* #27232: jni: added pjproject checkout as regular git content

We will remove it once the next release of pjsip (with Android support)
comes out and is merged into SFLphone.
diff --git a/jni/pjproject-android/third_party/BaseClasses/renbase.cpp b/jni/pjproject-android/third_party/BaseClasses/renbase.cpp
new file mode 100644
index 0000000..b354b5f
--- /dev/null
+++ b/jni/pjproject-android/third_party/BaseClasses/renbase.cpp
@@ -0,0 +1,2862 @@
+//------------------------------------------------------------------------------

+// File: RenBase.cpp

+//

+// Desc: DirectShow base classes.

+//

+// Copyright (c) 1992-2001 Microsoft Corporation.  All rights reserved.

+//------------------------------------------------------------------------------

+

+#include <pjmedia-videodev/config.h>

+

+#if defined(PJMEDIA_VIDEO_DEV_HAS_DSHOW) && PJMEDIA_VIDEO_DEV_HAS_DSHOW != 0

+

+#include <streams.h>        // DirectShow base class definitions

+#include <mmsystem.h>       // Needed for definition of timeGetTime

+#include <limits.h>         // Standard data type limit definitions

+#include <measure.h>        // Used for time critical log functions

+

+#pragma warning(disable:4355)

+

+//  Helper function for clamping time differences

+int inline TimeDiff(REFERENCE_TIME rt)

+{

+    if (rt < - (50 * UNITS)) {

+        return -(50 * UNITS);

+    } else

+    if (rt > 50 * UNITS) {

+        return 50 * UNITS;

+    } else return (int)rt;

+}

+

+// Implements the CBaseRenderer class

+

+CBaseRenderer::CBaseRenderer(REFCLSID RenderClass, // CLSID for this renderer

+                             __in_opt LPCTSTR pName,         // Debug ONLY description

+                             __inout_opt LPUNKNOWN pUnk,       // Aggregated owner object

+                             __inout HRESULT *phr) :       // General OLE return code

+

+    CBaseFilter(pName,pUnk,&m_InterfaceLock,RenderClass),

+    m_evComplete(TRUE, phr),

+    m_RenderEvent(FALSE, phr),

+    m_bAbort(FALSE),

+    m_pPosition(NULL),

+    m_ThreadSignal(TRUE, phr),

+    m_bStreaming(FALSE),

+    m_bEOS(FALSE),

+    m_bEOSDelivered(FALSE),

+    m_pMediaSample(NULL),

+    m_dwAdvise(0),

+    m_pQSink(NULL),

+    m_pInputPin(NULL),

+    m_bRepaintStatus(TRUE),

+    m_SignalTime(0),

+    m_bInReceive(FALSE),

+    m_EndOfStreamTimer(0)

+{

+    if (SUCCEEDED(*phr)) {

+        Ready();

+#ifdef PERF

+        m_idBaseStamp = MSR_REGISTER(TEXT("BaseRenderer: sample time stamp"));

+        m_idBaseRenderTime = MSR_REGISTER(TEXT("BaseRenderer: draw time (msec)"));

+        m_idBaseAccuracy = MSR_REGISTER(TEXT("BaseRenderer: Accuracy (msec)"));

+#endif

+    }

+}

+

+

+// Delete the dynamically allocated IMediaPosition and IMediaSeeking helper

+// object. The object is created when somebody queries us. These are standard

+// control interfaces for seeking and setting start/stop positions and rates.

+// We will probably also have made an input pin based on CRendererInputPin

+// that has to be deleted, it's created when an enumerator calls our GetPin

+

+CBaseRenderer::~CBaseRenderer()

+{

+    ASSERT(m_bStreaming == FALSE);

+    ASSERT(m_EndOfStreamTimer == 0);

+    StopStreaming();

+    ClearPendingSample();

+

+    // Delete any IMediaPosition implementation

+

+    if (m_pPosition) {

+        delete m_pPosition;

+        m_pPosition = NULL;

+    }

+

+    // Delete any input pin created

+

+    if (m_pInputPin) {

+        delete m_pInputPin;

+        m_pInputPin = NULL;

+    }

+

+    // Release any Quality sink

+

+    ASSERT(m_pQSink == NULL);

+}

+

+

+// This returns the IMediaPosition and IMediaSeeking interfaces

+

+HRESULT CBaseRenderer::GetMediaPositionInterface(REFIID riid, __deref_out void **ppv)

+{

+    CAutoLock cObjectCreationLock(&m_ObjectCreationLock);

+    if (m_pPosition) {

+        return m_pPosition->NonDelegatingQueryInterface(riid,ppv);

+    }

+

+    CBasePin *pPin = GetPin(0);

+    if (NULL == pPin) {

+        return E_OUTOFMEMORY;

+    }

+

+    HRESULT hr = NOERROR;

+

+    // Create implementation of this dynamically since sometimes we may

+    // never try and do a seek. The helper object implements a position

+    // control interface (IMediaPosition) which in fact simply takes the

+    // calls normally from the filter graph and passes them upstream

+

+    m_pPosition = new CRendererPosPassThru(NAME("Renderer CPosPassThru"),

+                                           CBaseFilter::GetOwner(),

+                                           (HRESULT *) &hr,

+                                           pPin);

+    if (m_pPosition == NULL) {

+        return E_OUTOFMEMORY;

+    }

+

+    if (FAILED(hr)) {

+        delete m_pPosition;

+        m_pPosition = NULL;

+        return E_NOINTERFACE;

+    }

+    return GetMediaPositionInterface(riid,ppv);

+}

+

+

+// Overriden to say what interfaces we support and where

+

+STDMETHODIMP CBaseRenderer::NonDelegatingQueryInterface(REFIID riid, __deref_out void **ppv)

+{

+    // Do we have this interface

+

+    if (riid == IID_IMediaPosition || riid == IID_IMediaSeeking) {

+        return GetMediaPositionInterface(riid,ppv);

+    } else {

+        return CBaseFilter::NonDelegatingQueryInterface(riid,ppv);

+    }

+}

+

+

+// This is called whenever we change states, we have a manual reset event that

+// is signalled whenever we don't won't the source filter thread to wait in us

+// (such as in a stopped state) and likewise is not signalled whenever it can

+// wait (during paused and running) this function sets or resets the thread

+// event. The event is used to stop source filter threads waiting in Receive

+

+HRESULT CBaseRenderer::SourceThreadCanWait(BOOL bCanWait)

+{

+    if (bCanWait == TRUE) {

+        m_ThreadSignal.Reset();

+    } else {

+        m_ThreadSignal.Set();

+    }

+    return NOERROR;

+}

+

+

+#ifdef DEBUG

+// Dump the current renderer state to the debug terminal. The hardest part of

+// the renderer is the window where we unlock everything to wait for a clock

+// to signal it is time to draw or for the application to cancel everything

+// by stopping the filter. If we get things wrong we can leave the thread in

+// WaitForRenderTime with no way for it to ever get out and we will deadlock

+

+void CBaseRenderer::DisplayRendererState()

+{

+    DbgLog((LOG_TIMING, 1, TEXT("\nTimed out in WaitForRenderTime")));

+

+    // No way should this be signalled at this point

+

+    BOOL bSignalled = m_ThreadSignal.Check();

+    DbgLog((LOG_TIMING, 1, TEXT("Signal sanity check %d"),bSignalled));

+

+    // Now output the current renderer state variables

+

+    DbgLog((LOG_TIMING, 1, TEXT("Filter state %d"),m_State));

+

+    DbgLog((LOG_TIMING, 1, TEXT("Abort flag %d"),m_bAbort));

+

+    DbgLog((LOG_TIMING, 1, TEXT("Streaming flag %d"),m_bStreaming));

+

+    DbgLog((LOG_TIMING, 1, TEXT("Clock advise link %d"),m_dwAdvise));

+

+    DbgLog((LOG_TIMING, 1, TEXT("Current media sample %x"),m_pMediaSample));

+

+    DbgLog((LOG_TIMING, 1, TEXT("EOS signalled %d"),m_bEOS));

+

+    DbgLog((LOG_TIMING, 1, TEXT("EOS delivered %d"),m_bEOSDelivered));

+

+    DbgLog((LOG_TIMING, 1, TEXT("Repaint status %d"),m_bRepaintStatus));

+

+

+    // Output the delayed end of stream timer information

+

+    DbgLog((LOG_TIMING, 1, TEXT("End of stream timer %x"),m_EndOfStreamTimer));

+

+    DbgLog((LOG_TIMING, 1, TEXT("Deliver time %s"),CDisp((LONGLONG)m_SignalTime)));

+

+

+    // Should never timeout during a flushing state

+

+    BOOL bFlushing = m_pInputPin->IsFlushing();

+    DbgLog((LOG_TIMING, 1, TEXT("Flushing sanity check %d"),bFlushing));

+

+    // Display the time we were told to start at

+    DbgLog((LOG_TIMING, 1, TEXT("Last run time %s"),CDisp((LONGLONG)m_tStart.m_time)));

+

+    // Have we got a reference clock

+    if (m_pClock == NULL) return;

+

+    // Get the current time from the wall clock

+

+    CRefTime CurrentTime,StartTime,EndTime;

+    m_pClock->GetTime((REFERENCE_TIME*) &CurrentTime);

+    CRefTime Offset = CurrentTime - m_tStart;

+

+    // Display the current time from the clock

+

+    DbgLog((LOG_TIMING, 1, TEXT("Clock time %s"),CDisp((LONGLONG)CurrentTime.m_time)));

+

+    DbgLog((LOG_TIMING, 1, TEXT("Time difference %dms"),Offset.Millisecs()));

+

+

+    // Do we have a sample ready to render

+    if (m_pMediaSample == NULL) return;

+

+    m_pMediaSample->GetTime((REFERENCE_TIME*)&StartTime, (REFERENCE_TIME*)&EndTime);

+    DbgLog((LOG_TIMING, 1, TEXT("Next sample stream times (Start %d End %d ms)"),

+           StartTime.Millisecs(),EndTime.Millisecs()));

+

+    // Calculate how long it is until it is due for rendering

+    CRefTime Wait = (m_tStart + StartTime) - CurrentTime;

+    DbgLog((LOG_TIMING, 1, TEXT("Wait required %d ms"),Wait.Millisecs()));

+}

+#endif

+

+

+// Wait until the clock sets the timer event or we're otherwise signalled. We

+// set an arbitrary timeout for this wait and if it fires then we display the

+// current renderer state on the debugger. It will often fire if the filter's

+// left paused in an application however it may also fire during stress tests

+// if the synchronisation with application seeks and state changes is faulty

+

+#define RENDER_TIMEOUT 10000

+

+HRESULT CBaseRenderer::WaitForRenderTime()

+{

+    HANDLE WaitObjects[] = { m_ThreadSignal, m_RenderEvent };

+    DWORD Result = WAIT_TIMEOUT;

+

+    // Wait for either the time to arrive or for us to be stopped

+

+    OnWaitStart();

+    while (Result == WAIT_TIMEOUT) {

+        Result = WaitForMultipleObjects(2,WaitObjects,FALSE,RENDER_TIMEOUT);

+

+#ifdef DEBUG

+        if (Result == WAIT_TIMEOUT) DisplayRendererState();

+#endif

+

+    }

+    OnWaitEnd();

+

+    // We may have been awoken without the timer firing

+

+    if (Result == WAIT_OBJECT_0) {

+        return VFW_E_STATE_CHANGED;

+    }

+

+    SignalTimerFired();

+    return NOERROR;

+}

+

+

+// Poll waiting for Receive to complete.  This really matters when

+// Receive may set the palette and cause window messages

+// The problem is that if we don't really wait for a renderer to

+// stop processing we can deadlock waiting for a transform which

+// is calling the renderer's Receive() method because the transform's

+// Stop method doesn't know to process window messages to unblock

+// the renderer's Receive processing

+void CBaseRenderer::WaitForReceiveToComplete()

+{

+    for (;;) {

+        if (!m_bInReceive) {

+            break;

+        }

+

+        MSG msg;

+        //  Receive all interthread snedmessages

+        PeekMessage(&msg, NULL, WM_NULL, WM_NULL, PM_NOREMOVE);

+

+        Sleep(1);

+    }

+

+    // If the wakebit for QS_POSTMESSAGE is set, the PeekMessage call

+    // above just cleared the changebit which will cause some messaging

+    // calls to block (waitMessage, MsgWaitFor...) now.

