[vlmc-devel] [PATCH] Ensure Max Buffer Size after the unlock function in ClipWorkflow
Hugo Beauzée-Luyssen
hugo at beauzee.fr
Sat Apr 2 11:36:29 CEST 2016
On 04/02/2016 07:04 AM, yikei lu wrote:
> On second thought, that happens when only ( the source renderer of )
> WokflowRenderer dies. If it is alive, setPause( false ) is called in
> getOutput so there is no problem in ClipWorkflow. So that patch will
> be fine ( though I didn't figure out why the workflowRenderer dies
> sometimes... )
>
> 2016-04-02 13:58 GMT+09:00 yikei lu <luyikei.qmltu at gmail.com>:
>> Sorry this patch has a problem: when the renderer stops by
>> limitBufferSize() in unlock, it never gets up again! I'll send another
>> patch...
>>
>> 2016-04-02 13:47 GMT+09:00 Yikai Lu <luyikei.qmltu at gmail.com>:
>>> Currently, we only check the buffer size in "getOutput" function; however, it is called by the source renderer in the WorkflowRenderer. So if the source renderer hangs for some reason, it's highly likely that m_computedBuffers will overflow.
>>> ---
>>> src/Workflow/AudioClipWorkflow.cpp | 1 +
>>> src/Workflow/ClipWorkflow.cpp | 8 +++++++-
>>> src/Workflow/ClipWorkflow.h | 1 +
>>> src/Workflow/VideoClipWorkflow.cpp | 1 +
>>> 4 files changed, 10 insertions(+), 1 deletion(-)
>>>
>>> diff --git a/src/Workflow/AudioClipWorkflow.cpp b/src/Workflow/AudioClipWorkflow.cpp
>>> index 1eb2698..3b08877 100644
>>> --- a/src/Workflow/AudioClipWorkflow.cpp
>>> +++ b/src/Workflow/AudioClipWorkflow.cpp
>>> @@ -172,6 +172,7 @@ AudioClipWorkflow::unlock( void* data, uint8_t *pcm_buffer, unsigned int channel
>>> else
>>> cw->m_currentPts = pts;
>>> }
>>> + cw->limitBufferSize();
>>> cw->m_renderLock->unlock();
>>> }
>>>
>>> diff --git a/src/Workflow/ClipWorkflow.cpp b/src/Workflow/ClipWorkflow.cpp
>>> index d5e5432..8da3646 100644
>>> --- a/src/Workflow/ClipWorkflow.cpp
>>> +++ b/src/Workflow/ClipWorkflow.cpp
>>> @@ -155,7 +155,7 @@ ClipWorkflow::waitForCompleteInit()
>>> }
>>>
>>> void
>>> -ClipWorkflow::postGetOutput()
>>> +ClipWorkflow::limitBufferSize()
>>> {
>>> //If we're running out of computed buffers, refill our stack.
>>> if ( getNbComputedBuffers() < getMaxComputedBuffers() / 3 )
>>> @@ -171,6 +171,12 @@ ClipWorkflow::postGetOutput()
>>> }
>>>
>>> void
>>> +ClipWorkflow::postGetOutput()
>>> +{
>>> + limitBufferSize();
>>> +}
>>> +
>>> +void
>>> ClipWorkflow::computePtsDiff( qint64 pts )
>>> {
>>> if ( m_pauseDuration != -1 )
>>> diff --git a/src/Workflow/ClipWorkflow.h b/src/Workflow/ClipWorkflow.h
>>> index cdac341..19a6823 100644
>>> --- a/src/Workflow/ClipWorkflow.h
>>> +++ b/src/Workflow/ClipWorkflow.h
>>> @@ -98,6 +98,7 @@ class ClipWorkflow : public EffectUser
>>> * of the rendering process advancement.
>>> */
>>> virtual Workflow::OutputBuffer *getOutput( ClipWorkflow::GetMode mode, qint64 currentFrame ) = 0;
>>> + void limitBufferSize();
>>> void postGetOutput();
>>> /**
>>> * @brief Initialize base variables for the SourceRenderer.
>>> diff --git a/src/Workflow/VideoClipWorkflow.cpp b/src/Workflow/VideoClipWorkflow.cpp
>>> index 46b0650..39765f9 100644
>>> --- a/src/Workflow/VideoClipWorkflow.cpp
>>> +++ b/src/Workflow/VideoClipWorkflow.cpp
>>> @@ -163,6 +163,7 @@ VideoClipWorkflow::unlock( void *data, uint8_t *buffer, int width,
>>> Workflow::Frame *frame = cw->m_computedBuffers.last();
>>> frame->ptsDiff = cw->m_currentPts - cw->m_previousPts;
>>> cw->m_renderWaitCond->wakeAll();
>>> + cw->limitBufferSize();
>>> cw->m_renderLock->unlock();
>>> }
>>>
>>> --
>>> 1.9.1
>>>
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>
The fact that the rendering (ie. WorkflowRenderer, which in the
background is a libvlc_media_player_t using the imem access/demux
module) dies is an issue indeed. However, pausing from the ClipWorkflow
thread (which in the background is a libvlc_media_player_t with
transcode & smem modules) is a bad idea, and can lead to deadlocks
(which was the reasoning behind moving all controlling (stop/pause) to
the WorkflowRenderer thread)
If we really want a failsafe, I'd be more in favor of emiting a signal
and letting the main thread handle things as a quick way of doing it.
We could also consider the idea of having our own rendering thread, and
having the WorkflowRenderer just poping a frame/audio sample from a
queue that would be filled by the rendering thread.
Regards,
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