediaSample);
+ void OnWaitStart();
+ void OnWaitEnd();
+ HRESULT OnStartStreaming();
+ HRESULT OnStopStreaming();
+ void ThrottleWait();
+
+ // Handle the statistics gathering for our quality management
+
+ void PreparePerformanceData(int trLate, int trFrame);
+ virtual void RecordFrameLateness(int trLate, int trFrame);
+ virtual void OnDirectRender(IMediaSample *pMediaSample);
+ virtual HRESULT ResetStreamingTimes();
+ BOOL ScheduleSample(IMediaSample *pMediaSample);
+ HRESULT ShouldDrawSampleNow(IMediaSample *pMediaSample,
+ REFERENCE_TIME *ptrStart,
+ REFERENCE_TIME *ptrEnd);
+
+ virtual HRESULT SendQuality(REFERENCE_TIME trLate, REFERENCE_TIME trRealStream);
+ STDMETHODIMP JoinFilterGraph(IFilterGraph * pGraph, LPCWSTR pName);
+
+ //
+ // Do estimates for standard deviations for per-frame
+ // statistics
+ //
+ // *piResult = (llSumSq - iTot * iTot / m_cFramesDrawn - 1) /
+ // (m_cFramesDrawn - 2)
+ // or 0 if m_cFramesDrawn <= 3
+ //
+ HRESULT GetStdDev(
+ int nSamples,
+ int *piResult,
+ LONGLONG llSumSq,
+ LONGLONG iTot
+ );
+public:
+
+ // IQualProp property page support
+
+ STDMETHODIMP get_FramesDroppedInRenderer(int *cFramesDropped);
+ STDMETHODIMP get_FramesDrawn(int *pcFramesDrawn);
+ STDMETHODIMP get_AvgFrameRate(int *piAvgFrameRate);
+ STDMETHODIMP get_Jitter(int *piJitter);
+ STDMETHODIMP get_AvgSyncOffset(int *piAvg);
+ STDMETHODIMP get_DevSyncOffset(int *piDev);
+
+ // Implement an IUnknown interface and expose IQualProp
+
+ DECLARE_IUNKNOWN
+ STDMETHODIMP NonDelegatingQueryInterface(REFIID riid,VOID **ppv);
+};
+
+#endif // __RENBASE__
+
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