+    // Post a dummy message to set the QS_POSTMESSAGE bit again

+    if (HIWORD(GetQueueStatus(QS_POSTMESSAGE)) & QS_POSTMESSAGE) {

+        //  Send dummy message

+        PostThreadMessage(GetCurrentThreadId(), WM_NULL, 0, 0);

+    }

+}

+

+// A filter can have four discrete states, namely Stopped, Running, Paused,

+// Intermediate. We are in an intermediate state if we are currently trying

+// to pause but haven't yet got the first sample (or if we have been flushed

+// in paused state and therefore still have to wait for a sample to arrive)

+

+// This class contains an event called m_evComplete which is signalled when

+// the current state is completed and is not signalled when we are waiting to

+// complete the last state transition. As mentioned above the only time we

+// use this at the moment is when we wait for a media sample in paused state

+// If while we are waiting we receive an end of stream notification from the

+// source filter then we know no data is imminent so we can reset the event

+// This means that when we transition to paused the source filter must call

+// end of stream on us or send us an image otherwise we'll hang indefinately

+

+

+// Simple internal way of getting the real state

+

+FILTER_STATE CBaseRenderer::GetRealState() {

+    return m_State;

+}

+

+

+// The renderer doesn't complete the full transition to paused states until

+// it has got one media sample to render. If you ask it for its state while

+// it's waiting it will return the state along with VFW_S_STATE_INTERMEDIATE

+

+STDMETHODIMP CBaseRenderer::GetState(DWORD dwMSecs,FILTER_STATE *State)

+{

+    CheckPointer(State,E_POINTER);

+

+    if (WaitDispatchingMessages(m_evComplete, dwMSecs) == WAIT_TIMEOUT) {

+        *State = m_State;

+        return VFW_S_STATE_INTERMEDIATE;

+    }

+    *State = m_State;

+    return NOERROR;

+}

+

+

+// If we're pausing and we have no samples we don't complete the transition

+// to State_Paused and we return S_FALSE. However if the m_bAbort flag has

+// been set then all samples are rejected so there is no point waiting for

+// one. If we do have a sample then return NOERROR. We will only ever return

+// VFW_S_STATE_INTERMEDIATE from GetState after being paused with no sample

+// (calling GetState after either being stopped or Run will NOT return this)

+

+HRESULT CBaseRenderer::CompleteStateChange(FILTER_STATE OldState)

+{

+    // Allow us to be paused when disconnected

+

+    if (m_pInputPin->IsConnected() == FALSE) {

+        Ready();

+        return S_OK;

+    }

+

+    // Have we run off the end of stream

+

+    if (IsEndOfStream() == TRUE) {

+        Ready();

+        return S_OK;

+    }

+

+    // Make sure we get fresh data after being stopped

+

+    if (HaveCurrentSample() == TRUE) {

+        if (OldState != State_Stopped) {

+            Ready();

+            return S_OK;

+        }

+    }

+    NotReady();

+    return S_FALSE;

+}

+

+

+// When we stop the filter the things we do are:-

+

+//      Decommit the allocator being used in the connection

+//      Release the source filter if it's waiting in Receive

+//      Cancel any advise link we set up with the clock

+//      Any end of stream signalled is now obsolete so reset

+//      Allow us to be stopped when we are not connected

+

+STDMETHODIMP CBaseRenderer::Stop()

+{

+    CAutoLock cRendererLock(&m_InterfaceLock);

+

+    // Make sure there really is a state change

+

+    if (m_State == State_Stopped) {

+        return NOERROR;

+    }

+

+    // Is our input pin connected

+

+    if (m_pInputPin->IsConnected() == FALSE) {

+        NOTE("Input pin is not connected");

+        m_State = State_Stopped;

+        return NOERROR;

+    }

+

+    CBaseFilter::Stop();

+

+    // If we are going into a stopped state then we must decommit whatever

+    // allocator we are using it so that any source filter waiting in the

+    // GetBuffer can be released and unlock themselves for a state change

+

+    if (m_pInputPin->Allocator()) {

+        m_pInputPin->Allocator()->Decommit();

+    }

+

+    // Cancel any scheduled rendering

+

+    SetRepaintStatus(TRUE);

+    StopStreaming();

+    SourceThreadCanWait(FALSE);

+    ResetEndOfStream();

+    CancelNotification();

+

+    // There should be no outstanding clock advise

+    ASSERT(CancelNotification() == S_FALSE);

+    ASSERT(WAIT_TIMEOUT == WaitForSingleObject((HANDLE)m_RenderEvent,0));

+    ASSERT(m_EndOfStreamTimer == 0);

+

+    Ready();

+    WaitForReceiveToComplete();

+    m_bAbort = FALSE;

+

+    return NOERROR;

+}

+

+

+// When we pause the filter the things we do are:-

+

+//      Commit the allocator being used in the connection

+//      Allow a source filter thread to wait in Receive

+//      Cancel any clock advise link (we may be running)

+//      Possibly complete the state change if we have data

+//      Allow us to be paused when we are not connected

+

+STDMETHODIMP CBaseRenderer::Pause()

+{

+    CAutoLock cRendererLock(&m_InterfaceLock);

+    FILTER_STATE OldState = m_State;

+    ASSERT(m_pInputPin->IsFlushing() == FALSE);

+

+    // Make sure there really is a state change

+

+    if (m_State == State_Paused) {

+        return CompleteStateChange(State_Paused);

+    }

+

+    // Has our input pin been connected

+

+    if (m_pInputPin->IsConnected() == FALSE) {

+        NOTE("Input pin is not connected");

+        m_State = State_Paused;

+        return CompleteStateChange(State_Paused);

+    }

+

+    // Pause the base filter class

+

+    HRESULT hr = CBaseFilter::Pause();

+    if (FAILED(hr)) {

+        NOTE("Pause failed");

+        return hr;

+    }

+

+    // Enable EC_REPAINT events again

+

+    SetRepaintStatus(TRUE);

+    StopStreaming();

+    SourceThreadCanWait(TRUE);

+    CancelNotification();

+    ResetEndOfStreamTimer();

+

+    // If we are going into a paused state then we must commit whatever

+    // allocator we are using it so that any source filter can call the

+    // GetBuffer and expect to get a buffer without returning an error

+

+    if (m_pInputPin->Allocator()) {

+        m_pInputPin->Allocator()->Commit();

+    }

+

+    // There should be no outstanding advise

+    ASSERT(CancelNotification() == S_FALSE);

+    ASSERT(WAIT_TIMEOUT == WaitForSingleObject((HANDLE)m_RenderEvent,0));

+    ASSERT(m_EndOfStreamTimer == 0);

+    ASSERT(m_pInputPin->IsFlushing() == FALSE);

+

+    // When we come out of a stopped state we must clear any image we were

+    // holding onto for frame refreshing. Since renderers see state changes

+    // first we can reset ourselves ready to accept the source thread data

+    // Paused or running after being stopped causes the current position to

+    // be reset so we're not interested in passing end of stream signals

+

+    if (OldState == State_Stopped) {

+        m_bAbort = FALSE;

+        ClearPendingSample();

+    }

+    return CompleteStateChange(OldState);

+}

+

+

+// When we run the filter the things we do are:-

+

+//      Commit the allocator being used in the connection

+//      Allow a source filter thread to wait in Receive

+//      Signal the render event just to get us going

+//      Start the base class by calling StartStreaming

+//      Allow us to be run when we are not connected

+//      Signal EC_COMPLETE if we are not connected

+

+STDMETHODIMP CBaseRenderer::Run(REFERENCE_TIME StartTime)

+{

+    CAutoLock cRendererLock(&m_InterfaceLock);

+    FILTER_STATE OldState = m_State;

+

+    // Make sure there really is a state change

+

+    if (m_State == State_Running) {

+        return NOERROR;

+    }

+

+    // Send EC_COMPLETE if we're not connected

+

+    if (m_pInputPin->IsConnected() == FALSE) {

+        NotifyEvent(EC_COMPLETE,S_OK,(LONG_PTR)(IBaseFilter *)this);

+        m_State = State_Running;

+        return NOERROR;

+    }

+

+    Ready();

+

+    // Pause the base filter class

+

+    HRESULT hr = CBaseFilter::Run(StartTime);

+    if (FAILED(hr)) {

+        NOTE("Run failed");

+        return hr;

+    }

+

+    // Allow the source thread to wait

+    ASSERT(m_pInputPin->IsFlushing() == FALSE);

+    SourceThreadCanWait(TRUE);

+    SetRepaintStatus(FALSE);

+

+    // There should be no outstanding advise

+    ASSERT(CancelNotification() == S_FALSE);

+    ASSERT(WAIT_TIMEOUT == WaitForSingleObject((HANDLE)m_RenderEvent,0));

+    ASSERT(m_EndOfStreamTimer == 0);

+    ASSERT(m_pInputPin->IsFlushing() == FALSE);

+

+    // If we are going into a running state then we must commit whatever

+    // allocator we are using it so that any source filter can call the

+    // GetBuffer and expect to get a buffer without returning an error

+

+    if (m_pInputPin->Allocator()) {

+        m_pInputPin->Allocator()->Commit();

+    }

+

+    // When we come out of a stopped state we must clear any image we were

+    // holding onto for frame refreshing. Since renderers see state changes

+    // first we can reset ourselves ready to accept the source thread data

+    // Paused or running after being stopped causes the current position to

+    // be reset so we're not interested in passing end of stream signals

+

+    if (OldState == State_Stopped) {

+        m_bAbort = FALSE;

+        ClearPendingSample();

+    }

+    return StartStreaming();

+}

+

+

+// Return the number of input pins we support

+

+int CBaseRenderer::GetPinCount()

+{

+    if (m_pInputPin == NULL) {

+        //  Try to create it

+        (void)GetPin(0);

+    }

+    return m_pInputPin != NULL ? 1 : 0;

+}

+

+

+// We only support one input pin and it is numbered zero

+

+CBasePin *CBaseRenderer::GetPin(int n)

+{

+    CAutoLock cObjectCreationLock(&m_ObjectCreationLock);

+

+    // Should only ever be called with zero

+    ASSERT(n == 0);

+

+    if (n != 0) {

+        return NULL;

+    }

+

+    // Create the input pin if not already done so

+

+    if (m_pInputPin == NULL) {

+

+        // hr must be initialized to NOERROR because

+        // CRendererInputPin's constructor only changes

+        // hr's value if an error occurs.

+        HRESULT hr = NOERROR;

+

+        m_pInputPin = new CRendererInputPin(this,&hr,L"In");

+        if (NULL == m_pInputPin) {

+            return NULL;

+        }

+

+        if (FAILED(hr)) {

+            delete m_pInputPin;

+            m_pInputPin = NULL;

+            return NULL;

+        }

+    }

+    return m_pInputPin;

+}

+

+

+// If "In" then return the IPin for our input pin, otherwise NULL and error

+

+STDMETHODIMP CBaseRenderer::FindPin(LPCWSTR Id, __deref_out IPin **ppPin)

+{

+    CheckPointer(ppPin,E_POINTER);

+

+    if (0==lstrcmpW(Id,L"In")) {

+        *ppPin = GetPin(0);

+        if (*ppPin) {

+            (*ppPin)->AddRef();

+        } else {

+            return E_OUTOFMEMORY;

+        }

+    } else {

+        *ppPin = NULL;

+        return VFW_E_NOT_FOUND;

+    }

+    return NOERROR;

+}

+

+

+// Called when the input pin receives an EndOfStream notification. If we have

+// not got a sample, then notify EC_COMPLETE now. If we have samples, then set

+// m_bEOS and check for this on completing samples. If we're waiting to pause

+// then complete the transition to paused state by setting the state event

+

+HRESULT CBaseRenderer::EndOfStream()

+{

+    // Ignore these calls if we are stopped

+

+    if (m_State == State_Stopped) {

+        return NOERROR;

+    }

+

+    // If we have a sample then wait for it to be rendered

+

+    m_bEOS = TRUE;

+    if (m_pMediaSample) {

+        return NOERROR;

+    }

+

+    // If we are waiting for pause then we are now ready since we cannot now

+    // carry on waiting for a sample to arrive since we are being told there

+    // won't be any. This sets an event that the GetState function picks up

+

+    Ready();

+

+    // Only signal completion now if we are running otherwise queue it until

+    // we do run in StartStreaming. This is used when we seek because a seek

+    // causes a pause where early notification of completion is misleading

+

+    if (m_bStreaming) {

+        SendEndOfStream();

+    }

+    return NOERROR;

+}

+

+

+// When we are told to flush we should release the source thread

+

+HRESULT CBaseRenderer::BeginFlush()

+{

+    // If paused then report state intermediate until we get some data

+

+    if (m_State == State_Paused) {

+        NotReady();

+    }

+

+    SourceThreadCanWait(FALSE);

+    CancelNotification();

+    ClearPendingSample();

+    //  Wait for Receive to complete

+    WaitForReceiveToComplete();

+

+    return NOERROR;

+}

+

+

+// After flushing the source thread can wait in Receive again

+

+HRESULT CBaseRenderer::EndFlush()

+{

+    // Reset the current sample media time

+    if (m_pPosition) m_pPosition->ResetMediaTime();

+

+    // There should be no outstanding advise

+

+    ASSERT(CancelNotification() == S_FALSE);

+    SourceThreadCanWait(TRUE);

+    return NOERROR;

+}

+

+

+// We can now send EC_REPAINTs if so required

+

+HRESULT CBaseRenderer::CompleteConnect(IPin *pReceivePin)

+{

+    // The caller should always hold the interface lock because

+    // the function uses CBaseFilter::m_State.

+    ASSERT(CritCheckIn(&m_InterfaceLock));

+

+    m_bAbort = FALSE;

+

+    if (State_Running == GetRealState()) {

+        HRESULT hr = StartStreaming();

+        if (FAILED(hr)) {

+            return hr;

+        }

+

+        SetRepaintStatus(FALSE);

+    } else {

+        SetRepaintStatus(TRUE);

+    }

+

+    return NOERROR;

+}

+

+

+// Called when we go paused or running

+

+HRESULT CBaseRenderer::Active()

+{

+    return NOERROR;

+}

+

+

+// Called when we go into a stopped state

+

+HRESULT CBaseRenderer::Inactive()

+{

+    if (m_pPosition) {

+        m_pPosition->ResetMediaTime();

+    }

+    //  People who derive from this may want to override this behaviour

+    //  to keep hold of the sample in some circumstances

+    ClearPendingSample();

+

+    return NOERROR;

+}

+

+

+// Tell derived classes about the media type agreed

+

+HRESULT CBaseRenderer::SetMediaType(const CMediaType *pmt)

+{

+    return NOERROR;

+}

+

+

+// When we break the input pin connection we should reset the EOS flags. When

+// we are asked for either IMediaPosition or IMediaSeeking we will create a

+// CPosPassThru object to handles media time pass through. When we're handed

+// samples we store (by calling CPosPassThru::RegisterMediaTime) their media

+// times so we can then return a real current position of data being rendered

+

+HRESULT CBaseRenderer::BreakConnect()

+{

+    // Do we have a quality management sink

+

+    if (m_pQSink) {

+        m_pQSink->Release();

+        m_pQSink = NULL;

+    }

+

+    // Check we have a valid connection

+

+    if (m_pInputPin->IsConnected() == FALSE) {

+        return S_FALSE;

+    }

+

+    // Check we are stopped before disconnecting

+    if (m_State != State_Stopped && !m_pInputPin->CanReconnectWhenActive()) {

+        return VFW_E_NOT_STOPPED;

+    }

+

+    SetRepaintStatus(FALSE);

+    ResetEndOfStream();

+    ClearPendingSample();

+    m_bAbort = FALSE;

+

+    if (State_Running == m_State) {

+        StopStreaming();

+    }

+

+    return NOERROR;

+}

+

+

+// Retrieves the sample times for this samples (note the sample times are

+// passed in by reference not value). We return S_FALSE to say schedule this

+// sample according to the times on the sample. We also return S_OK in

+// which case the object should simply render the sample data immediately

+

+HRESULT CBaseRenderer::GetSampleTimes(IMediaSample *pMediaSample,

+                                      __out REFERENCE_TIME *pStartTime,

+                                      __out REFERENCE_TIME *pEndTime)

+{

+    ASSERT(m_dwAdvise == 0);

+    ASSERT(pMediaSample);

+

+    // If the stop time for this sample is before or the same as start time,

+    // then just ignore it (release it) and schedule the next one in line

+    // Source filters should always fill in the start and end times properly!

+

+    if (SUCCEEDED(pMediaSample->GetTime(pStartTime, pEndTime))) {

+        if (*pEndTime < *pStartTime) {

+            return VFW_E_START_TIME_AFTER_END;

+        }

+    } else {

+        // no time set in the sample... draw it now?

+        return S_OK;

+    }

+

+    // Can't synchronise without a clock so we return S_OK which tells the

+    // caller that the sample should be rendered immediately without going

+    // through the overhead of setting a timer advise link with the clock

+

+    if (m_pClock == NULL) {

+        return S_OK;

+    }

+    return ShouldDrawSampleNow(pMediaSample,pStartTime,pEndTime);

+}

+

+

+// By default all samples are drawn according to their time stamps so we

+// return S_FALSE. Returning S_OK means draw immediately, this is used

+// by the derived video renderer class in its quality management.

+

+HRESULT CBaseRenderer::ShouldDrawSampleNow(IMediaSample *pMediaSample,

+                                           __out REFERENCE_TIME *ptrStart,

+                                           __out REFERENCE_TIME *ptrEnd)

+{

+    return S_FALSE;

+}

+

+

+// We must always reset the current advise time to zero after a timer fires

+// because there are several possible ways which lead us not to do any more

+// scheduling such as the pending image being cleared after state changes

+

+void CBaseRenderer::SignalTimerFired()

+{

+    m_dwAdvise = 0;

+}

+

+

+// Cancel any notification currently scheduled. This is called by the owning

+// window object when it is told to stop streaming. If there is no timer link

+// outstanding then calling this is benign otherwise we go ahead and cancel

+// We must always reset the render event as the quality management code can

+// signal immediate rendering by setting the event without setting an advise

+// link. If we're subsequently stopped and run the first attempt to setup an

+// advise link with the reference clock will find the event still signalled

+

+HRESULT CBaseRenderer::CancelNotification()

+{

+    ASSERT(m_dwAdvise == 0 || m_pClock);

+    DWORD_PTR dwAdvise = m_dwAdvise;

+

+    // Have we a live advise link

+

+    if (m_dwAdvise) {

+        m_pClock->Unadvise(m_dwAdvise);

+        SignalTimerFired();

+        ASSERT(m_dwAdvise == 0);

+    }

+

+    // Clear the event and return our status

+

+    m_RenderEvent.Reset();

+    return (dwAdvise ? S_OK : S_FALSE);

+}

+

+

+// Responsible for setting up one shot advise links with the clock

+// Return FALSE if the sample is to be dropped (not drawn at all)

+// Return TRUE if the sample is to be drawn and in this case also

+// arrange for m_RenderEvent to be set at the appropriate time

+

+BOOL CBaseRenderer::ScheduleSample(IMediaSample *pMediaSample)

+{

+    REFERENCE_TIME StartSample, EndSample;

+

+    // Is someone pulling our leg

+

+    if (pMediaSample == NULL) {

+        return FALSE;

+    }

+

+    // Get the next sample due up for rendering.  If there aren't any ready

+    // then GetNextSampleTimes returns an error.  If there is one to be done

+    // then it succeeds and yields the sample times. If it is due now then

+    // it returns S_OK other if it's to be done when due it returns S_FALSE

+

+    HRESULT hr = GetSampleTimes(pMediaSample, &StartSample, &EndSample);

+    if (FAILED(hr)) {

+        return FALSE;

+    }

+

+    // If we don't have a reference clock then we cannot set up the advise

+    // time so we simply set the event indicating an image to render. This

+    // will cause us to run flat out without any timing or synchronisation

+

+    if (hr == S_OK) {

+        EXECUTE_ASSERT(SetEvent((HANDLE) m_RenderEvent));

+        return TRUE;

+    }

+

+    ASSERT(m_dwAdvise == 0);

+    ASSERT(m_pClock);

+    ASSERT(WAIT_TIMEOUT == WaitForSingleObject((HANDLE)m_RenderEvent,0));

+

+    // We do have a valid reference clock interface so we can ask it to

+    // set an event when the image comes due for rendering. We pass in

+    // the reference time we were told to start at and also the current

+    // stream time which is the offset from the start reference time

+

+    hr = m_pClock->AdviseTime(

+            (REFERENCE_TIME) m_tStart,          // Start run time

+            StartSample,                        // Stream time

+            (HEVENT)(HANDLE) m_RenderEvent,     // Render notification

+            &m_dwAdvise);                       // Advise cookie

+

+    if (SUCCEEDED(hr)) {

+        return TRUE;

+    }

+

+    // We could not schedule the next sample for rendering despite the fact

+    // we have a valid sample here. This is a fair indication that either

+    // the system clock is wrong or the time stamp for the sample is duff

+

+    ASSERT(m_dwAdvise == 0);

+    return FALSE;

+}

+

+

+// This is called when a sample comes due for rendering. We pass the sample

+// on to the derived class. After rendering we will initialise the timer for

+// the next sample, NOTE signal that the last one fired first, if we don't

+// do this it thinks there is still one outstanding that hasn't completed

+

+HRESULT CBaseRenderer::Render(IMediaSample *pMediaSample)

+{

+    // If the media sample is NULL then we will have been notified by the

+    // clock that another sample is ready but in the mean time someone has

+    // stopped us streaming which causes the next sample to be released

+

+    if (pMediaSample == NULL) {

+        return S_FALSE;

+    }

+

+    // If we have stopped streaming then don't render any more samples, the

+    // thread that got in and locked us and then reset this flag does not

+    // clear the pending sample as we can use it to refresh any output device

+

+    if (m_bStreaming == FALSE) {

+        return S_FALSE;

+    }

+

+    // Time how long the rendering takes

+

+    OnRenderStart(pMediaSample);

+    DoRenderSample(pMediaSample);

+    OnRenderEnd(pMediaSample);

+

+    return NOERROR;

+}

+

+

+// Checks if there is a sample waiting at the renderer

+

+BOOL CBaseRenderer::HaveCurrentSample()

+{

+    CAutoLock cRendererLock(&m_RendererLock);

+    return (m_pMediaSample == NULL ? FALSE : TRUE);

+}

+

+

+// Returns the current sample waiting at the video renderer. We AddRef the

+// sample before returning so that should it come due for rendering the

+// person who called this method will hold the remaining reference count

+// that will stop the sample being added back onto the allocator free list

+

+IMediaSample *CBaseRenderer::GetCurrentSample()

+{

+    CAutoLock cRendererLock(&m_RendererLock);

+    if (m_pMediaSample) {

+        m_pMediaSample->AddRef();

+    }

+    return m_pMediaSample;

+}

+

+

+// Called when the source delivers us a sample. We go through a few checks to

+// make sure the sample can be rendered. If we are running (streaming) then we

+// have the sample scheduled with the reference clock, if we are not streaming

+// then we have received an sample in paused mode so we can complete any state

+// transition. On leaving this function everything will be unlocked so an app

+// thread may get in and change our state to stopped (for example) in which

+// case it will also signal the thread event so that our wait call is stopped

+

+HRESULT CBaseRenderer::PrepareReceive(IMediaSample *pMediaSample)

+{

+    CAutoLock cInterfaceLock(&m_InterfaceLock);

+    m_bInReceive = TRUE;

+

+    // Check our flushing and filter state

+

+    // This function must hold the interface lock because it calls 

+    // CBaseInputPin::Receive() and CBaseInputPin::Receive() uses

+    // CBasePin::m_bRunTimeError.

+    HRESULT hr = m_pInputPin->CBaseInputPin::Receive(pMediaSample);

+

+    if (hr != NOERROR) {

+        m_bInReceive = FALSE;

+        return E_FAIL;

+    }

+

+    // Has the type changed on a media sample. We do all rendering

+    // synchronously on the source thread, which has a side effect

+    // that only one buffer is ever outstanding. Therefore when we

+    // have Receive called we can go ahead and change the format

+    // Since the format change can cause a SendMessage we just don't

+    // lock

+    if (m_pInputPin->SampleProps()->pMediaType) {

+        hr = m_pInputPin->SetMediaType(

+                (CMediaType *)m_pInputPin->SampleProps()->pMediaType);

+        if (FAILED(hr)) {

+            m_bInReceive = FALSE;

+            return hr;

+        }

+    }

+

+

+    CAutoLock cSampleLock(&m_RendererLock);

+

+    ASSERT(IsActive() == TRUE);

+    ASSERT(m_pInputPin->IsFlushing() == FALSE);

+    ASSERT(m_pInputPin->IsConnected() == TRUE);

+    ASSERT(m_pMediaSample == NULL);

+

+    // Return an error if we already have a sample waiting for rendering

+    // source pins must serialise the Receive calls - we also check that

+    // no data is being sent after the source signalled an end of stream

+

+    if (m_pMediaSample || m_bEOS || m_bAbort) {

+        Ready();

+        m_bInReceive = FALSE;

+        return E_UNEXPECTED;

+    }

+

+    // Store the media times from this sample

+    if (m_pPosition) m_pPosition->RegisterMediaTime(pMediaSample);

+

+    // Schedule the next sample if we are streaming

+

+    if ((m_bStreaming == TRUE) && (ScheduleSample(pMediaSample) == FALSE)) {

+        ASSERT(WAIT_TIMEOUT == WaitForSingleObject((HANDLE)m_RenderEvent,0));

+        ASSERT(CancelNotification() == S_FALSE);

+        m_bInReceive = FALSE;

+        return VFW_E_SAMPLE_REJECTED;

+    }

+

+    // Store the sample end time for EC_COMPLETE handling

+    m_SignalTime = m_pInputPin->SampleProps()->tStop;

+

+    // BEWARE we sometimes keep the sample even after returning the thread to

+    // the source filter such as when we go into a stopped state (we keep it

+    // to refresh the device with) so we must AddRef it to keep it safely. If

+    // we start flushing the source thread is released and any sample waiting

+    // will be released otherwise GetBuffer may never return (see BeginFlush)

+

+    m_pMediaSample = pMediaSample;

+    m_pMediaSample->AddRef();

+

+    if (m_bStreaming == FALSE) {

+        SetRepaintStatus(TRUE);

+    }

+    return NOERROR;

+}

+

+

+// Called by the source filter when we have a sample to render. Under normal

+// circumstances we set an advise link with the clock, wait for the time to

+// arrive and then render the data using the PURE virtual DoRenderSample that

+// the derived class will have overriden. After rendering the sample we may

+// also signal EOS if it was the last one sent before EndOfStream was called

+

+HRESULT CBaseRenderer::Receive(IMediaSample *pSample)

+{

+    ASSERT(pSample);

+

+    // It may return VFW_E_SAMPLE_REJECTED code to say don't bother

+

+    HRESULT hr = PrepareReceive(pSample);

+    ASSERT(m_bInReceive == SUCCEEDED(hr));

+    if (FAILED(hr)) {

+        if (hr == VFW_E_SAMPLE_REJECTED) {

+            return NOERROR;

+        }

+        return hr;

+    }

+

+    // We realize the palette in "PrepareRender()" so we have to give away the

+    // filter lock here.

+    if (m_State == State_Paused) {

+        PrepareRender();

+        // no need to use InterlockedExchange

+        m_bInReceive = FALSE;

+        {

+            // We must hold both these locks

+            CAutoLock cRendererLock(&m_InterfaceLock);

+            if (m_State == State_Stopped)

+                return NOERROR;

+

+            m_bInReceive = TRUE;

+            CAutoLock cSampleLock(&m_RendererLock);

+            OnReceiveFirstSample(pSample);

+        }

+        Ready();

+    }

+    // Having set an advise link with the clock we sit and wait. We may be

+    // awoken by the clock firing or by a state change. The rendering call

+    // will lock the critical section and check we can still render the data

+

+    hr = WaitForRenderTime();

+    if (FAILED(hr)) {

+        m_bInReceive = FALSE;

+        return NOERROR;

+    }

+

+    PrepareRender();

+

+    //  Set this here and poll it until we work out the locking correctly

+    //  It can't be right that the streaming stuff grabs the interface

+    //  lock - after all we want to be able to wait for this stuff

+    //  to complete

+    m_bInReceive = FALSE;

+

+    // We must hold both these locks

+    CAutoLock cRendererLock(&m_InterfaceLock);

+

+    // since we gave away the filter wide lock, the sate of the filter could

+    // have chnaged to Stopped

+    if (m_State == State_Stopped)

+        return NOERROR;

+

+    CAutoLock cSampleLock(&m_RendererLock);

+

+    // Deal with this sample

+

+    Render(m_pMediaSample);

+    ClearPendingSample();

+    SendEndOfStream();

+    CancelNotification();

+    return NOERROR;

+}

+

+

+// This is called when we stop or are inactivated to clear the pending sample

+// We release the media sample interface so that they can be allocated to the

+// source filter again, unless of course we are changing state to inactive in

+// which case GetBuffer will return an error. We must also reset the current

+// media sample to NULL so that we know we do not currently have an image

+

+HRESULT CBaseRenderer::ClearPendingSample()

+{

+    CAutoLock cRendererLock(&m_RendererLock);

+    if (m_pMediaSample) {

+        m_pMediaSample->Release();

+        m_pMediaSample = NULL;

+    }

+    return NOERROR;

+}

+

+

+// Used to signal end of stream according to the sample end time

+

+void CALLBACK EndOfStreamTimer(UINT uID,        // Timer identifier

+                               UINT uMsg,       // Not currently used

+                               DWORD_PTR dwUser,// User information

+                               DWORD_PTR dw1,   // Windows reserved

+                               DWORD_PTR dw2)   // is also reserved

+{

+    CBaseRenderer *pRenderer = (CBaseRenderer *) dwUser;

+    NOTE1("EndOfStreamTimer called (%d)",uID);

+    pRenderer->TimerCallback();

+}

+

+//  Do the timer callback work

+void CBaseRenderer::TimerCallback()

+{

+    //  Lock for synchronization (but don't hold this lock when calling

+    //  timeKillEvent)

+    CAutoLock cRendererLock(&m_RendererLock);

+

+    // See if we should signal end of stream now

+

+    if (m_EndOfStreamTimer) {

+        m_EndOfStreamTimer = 0;

+        SendEndOfStream();

+    }

+}

+

+

+// If we are at the end of the stream signal the filter graph but do not set

+// the state flag back to FALSE. Once we drop off the end of the stream we

+// leave the flag set (until a subsequent ResetEndOfStream). Each sample we

+// get delivered will update m_SignalTime to be the last sample's end time.

+// We must wait this long before signalling end of stream to the filtergraph

+

+#define TIMEOUT_DELIVERYWAIT 50

+#define TIMEOUT_RESOLUTION 10

+

+HRESULT CBaseRenderer::SendEndOfStream()

+{

+    ASSERT(CritCheckIn(&m_RendererLock));

+    if (m_bEOS == FALSE || m_bEOSDelivered || m_EndOfStreamTimer) {

+        return NOERROR;

+    }

+

+    // If there is no clock then signal immediately

+    if (m_pClock == NULL) {

+        return NotifyEndOfStream();

+    }

+

+    // How long into the future is the delivery time

+

+    REFERENCE_TIME Signal = m_tStart + m_SignalTime;

+    REFERENCE_TIME CurrentTime;

+    m_pClock->GetTime(&CurrentTime);

+    LONG Delay = LONG((Signal - CurrentTime) / 10000);

+

+    // Dump the timing information to the debugger

+

+    NOTE1("Delay until end of stream delivery %d",Delay);

+    NOTE1("Current %s",(LPCTSTR)CDisp((LONGLONG)CurrentTime));

+    NOTE1("Signal %s",(LPCTSTR)CDisp((LONGLONG)Signal));

+

+    // Wait for the delivery time to arrive

+

+    if (Delay < TIMEOUT_DELIVERYWAIT) {

+        return NotifyEndOfStream();

+    }

+

+    // Signal a timer callback on another worker thread

+

+    m_EndOfStreamTimer = CompatibleTimeSetEvent((UINT) Delay, // Period of timer

+                                      TIMEOUT_RESOLUTION,     // Timer resolution

+                                      EndOfStreamTimer,       // Callback function

+                                      DWORD_PTR(this),        // Used information

+                                      TIME_ONESHOT);          // Type of callback

+    if (m_EndOfStreamTimer == 0) {

+        return NotifyEndOfStream();

+    }

+    return NOERROR;

+}

+

+

+// Signals EC_COMPLETE to the filtergraph manager

+

+HRESULT CBaseRenderer::NotifyEndOfStream()

+{

+    CAutoLock cRendererLock(&m_RendererLock);

+    ASSERT(m_bEOSDelivered == FALSE);

+    ASSERT(m_EndOfStreamTimer == 0);

+

+    // Has the filter changed state

+

+    if (m_bStreaming == FALSE) {

+        ASSERT(m_EndOfStreamTimer == 0);

+        return NOERROR;

+    }

+

+    // Reset the end of stream timer

+    m_EndOfStreamTimer = 0;

+

+    // If we've been using the IMediaPosition interface, set it's start

+    // and end media "times" to the stop position by hand.  This ensures

+    // that we actually get to the end, even if the MPEG guestimate has

+    // been bad or if the quality management dropped the last few frames

+

+    if (m_pPosition) m_pPosition->EOS();

+    m_bEOSDelivered = TRUE;

+    NOTE("Sending EC_COMPLETE...");

+    return NotifyEvent(EC_COMPLETE,S_OK,(LONG_PTR)(IBaseFilter *)this);

+}

+

+

+// Reset the end of stream flag, this is typically called when we transfer to

+// stopped states since that resets the current position back to the start so

+// we will receive more samples or another EndOfStream if there aren't any. We

+// keep two separate flags one to say we have run off the end of the stream

+// (this is the m_bEOS flag) and another to say we have delivered EC_COMPLETE

+// to the filter graph. We need the latter otherwise we can end up sending an

+// EC_COMPLETE every time the source changes state and calls our EndOfStream

+

+HRESULT CBaseRenderer::ResetEndOfStream()

+{

+    ResetEndOfStreamTimer();

+    CAutoLock cRendererLock(&m_RendererLock);

+

+    m_bEOS = FALSE;

+    m_bEOSDelivered = FALSE;

+    m_SignalTime = 0;

+

+    return NOERROR;

+}

+

+

+// Kills any outstanding end of stream timer

+

+void CBaseRenderer::ResetEndOfStreamTimer()

+{

+    ASSERT(CritCheckOut(&m_RendererLock));

+    if (m_EndOfStreamTimer) {

+        timeKillEvent(m_EndOfStreamTimer);

+        m_EndOfStreamTimer = 0;

+    }

+}

+

+

+// This is called when we start running so that we can schedule any pending

+// image we have with the clock and display any timing information. If we

+// don't have any sample but we have queued an EOS flag then we send it. If

+// we do have a sample then we wait until that has been rendered before we

+// signal the filter graph otherwise we may change state before it's done

+

+HRESULT CBaseRenderer::StartStreaming()

+{

+    CAutoLock cRendererLock(&m_RendererLock);

+    if (m_bStreaming == TRUE) {

+        return NOERROR;

+    }

+

+    // Reset the streaming times ready for running

+

+    m_bStreaming = TRUE;

+

+    timeBeginPeriod(1);

+    OnStartStreaming();

+

+    // There should be no outstanding advise

+    ASSERT(WAIT_TIMEOUT == WaitForSingleObject((HANDLE)m_RenderEvent,0));

+    ASSERT(CancelNotification() == S_FALSE);

+

+    // If we have an EOS and no data then deliver it now

+

+    if (m_pMediaSample == NULL) {

+        return SendEndOfStream();

+    }

+

+    // Have the data rendered

+

+    ASSERT(m_pMediaSample);

+    if (!ScheduleSample(m_pMediaSample))

+        m_RenderEvent.Set();

+

+    return NOERROR;

+}

+

+

+// This is called when we stop streaming so that we can set our internal flag

+// indicating we are not now to schedule any more samples arriving. The state

+// change methods in the filter implementation take care of cancelling any

+// clock advise link we have set up and clearing any pending sample we have

+

+HRESULT CBaseRenderer::StopStreaming()

+{

+    CAutoLock cRendererLock(&m_RendererLock);

+    m_bEOSDelivered = FALSE;

+

+    if (m_bStreaming == TRUE) {

+        m_bStreaming = FALSE;

+        OnStopStreaming();

+        timeEndPeriod(1);

+    }

+    return NOERROR;

+}

+

+

+// We have a boolean flag that is reset when we have signalled EC_REPAINT to

+// the filter graph. We set this when we receive an image so that should any

+// conditions arise again we can send another one. By having a flag we ensure

+// we don't flood the filter graph with redundant calls. We do not set the

+// event when we receive an EndOfStream call since there is no point in us

+// sending further EC_REPAINTs. In particular the AutoShowWindow method and

+// the DirectDraw object use this method to control the window repainting

+

+void CBaseRenderer::SetRepaintStatus(BOOL bRepaint)

+{

+    CAutoLock cSampleLock(&m_RendererLock);

+    m_bRepaintStatus = bRepaint;

+}

+

+

+// Pass the window handle to the upstream filter

+

+void CBaseRenderer::SendNotifyWindow(IPin *pPin,HWND hwnd)

+{

+    IMediaEventSink *pSink;

+

+    // Does the pin support IMediaEventSink

+    HRESULT hr = pPin->QueryInterface(IID_IMediaEventSink,(void **)&pSink);

+    if (SUCCEEDED(hr)) {

+        pSink->Notify(EC_NOTIFY_WINDOW,LONG_PTR(hwnd),0);

+        pSink->Release();

+    }

+    NotifyEvent(EC_NOTIFY_WINDOW,LONG_PTR(hwnd),0);

+}

+

+

+// Signal an EC_REPAINT to the filter graph. This can be used to have data

+// sent to us. For example when a video window is first displayed it may

+// not have an image to display, at which point it signals EC_REPAINT. The

+// filtergraph will either pause the graph if stopped or if already paused

+// it will call put_CurrentPosition of the current position. Setting the

+// current position to itself has the stream flushed and the image resent

+

+#define RLOG(_x_) DbgLog((LOG_TRACE,1,TEXT(_x_)));

+

+void CBaseRenderer::SendRepaint()

+{

+    CAutoLock cSampleLock(&m_RendererLock);

+    ASSERT(m_pInputPin);

+

+    // We should not send repaint notifications when...

+    //    - An end of stream has been notified

+    //    - Our input pin is being flushed

+    //    - The input pin is not connected

+    //    - We have aborted a video playback

+    //    - There is a repaint already sent

+

+    if (m_bAbort == FALSE) {

+        if (m_pInputPin->IsConnected() == TRUE) {

+            if (m_pInputPin->IsFlushing() == FALSE) {

+                if (IsEndOfStream() == FALSE) {

+                    if (m_bRepaintStatus == TRUE) {

+                        IPin *pPin = (IPin *) m_pInputPin;

+                        NotifyEvent(EC_REPAINT,(LONG_PTR) pPin,0);

+                        SetRepaintStatus(FALSE);

+                        RLOG("Sending repaint");

+                    }

+                }

+            }

+        }

+    }

+}

+

+

+// When a video window detects a display change (WM_DISPLAYCHANGE message) it

+// can send an EC_DISPLAY_CHANGED event code along with the renderer pin. The

+// filtergraph will stop everyone and reconnect our input pin. As we're then

+// reconnected we can accept the media type that matches the new display mode

+// since we may no longer be able to draw the current image type efficiently

+

+BOOL CBaseRenderer::OnDisplayChange()

+{

+    // Ignore if we are not connected yet

+

+    CAutoLock cSampleLock(&m_RendererLock);

+    if (m_pInputPin->IsConnected() == FALSE) {

+        return FALSE;

+    }

+

+    RLOG("Notification of EC_DISPLAY_CHANGE");

+

+    // Pass our input pin as parameter on the event

+

+    IPin *pPin = (IPin *) m_pInputPin;

+    m_pInputPin->AddRef();

+    NotifyEvent(EC_DISPLAY_CHANGED,(LONG_PTR) pPin,0);

+    SetAbortSignal(TRUE);

+    ClearPendingSample();

+    m_pInputPin->Release();

+

+    return TRUE;

+}

+

+

+// Called just before we start drawing.

+// Store the current time in m_trRenderStart to allow the rendering time to be

+// logged.  Log the time stamp of the sample and how late it is (neg is early)

+

+void CBaseRenderer::OnRenderStart(IMediaSample *pMediaSample)

+{

+#ifdef PERF

+    REFERENCE_TIME trStart, trEnd;

+    pMediaSample->GetTime(&trStart, &trEnd);

+

+    MSR_INTEGER(m_idBaseStamp, (int)trStart);     // dump low order 32 bits

+

+    m_pClock->GetTime(&m_trRenderStart);

+    MSR_INTEGER(0, (int)m_trRenderStart);

+    REFERENCE_TIME trStream;

+    trStream = m_trRenderStart-m_tStart;     // convert reftime to stream time

+    MSR_INTEGER(0,(int)trStream);

+

+    const int trLate = (int)(trStream - trStart);

+    MSR_INTEGER(m_idBaseAccuracy, trLate/10000);  // dump in mSec

+#endif

+

+} // OnRenderStart

+

+

+// Called directly after drawing an image.

+// calculate the time spent drawing and log it.

+

+void CBaseRenderer::OnRenderEnd(IMediaSample *pMediaSample)

+{

+#ifdef PERF

+    REFERENCE_TIME trNow;

+    m_pClock->GetTime(&trNow);

+    MSR_INTEGER(0,(int)trNow);

+    int t = (int)((trNow - m_trRenderStart)/10000);   // convert UNITS->msec

+    MSR_INTEGER(m_idBaseRenderTime, t);

+#endif

+} // OnRenderEnd

+

+

+

+

+// Constructor must be passed the base renderer object

+

+CRendererInputPin::CRendererInputPin(__inout CBaseRenderer *pRenderer,

+                                     __inout HRESULT *phr,

+                                     __in_opt LPCWSTR pPinName) :

+    CBaseInputPin(NAME("Renderer pin"),

+                  pRenderer,

+                  &pRenderer->m_InterfaceLock,

+                  (HRESULT *) phr,

+                  pPinName)

+{

+    m_pRenderer = pRenderer;

+    ASSERT(m_pRenderer);

+}

+

+

+// Signals end of data stream on the input pin

+

+STDMETHODIMP CRendererInputPin::EndOfStream()

+{

+    CAutoLock cRendererLock(&m_pRenderer->m_InterfaceLock);

+    CAutoLock cSampleLock(&m_pRenderer->m_RendererLock);

+

+    // Make sure we're streaming ok

+

+    HRESULT hr = CheckStreaming();

+    if (hr != NOERROR) {

+        return hr;

+    }

+

+    // Pass it onto the renderer

+

+    hr = m_pRenderer->EndOfStream();

+    if (SUCCEEDED(hr)) {

+        hr = CBaseInputPin::EndOfStream();

+    }

+    return hr;

+}

+

+

+// Signals start of flushing on the input pin - we do the final reset end of

+// stream with the renderer lock unlocked but with the interface lock locked

+// We must do this because we call timeKillEvent, our timer callback method

+// has to take the renderer lock to serialise our state. Therefore holding a

+// renderer lock when calling timeKillEvent could cause a deadlock condition

+

+STDMETHODIMP CRendererInputPin::BeginFlush()

+{

+    CAutoLock cRendererLock(&m_pRenderer->m_InterfaceLock);

+    {

+        CAutoLock cSampleLock(&m_pRenderer->m_RendererLock);

+        CBaseInputPin::BeginFlush();

+        m_pRenderer->BeginFlush();

+    }

+    return m_pRenderer->ResetEndOfStream();

+}

+

+

+// Signals end of flushing on the input pin

+

+STDMETHODIMP CRendererInputPin::EndFlush()

+{

+    CAutoLock cRendererLock(&m_pRenderer->m_InterfaceLock);

+    CAutoLock cSampleLock(&m_pRenderer->m_RendererLock);

+

+    HRESULT hr = m_pRenderer->EndFlush();

+    if (SUCCEEDED(hr)) {

+        hr = CBaseInputPin::EndFlush();

+    }

+    return hr;

+}

+

+

+// Pass the sample straight through to the renderer object

+

+STDMETHODIMP CRendererInputPin::Receive(IMediaSample *pSample)

+{

+    HRESULT hr = m_pRenderer->Receive(pSample);

+    if (FAILED(hr)) {

+

+        // A deadlock could occur if the caller holds the renderer lock and

+        // attempts to acquire the interface lock.

+        ASSERT(CritCheckOut(&m_pRenderer->m_RendererLock));

+

+        {

+            // The interface lock must be held when the filter is calling

+            // IsStopped() or IsFlushing().  The interface lock must also

+            // be held because the function uses m_bRunTimeError.

+            CAutoLock cRendererLock(&m_pRenderer->m_InterfaceLock);

+

+            // We do not report errors which occur while the filter is stopping,

+            // flushing or if the m_bAbort flag is set .  Errors are expected to 

+            // occur during these operations and the streaming thread correctly 

+            // handles the errors.  

+            if (!IsStopped() && !IsFlushing() && !m_pRenderer->m_bAbort && !m_bRunTimeError) {

+

+                // EC_ERRORABORT's first parameter is the error which caused

+                // the event and its' last parameter is 0.  See the Direct

+                // Show SDK documentation for more information.

+                m_pRenderer->NotifyEvent(EC_ERRORABORT,hr,0);

+

+                {

+                    CAutoLock alRendererLock(&m_pRenderer->m_RendererLock);

+                    if (m_pRenderer->IsStreaming() && !m_pRenderer->IsEndOfStreamDelivered()) {

+                        m_pRenderer->NotifyEndOfStream();

+                    }

+                }

+    

+                m_bRunTimeError = TRUE;

+            }

+        }

+    }

+

+    return hr;

+}

+

+

+// Called when the input pin is disconnected

+

+HRESULT CRendererInputPin::BreakConnect()

+{

+    HRESULT hr = m_pRenderer->BreakConnect();

+    if (FAILED(hr)) {

+        return hr;

+    }

+    return CBaseInputPin::BreakConnect();

+}

+

+

+// Called when the input pin is connected

+

+HRESULT CRendererInputPin::CompleteConnect(IPin *pReceivePin)

+{

+    HRESULT hr = m_pRenderer->CompleteConnect(pReceivePin);

+    if (FAILED(hr)) {

+        return hr;

+    }

+    return CBaseInputPin::CompleteConnect(pReceivePin);

+}

+

+

+// Give the pin id of our one and only pin

+

+STDMETHODIMP CRendererInputPin::QueryId(__deref_out LPWSTR *Id)

+{

+    CheckPointer(Id,E_POINTER);

+

+    const WCHAR szIn[] = L"In";

+

+    *Id = (LPWSTR)CoTaskMemAlloc(sizeof(szIn));

+    if (*Id == NULL) {

+        return E_OUTOFMEMORY;

+    }

+    CopyMemory(*Id, szIn, sizeof(szIn));

+    return NOERROR;

+}

+

+

+// Will the filter accept this media type

+

+HRESULT CRendererInputPin::CheckMediaType(const CMediaType *pmt)

+{

+    return m_pRenderer->CheckMediaType(pmt);

+}

+

+

+// Called when we go paused or running

+

+HRESULT CRendererInputPin::Active()

+{

+    return m_pRenderer->Active();

+}

+

+

+// Called when we go into a stopped state

+

+HRESULT CRendererInputPin::Inactive()

+{

+    // The caller must hold the interface lock because 

+    // this function uses m_bRunTimeError.

+    ASSERT(CritCheckIn(&m_pRenderer->m_InterfaceLock));

+

+    m_bRunTimeError = FALSE;

+

+    return m_pRenderer->Inactive();

+}

+

+

+// Tell derived classes about the media type agreed

+

+HRESULT CRendererInputPin::SetMediaType(const CMediaType *pmt)

+{

+    HRESULT hr = CBaseInputPin::SetMediaType(pmt);

+    if (FAILED(hr)) {

+        return hr;

+    }

+    return m_pRenderer->SetMediaType(pmt);

+}

+

+

+// We do not keep an event object to use when setting up a timer link with

+// the clock but are given a pointer to one by the owning object through the

+// SetNotificationObject method - this must be initialised before starting

+// We can override the default quality management process to have it always

+// draw late frames, this is currently done by having the following registry

+// key (actually an INI key) called DrawLateFrames set to 1 (default is 0)

+

+const TCHAR AMQUALITY[] = TEXT("ActiveMovie");

+const TCHAR DRAWLATEFRAMES[] = TEXT("DrawLateFrames");

+

+CBaseVideoRenderer::CBaseVideoRenderer(

+      REFCLSID RenderClass, // CLSID for this renderer

+      __in_opt LPCTSTR pName,         // Debug ONLY description

+      __inout_opt LPUNKNOWN pUnk,       // Aggregated owner object

+      __inout HRESULT *phr) :       // General OLE return code

+

+    CBaseRenderer(RenderClass,pName,pUnk,phr),

+    m_cFramesDropped(0),

+    m_cFramesDrawn(0),

+    m_bSupplierHandlingQuality(FALSE)

+{

+    ResetStreamingTimes();

+

+#ifdef PERF

+    m_idTimeStamp       = MSR_REGISTER(TEXT("Frame time stamp"));

+    m_idEarliness       = MSR_REGISTER(TEXT("Earliness fudge"));

+    m_idTarget          = MSR_REGISTER(TEXT("Target (mSec)"));

+    m_idSchLateTime     = MSR_REGISTER(TEXT("mSec late when scheduled"));

+    m_idDecision        = MSR_REGISTER(TEXT("Scheduler decision code"));

+    m_idQualityRate     = MSR_REGISTER(TEXT("Quality rate sent"));

+    m_idQualityTime     = MSR_REGISTER(TEXT("Quality time sent"));

+    m_idWaitReal        = MSR_REGISTER(TEXT("Render wait"));

+    // m_idWait            = MSR_REGISTER(TEXT("wait time recorded (msec)"));

+    m_idFrameAccuracy   = MSR_REGISTER(TEXT("Frame accuracy (msecs)"));

+    m_bDrawLateFrames = GetProfileInt(AMQUALITY, DRAWLATEFRAMES, FALSE);

+    //m_idSendQuality      = MSR_REGISTER(TEXT("Processing Quality message"));

+

+    m_idRenderAvg       = MSR_REGISTER(TEXT("Render draw time Avg"));

+    m_idFrameAvg        = MSR_REGISTER(TEXT("FrameAvg"));

+    m_idWaitAvg         = MSR_REGISTER(TEXT("WaitAvg"));

+    m_idDuration        = MSR_REGISTER(TEXT("Duration"));

+    m_idThrottle        = MSR_REGISTER(TEXT("Audio-video throttle wait"));

+    // m_idDebug           = MSR_REGISTER(TEXT("Debug stuff"));

+#endif // PERF

+} // Constructor

+

+

+// Destructor is just a placeholder

+

+CBaseVideoRenderer::~CBaseVideoRenderer()

+{

+    ASSERT(m_dwAdvise == 0);

+}

+

+

+// The timing functions in this class are called by the window object and by

+// the renderer's allocator.

+// The windows object calls timing functions as it receives media sample

+// images for drawing using GDI.

+// The allocator calls timing functions when it starts passing DCI/DirectDraw

+// surfaces which are not rendered in the same way; The decompressor writes

+// directly to the surface with no separate rendering, so those code paths

+// call direct into us.  Since we only ever hand out DCI/DirectDraw surfaces

+// when we have allocated one and only one image we know there cannot be any

+// conflict between the two.

+//

+// We use timeGetTime to return the timing counts we use (since it's relative

+// performance we are interested in rather than absolute compared to a clock)

+// The window object sets the accuracy of the system clock (normally 1ms) by

+// calling timeBeginPeriod/timeEndPeriod when it changes streaming states

+

+

+// Reset all times controlling streaming.

+// Set them so that

+// 1. Frames will not initially be dropped

+// 2. The first frame will definitely be drawn (achieved by saying that there

+//    has not ben a frame drawn for a long time).

+

+HRESULT CBaseVideoRenderer::ResetStreamingTimes()

+{

+    m_trLastDraw = -1000;     // set up as first frame since ages (1 sec) ago

+    m_tStreamingStart = timeGetTime();

+    m_trRenderAvg = 0;

+    m_trFrameAvg = -1;        // -1000 fps == "unset"

+    m_trDuration = 0;         // 0 - strange value

+    m_trRenderLast = 0;

+    m_trWaitAvg = 0;

+    m_tRenderStart = 0;

+    m_cFramesDrawn = 0;

+    m_cFramesDropped = 0;

+    m_iTotAcc = 0;

+    m_iSumSqAcc = 0;

+    m_iSumSqFrameTime = 0;

+    m_trFrame = 0;          // hygeine - not really needed

+    m_trLate = 0;           // hygeine - not really needed

+    m_iSumFrameTime = 0;

+    m_nNormal = 0;

+    m_trEarliness = 0;

+    m_trTarget = -300000;  // 30mSec early

+    m_trThrottle = 0;

+    m_trRememberStampForPerf = 0;

+

+#ifdef PERF

+    m_trRememberFrameForPerf = 0;

+#endif

+

+    return NOERROR;

+} // ResetStreamingTimes

+

+

+// Reset all times controlling streaming. Note that we're now streaming. We

+// don't need to set the rendering event to have the source filter released

+// as it is done during the Run processing. When we are run we immediately

+// release the source filter thread and draw any image waiting (that image

+// may already have been drawn once as a poster frame while we were paused)

+

+HRESULT CBaseVideoRenderer::OnStartStreaming()

+{

+    ResetStreamingTimes();

+    return NOERROR;

+} // OnStartStreaming

+

+

+// Called at end of streaming.  Fixes times for property page report

+

+HRESULT CBaseVideoRenderer::OnStopStreaming()

+{

+    m_tStreamingStart = timeGetTime()-m_tStreamingStart;

+    return NOERROR;

+} // OnStopStreaming

+

+

+// Called when we start waiting for a rendering event.

+// Used to update times spent waiting and not waiting.

+

+void CBaseVideoRenderer::OnWaitStart()

+{

+    MSR_START(m_idWaitReal);

+} // OnWaitStart

+

+

+// Called when we are awoken from the wait in the window OR by our allocator

+// when it is hanging around until the next sample is due for rendering on a

+// DCI/DirectDraw surface. We add the wait time into our rolling average.

+// We grab the interface lock so that we're serialised with the application

+// thread going through the run code - which in due course ends up calling

+// ResetStreaming times - possibly as we run through this section of code

+

+void CBaseVideoRenderer::OnWaitEnd()

+{

+#ifdef PERF

+    MSR_STOP(m_idWaitReal);

+    // for a perf build we want to know just exactly how late we REALLY are.

+    // even if this means that we have to look at the clock again.

+

+    REFERENCE_TIME trRealStream;     // the real time now expressed as stream time.

+#if 0

+    m_pClock->GetTime(&trRealStream); // Calling clock here causes W95 deadlock!

+#else

+    // We will be discarding overflows like mad here!

+    // This is wrong really because timeGetTime() can wrap but it's

+    // only for PERF

+    REFERENCE_TIME tr = timeGetTime()*10000;

+    trRealStream = tr + m_llTimeOffset;

+#endif

+    trRealStream -= m_tStart;     // convert to stream time (this is a reftime)

+

+    if (m_trRememberStampForPerf==0) {

+        // This is probably the poster frame at the start, and it is not scheduled

+        // in the usual way at all.  Just count it.  The rememberstamp gets set

+        // in ShouldDrawSampleNow, so this does invalid frame recording until we

+        // actually start playing.

+        PreparePerformanceData(0, 0);

+    } else {

+        int trLate = (int)(trRealStream - m_trRememberStampForPerf);

+        int trFrame = (int)(tr - m_trRememberFrameForPerf);

+        PreparePerformanceData(trLate, trFrame);

+    }

+    m_trRememberFrameForPerf = tr;

+#endif //PERF

+} // OnWaitEnd

+

+

+// Put data on one side that describes the lateness of the current frame.

+// We don't yet know whether it will actually be drawn.  In direct draw mode,

+// this decision is up to the filter upstream, and it could change its mind.

+// The rules say that if it did draw it must call Receive().  One way or

+// another we eventually get into either OnRenderStart or OnDirectRender and

+// these both call RecordFrameLateness to update the statistics.

+

+void CBaseVideoRenderer::PreparePerformanceData(int trLate, int trFrame)

+{

+    m_trLate = trLate;

+    m_trFrame = trFrame;

+} // PreparePerformanceData

+

+

+// update the statistics:

+// m_iTotAcc, m_iSumSqAcc, m_iSumSqFrameTime, m_iSumFrameTime, m_cFramesDrawn

+// Note that because the properties page reports using these variables,

+// 1. We need to be inside a critical section

+// 2. They must all be updated together.  Updating the sums here and the count

+// elsewhere can result in imaginary jitter (i.e. attempts to find square roots

+// of negative numbers) in the property page code.

+

+void CBaseVideoRenderer::RecordFrameLateness(int trLate, int trFrame)

+{

+    // Record how timely we are.

+    int tLate = trLate/10000;

+

+    // Best estimate of moment of appearing on the screen is average of

+    // start and end draw times.  Here we have only the end time.  This may

+    // tend to show us as spuriously late by up to 1/2 frame rate achieved.

+    // Decoder probably monitors draw time.  We don't bother.

+    MSR_INTEGER( m_idFrameAccuracy, tLate );

+

+    // This is a kludge - we can get frames that are very late

+    // especially (at start-up) and they invalidate the statistics.

+    // So ignore things that are more than 1 sec off.

+    if (tLate>1000 || tLate<-1000) {

+        if (m_cFramesDrawn<=1) {

+            tLate = 0;

+        } else if (tLate>0) {

+            tLate = 1000;

+        } else {

+            tLate = -1000;

+        }

+    }

+    // The very first frame often has a invalid time, so don't

+    // count it into the statistics.   (???)

+    if (m_cFramesDrawn>1) {

+        m_iTotAcc += tLate;

+        m_iSumSqAcc += (tLate*tLate);

+    }

+

+    // calculate inter-frame time.  Doesn't make sense for first frame

+    // second frame suffers from invalid first frame stamp.

+    if (m_cFramesDrawn>2) {

+        int tFrame = trFrame/10000;    // convert to mSec else it overflows

+

+        // This is a kludge.  It can overflow anyway (a pause can cause

+        // a very long inter-frame time) and it overflows at 2**31/10**7

+        // or about 215 seconds i.e. 3min 35sec

+        if (tFrame>1000||tFrame<0) tFrame = 1000;

+        m_iSumSqFrameTime += tFrame*tFrame;

+        ASSERT(m_iSumSqFrameTime>=0);

+        m_iSumFrameTime += tFrame;

+    }

+    ++m_cFramesDrawn;

+

+} // RecordFrameLateness

+

+

+void CBaseVideoRenderer::ThrottleWait()

+{

+    if (m_trThrottle>0) {

+        int iThrottle = m_trThrottle/10000;    // convert to mSec

+        MSR_INTEGER( m_idThrottle, iThrottle);

+        DbgLog((LOG_TRACE, 0, TEXT("Throttle %d ms"), iThrottle));

+        Sleep(iThrottle);

+    } else {

+        Sleep(0);

+    }

+} // ThrottleWait

+

+

+// Whenever a frame is rendered it goes though either OnRenderStart

+// or OnDirectRender.  Data that are generated during ShouldDrawSample

+// are added to the statistics by calling RecordFrameLateness from both

+// these two places.

+

+// Called in place of OnRenderStart..OnRenderEnd

+// When a DirectDraw image is drawn

+void CBaseVideoRenderer::OnDirectRender(IMediaSample *pMediaSample)

+{

+    m_trRenderAvg = 0;

+    m_trRenderLast = 5000000;  // If we mode switch, we do NOT want this

+                               // to inhibit the new average getting going!

+                               // so we set it to half a second

+    // MSR_INTEGER(m_idRenderAvg, m_trRenderAvg/10000);

+    RecordFrameLateness(m_trLate, m_trFrame);

+    ThrottleWait();

+} // OnDirectRender

+

+

+// Called just before we start drawing.  All we do is to get the current clock

+// time (from the system) and return.  We have to store the start render time

+// in a member variable because it isn't used until we complete the drawing

+// The rest is just performance logging.

+

+void CBaseVideoRenderer::OnRenderStart(IMediaSample *pMediaSample)

+{

+    RecordFrameLateness(m_trLate, m_trFrame);

+    m_tRenderStart = timeGetTime();

+} // OnRenderStart

+

+

+// Called directly after drawing an image.  We calculate the time spent in the

+// drawing code and if this doesn't appear to have any odd looking spikes in

+// it then we add it to the current average draw time.  Measurement spikes may

+// occur if the drawing thread is interrupted and switched to somewhere else.

+

+void CBaseVideoRenderer::OnRenderEnd(IMediaSample *pMediaSample)

+{

+    // The renderer time can vary erratically if we are interrupted so we do

+    // some smoothing to help get more sensible figures out but even that is

+    // not enough as figures can go 9,10,9,9,83,9 and we must disregard 83

+

+    int tr = (timeGetTime() - m_tRenderStart)*10000;   // convert mSec->UNITS

+    if (tr < m_trRenderAvg*2 || tr < 2 * m_trRenderLast) {

+        // DO_MOVING_AVG(m_trRenderAvg, tr);

+        m_trRenderAvg = (tr + (AVGPERIOD-1)*m_trRenderAvg)/AVGPERIOD;

+    }

+    m_trRenderLast = tr;

+    ThrottleWait();

+} // OnRenderEnd

+

+

+STDMETHODIMP CBaseVideoRenderer::SetSink( IQualityControl * piqc)

+{

+

+    m_pQSink = piqc;

+

+    return NOERROR;

+} // SetSink

+

+

+STDMETHODIMP CBaseVideoRenderer::Notify( IBaseFilter * pSelf, Quality q)

+{

+    // NOTE:  We are NOT getting any locks here.  We could be called

+    // asynchronously and possibly even on a time critical thread of

+    // someone else's - so we do the minumum.  We only set one state

+    // variable (an integer) and if that happens to be in the middle

+    // of another thread reading it they will just get either the new

+    // or the old value.  Locking would achieve no more than this.

+

+    // It might be nice to check that we are being called from m_pGraph, but

+    // it turns out to be a millisecond or so per throw!

+

+    // This is heuristics, these numbers are aimed at being "what works"

+    // rather than anything based on some theory.

+    // We use a hyperbola because it's easy to calculate and it includes

+    // a panic button asymptote (which we push off just to the left)

+    // The throttling fits the following table (roughly)

+    // Proportion   Throttle (msec)

+    //     >=1000         0

+    //        900         3

+    //        800         7

+    //        700        11

+    //        600        17

+    //        500        25

+    //        400        35

+    //        300        50

+    //        200        72

+    //        125       100

+    //        100       112

+    //         50       146

+    //          0       200

+

+    // (some evidence that we could go for a sharper kink - e.g. no throttling

+    // until below the 750 mark - might give fractionally more frames on a

+    // P60-ish machine).  The easy way to get these coefficients is to use

+    // Renbase.xls follow the instructions therein using excel solver.

+

+    if (q.Proportion>=1000) { m_trThrottle = 0; }

+    else {

+        // The DWORD is to make quite sure I get unsigned arithmetic

+        // as the constant is between 2**31 and 2**32

+        m_trThrottle = -330000 + (388880000/(q.Proportion+167));

+    }

+    return NOERROR;

+} // Notify

+

+

+// Send a message to indicate what our supplier should do about quality.

+// Theory:

+// What a supplier wants to know is "is the frame I'm working on NOW

+// going to be late?".

+// F1 is the frame at the supplier (as above)

+// Tf1 is the due time for F1

+// T1 is the time at that point (NOW!)

+// Tr1 is the time that f1 WILL actually be rendered

+// L1 is the latency of the graph for frame F1 = Tr1-T1

+// D1 (for delay) is how late F1 will be beyond its due time i.e.

+// D1 = (Tr1-Tf1) which is what the supplier really wants to know.

+// Unfortunately Tr1 is in the future and is unknown, so is L1

+//

+// We could estimate L1 by its value for a previous frame,

+// L0 = Tr0-T0 and work off

+// D1' = ((T1+L0)-Tf1) = (T1 + (Tr0-T0) -Tf1)

+// Rearranging terms:

+// D1' = (T1-T0) + (Tr0-Tf1)

+//       adding (Tf0-Tf0) and rearranging again:

+//     = (T1-T0) + (Tr0-Tf0) + (Tf0-Tf1)

+//     = (T1-T0) - (Tf1-Tf0) + (Tr0-Tf0)

+// But (Tr0-Tf0) is just D0 - how late frame zero was, and this is the

+// Late field in the quality message that we send.

+// The other two terms just state what correction should be applied before

+// using the lateness of F0 to predict the lateness of F1.

+// (T1-T0) says how much time has actually passed (we have lost this much)

+// (Tf1-Tf0) says how much time should have passed if we were keeping pace

+// (we have gained this much).

+//

+// Suppliers should therefore work off:

+//    Quality.Late + (T1-T0)  - (Tf1-Tf0)

+// and see if this is "acceptably late" or even early (i.e. negative).

+// They get T1 and T0 by polling the clock, they get Tf1 and Tf0 from

+// the time stamps in the frames.  They get Quality.Late from us.

+//

+

+HRESULT CBaseVideoRenderer::SendQuality(REFERENCE_TIME trLate,

+                                        REFERENCE_TIME trRealStream)

+{

+    Quality q;

+    HRESULT hr;

+

+    // If we are the main user of time, then report this as Flood/Dry.

+    // If our suppliers are, then report it as Famine/Glut.

+    //

+    // We need to take action, but avoid hunting.  Hunting is caused by

+    // 1. Taking too much action too soon and overshooting

+    // 2. Taking too long to react (so averaging can CAUSE hunting).

+    //

+    // The reason why we use trLate as well as Wait is to reduce hunting;

+    // if the wait time is coming down and about to go into the red, we do

+    // NOT want to rely on some average which is only telling is that it used

+    // to be OK once.

+

+    q.TimeStamp = (REFERENCE_TIME)trRealStream;

+

+    if (m_trFrameAvg<0) {

+        q.Type = Famine;      // guess

+    }

+    // Is the greater part of the time taken bltting or something else

+    else if (m_trFrameAvg > 2*m_trRenderAvg) {

+        q.Type = Famine;                        // mainly other

+    } else {

+        q.Type = Flood;                         // mainly bltting

+    }

+

+    q.Proportion = 1000;               // default

+

+    if (m_trFrameAvg<0) {

+        // leave it alone - we don't know enough

+    }

+    else if ( trLate> 0 ) {

+        // try to catch up over the next second

+        // We could be Really, REALLY late, but rendering all the frames

+        // anyway, just because it's so cheap.

+

+        q.Proportion = 1000 - (int)((trLate)/(UNITS/1000));

+        if (q.Proportion<500) {

+           q.Proportion = 500;      // don't go daft. (could've been negative!)

+        } else {

+        }

+

+    } else if (  m_trWaitAvg>20000

+              && trLate<-20000

+              ){

+        // Go cautiously faster - aim at 2mSec wait.

+        if (m_trWaitAvg>=m_trFrameAvg) {

+            // This can happen because of some fudges.

+            // The waitAvg is how long we originally planned to wait

+            // The frameAvg is more honest.

+            // It means that we are spending a LOT of time waiting

+            q.Proportion = 2000;    // double.

+        } else {

+            if (m_trFrameAvg+20000 > m_trWaitAvg) {

+                q.Proportion

+                    = 1000 * (m_trFrameAvg / (m_trFrameAvg + 20000 - m_trWaitAvg));

+            } else {

+                // We're apparently spending more than the whole frame time waiting.

+                // Assume that the averages are slightly out of kilter, but that we

+                // are indeed doing a lot of waiting.  (This leg probably never

+                // happens, but the code avoids any potential divide by zero).

+                q.Proportion = 2000;

+            }

+        }

+

+        if (q.Proportion>2000) {

+            q.Proportion = 2000;    // don't go crazy.

+        }

+    }

+

+    // Tell the supplier how late frames are when they get rendered

+    // That's how late we are now.

+    // If we are in directdraw mode then the guy upstream can see the drawing

+    // times and we'll just report on the start time.  He can figure out any

+    // offset to apply.  If we are in DIB Section mode then we will apply an

+    // extra offset which is half of our drawing time.  This is usually small

+    // but can sometimes be the dominant effect.  For this we will use the

+    // average drawing time rather than the last frame.  If the last frame took

+    // a long time to draw and made us late, that's already in the lateness

+    // figure.  We should not add it in again unless we expect the next frame

+    // to be the same.  We don't, we expect the average to be a better shot.

+    // In direct draw mode the RenderAvg will be zero.

+

+    q.Late = trLate + m_trRenderAvg/2;

+

+    // log what we're doing

+    MSR_INTEGER(m_idQualityRate, q.Proportion);

+    MSR_INTEGER( m_idQualityTime, (int)q.Late / 10000 );

+

+    // A specific sink interface may be set through IPin

+

+    if (m_pQSink==NULL) {

+        // Get our input pin's peer.  We send quality management messages

+        // to any nominated receiver of these things (set in the IPin

+        // interface), or else to our source filter.

+

+        IQualityControl *pQC = NULL;

+        IPin *pOutputPin = m_pInputPin->GetConnected();

+        ASSERT(pOutputPin != NULL);

+

+        // And get an AddRef'd quality control interface

+

+        hr = pOutputPin->QueryInterface(IID_IQualityControl,(void**) &pQC);

+        if (SUCCEEDED(hr)) {

+            m_pQSink = pQC;

+        }

+    }

+    if (m_pQSink) {

+        return m_pQSink->Notify(this,q);

+    }

+

+    return S_FALSE;

+

+} // SendQuality

+

+

+// We are called with a valid IMediaSample image to decide whether this is to

+// be drawn or not.  There must be a reference clock in operation.

+// Return S_OK if it is to be drawn Now (as soon as possible)

+// Return S_FALSE if it is to be drawn when it's due

+// Return an error if we want to drop it

+// m_nNormal=-1 indicates that we dropped the previous frame and so this

+// one should be drawn early.  Respect it and update it.

+// Use current stream time plus a number of heuristics (detailed below)

+// to make the decision

+

+HRESULT CBaseVideoRenderer::ShouldDrawSampleNow(IMediaSample *pMediaSample,

+                                                __inout REFERENCE_TIME *ptrStart,

+                                                __inout REFERENCE_TIME *ptrEnd)

+{

+

+    // Don't call us unless there's a clock interface to synchronise with

+    ASSERT(m_pClock);

+

+    MSR_INTEGER(m_idTimeStamp, (int)((*ptrStart)>>32));   // high order 32 bits

+    MSR_INTEGER(m_idTimeStamp, (int)(*ptrStart));         // low order 32 bits

+

+    // We lose a bit of time depending on the monitor type waiting for the next

+    // screen refresh.  On average this might be about 8mSec - so it will be

+    // later than we think when the picture appears.  To compensate a bit

+    // we bias the media samples by -8mSec i.e. 80000 UNITs.

+    // We don't ever make a stream time negative (call it paranoia)

+    if (*ptrStart>=80000) {

+        *ptrStart -= 80000;

+        *ptrEnd -= 80000;       // bias stop to to retain valid frame duration

+    }

+

+    // Cache the time stamp now.  We will want to compare what we did with what

+    // we started with (after making the monitor allowance).

+    m_trRememberStampForPerf = *ptrStart;

+

+    // Get reference times (current and late)

+    REFERENCE_TIME trRealStream;     // the real time now expressed as stream time.

+    m_pClock->GetTime(&trRealStream);

+#ifdef PERF

+    // While the reference clock is expensive:

+    // Remember the offset from timeGetTime and use that.

+    // This overflows all over the place, but when we subtract to get

+    // differences the overflows all cancel out.

+    m_llTimeOffset = trRealStream-timeGetTime()*10000;

+#endif

+    trRealStream -= m_tStart;     // convert to stream time (this is a reftime)

+

+    // We have to wory about two versions of "lateness".  The truth, which we

+    // try to work out here and the one measured against m_trTarget which

+    // includes long term feedback.  We report statistics against the truth

+    // but for operational decisions we work to the target.

+    // We use TimeDiff to make sure we get an integer because we

+    // may actually be late (or more likely early if there is a big time

+    // gap) by a very long time.

+    const int trTrueLate = TimeDiff(trRealStream - *ptrStart);

+    const int trLate = trTrueLate;

+

+    MSR_INTEGER(m_idSchLateTime, trTrueLate/10000);

+

+    // Send quality control messages upstream, measured against target

+    HRESULT hr = SendQuality(trLate, trRealStream);

+    // Note: the filter upstream is allowed to this FAIL meaning "you do it".

+    m_bSupplierHandlingQuality = (hr==S_OK);

+

+    // Decision time!  Do we drop, draw when ready or draw immediately?

+

+    const int trDuration = (int)(*ptrEnd - *ptrStart);

+    {

+        // We need to see if the frame rate of the file has just changed.

+        // This would make comparing our previous frame rate with the current

+        // frame rate inefficent.  Hang on a moment though.  I've seen files

+        // where the frames vary between 33 and 34 mSec so as to average

+        // 30fps.  A minor variation like that won't hurt us.

+        int t = m_trDuration/32;

+        if (  trDuration > m_trDuration+t

+           || trDuration < m_trDuration-t

+           ) {

+            // There's a major variation.  Reset the average frame rate to

+            // exactly the current rate to disable decision 9002 for this frame,

+            // and remember the new rate.

+            m_trFrameAvg = trDuration;

+            m_trDuration = trDuration;

+        }

+    }

+

+    MSR_INTEGER(m_idEarliness, m_trEarliness/10000);

+    MSR_INTEGER(m_idRenderAvg, m_trRenderAvg/10000);

+    MSR_INTEGER(m_idFrameAvg, m_trFrameAvg/10000);

+    MSR_INTEGER(m_idWaitAvg, m_trWaitAvg/10000);

+    MSR_INTEGER(m_idDuration, trDuration/10000);

+

+#ifdef PERF

+    if (S_OK==pMediaSample->IsDiscontinuity()) {

+        MSR_INTEGER(m_idDecision, 9000);

+    }

+#endif

+

+    // Control the graceful slide back from slow to fast machine mode.

+    // After a frame drop accept an early frame and set the earliness to here

+    // If this frame is already later than the earliness then slide it to here

+    // otherwise do the standard slide (reduce by about 12% per frame).

+    // Note: earliness is normally NEGATIVE

+    BOOL bJustDroppedFrame

+        = (  m_bSupplierHandlingQuality

+          //  Can't use the pin sample properties because we might

+          //  not be in Receive when we call this

+          && (S_OK == pMediaSample->IsDiscontinuity())          // he just dropped one

+          )

+       || (m_nNormal==-1);                          // we just dropped one

+

+

+    // Set m_trEarliness (slide back from slow to fast machine mode)

+    if (trLate>0) {

+        m_trEarliness = 0;   // we are no longer in fast machine mode at all!

+    } else if (  (trLate>=m_trEarliness) || bJustDroppedFrame) {

+        m_trEarliness = trLate;  // Things have slipped of their own accord

+    } else {

+        m_trEarliness = m_trEarliness - m_trEarliness/8;  // graceful slide

+    }

+

+    // prepare the new wait average - but don't pollute the old one until

+    // we have finished with it.

+    int trWaitAvg;

+    {

+        // We never mix in a negative wait.  This causes us to believe in fast machines

+        // slightly more.

+        int trL = trLate<0 ? -trLate : 0;

+        trWaitAvg = (trL + m_trWaitAvg*(AVGPERIOD-1))/AVGPERIOD;

+    }

+

+

+    int trFrame;

+    {

+        REFERENCE_TIME tr = trRealStream - m_trLastDraw; // Cd be large - 4 min pause!

+        if (tr>10000000) {

+            tr = 10000000;   // 1 second - arbitrarily.

+        }

+        trFrame = int(tr);

+    }

+

+    // We will DRAW this frame IF...

+    if (

+          // ...the time we are spending drawing is a small fraction of the total

+          // observed inter-frame time so that dropping it won't help much.

+          (3*m_trRenderAvg <= m_trFrameAvg)

+

+         // ...or our supplier is NOT handling things and the next frame would

+         // be less timely than this one or our supplier CLAIMS to be handling

+         // things, and is now less than a full FOUR frames late.

+       || ( m_bSupplierHandlingQuality

+          ? (trLate <= trDuration*4)

+          : (trLate+trLate < trDuration)

+          )

+

+          // ...or we are on average waiting for over eight milliseconds then

+          // this may be just a glitch.  Draw it and we'll hope to catch up.

+       || (m_trWaitAvg > 80000)

+

+          // ...or we haven't drawn an image for over a second.  We will update

+          // the display, which stops the video looking hung.

+          // Do this regardless of how late this media sample is.

+       || ((trRealStream - m_trLastDraw) > UNITS)

+

+    ) {

+        HRESULT Result;

+

+        // We are going to play this frame.  We may want to play it early.

+        // We will play it early if we think we are in slow machine mode.

+        // If we think we are NOT in slow machine mode, we will still play

+        // it early by m_trEarliness as this controls the graceful slide back.

+        // and in addition we aim at being m_trTarget late rather than "on time".

+

+        BOOL bPlayASAP = FALSE;

+

+        // we will play it AT ONCE (slow machine mode) if...

+

+            // ...we are playing catch-up

+        if ( bJustDroppedFrame) {

+            bPlayASAP = TRUE;

+            MSR_INTEGER(m_idDecision, 9001);

+        }

+

+            // ...or if we are running below the true frame rate

+            // exact comparisons are glitchy, for these measurements,

+            // so add an extra 5% or so

+        else if (  (m_trFrameAvg > trDuration + trDuration/16)

+

+                   // It's possible to get into a state where we are losing ground, but

+                   // are a very long way ahead.  To avoid this or recover from it

+                   // we refuse to play early by more than 10 frames.

+                && (trLate > - trDuration*10)

+                ){

+            bPlayASAP = TRUE;

+            MSR_INTEGER(m_idDecision, 9002);

+        }

+#if 0

+            // ...or if we have been late and are less than one frame early

+        else if (  (trLate + trDuration > 0)

+                && (m_trWaitAvg<=20000)

+                ) {

+            bPlayASAP = TRUE;

+            MSR_INTEGER(m_idDecision, 9003);

+        }

+#endif

+        // We will NOT play it at once if we are grossly early.  On very slow frame

+        // rate movies - e.g. clock.avi - it is not a good idea to leap ahead just

+        // because we got starved (for instance by the net) and dropped one frame

+        // some time or other.  If we are more than 900mSec early, then wait.

+        if (trLate<-9000000) {

+            bPlayASAP = FALSE;

+        }

+

+        if (bPlayASAP) {

+

+            m_nNormal = 0;

+            MSR_INTEGER(m_idDecision, 0);

+            // When we are here, we are in slow-machine mode.  trLate may well

+            // oscillate between negative and positive when the supplier is

+            // dropping frames to keep sync.  We should not let that mislead

+            // us into thinking that we have as much as zero spare time!

+            // We just update with a zero wait.

+            m_trWaitAvg = (m_trWaitAvg*(AVGPERIOD-1))/AVGPERIOD;

+

+            // Assume that we draw it immediately.  Update inter-frame stats

+            m_trFrameAvg = (trFrame + m_trFrameAvg*(AVGPERIOD-1))/AVGPERIOD;

+#ifndef PERF

+            // If this is NOT a perf build, then report what we know so far

+            // without looking at the clock any more.  This assumes that we

+            // actually wait for exactly the time we hope to.  It also reports

+            // how close we get to the manipulated time stamps that we now have

+            // rather than the ones we originally started with.  It will

+            // therefore be a little optimistic.  However it's fast.

+            PreparePerformanceData(trTrueLate, trFrame);

+#endif

+            m_trLastDraw = trRealStream;

+            if (m_trEarliness > trLate) {

+                m_trEarliness = trLate;  // if we are actually early, this is neg

+            }

+            Result = S_OK;                   // Draw it now

+

+        } else {

+            ++m_nNormal;

+            // Set the average frame rate to EXACTLY the ideal rate.

+            // If we are exiting slow-machine mode then we will have caught up

+            // and be running ahead, so as we slide back to exact timing we will

+            // have a longer than usual gap at this point.  If we record this

+            // real gap then we'll think that we're running slow and go back

+            // into slow-machine mode and vever get it straight.

+            m_trFrameAvg = trDuration;

+            MSR_INTEGER(m_idDecision, 1);

+

+            // Play it early by m_trEarliness and by m_trTarget

+

+            {

+                int trE = m_trEarliness;

+                if (trE < -m_trFrameAvg) {

+                    trE = -m_trFrameAvg;

+                }

+                *ptrStart += trE;           // N.B. earliness is negative

+            }

+

+            int Delay = -trTrueLate;

+            Result = Delay<=0 ? S_OK : S_FALSE;     // OK = draw now, FALSE = wait

+

+            m_trWaitAvg = trWaitAvg;

+

+            // Predict when it will actually be drawn and update frame stats

+

+            if (Result==S_FALSE) {   // We are going to wait

+                trFrame = TimeDiff(*ptrStart-m_trLastDraw);

+                m_trLastDraw = *ptrStart;

+            } else {

+                // trFrame is already = trRealStream-m_trLastDraw;

+                m_trLastDraw = trRealStream;

+            }

+#ifndef PERF

+            int iAccuracy;

+            if (Delay>0) {

+                // Report lateness based on when we intend to play it

+                iAccuracy = TimeDiff(*ptrStart-m_trRememberStampForPerf);

+            } else {

+                // Report lateness based on playing it *now*.

+                iAccuracy = trTrueLate;     // trRealStream-RememberStampForPerf;

+            }

+            PreparePerformanceData(iAccuracy, trFrame);

+#endif

+        }

+        return Result;

+    }

+

+    // We are going to drop this frame!

+    // Of course in DirectDraw mode the guy upstream may draw it anyway.

+

+    // This will probably give a large negative wack to the wait avg.

+    m_trWaitAvg = trWaitAvg;

+

+#ifdef PERF

+    // Respect registry setting - debug only!

+    if (m_bDrawLateFrames) {

+       return S_OK;                        // draw it when it's ready

+    }                                      // even though it's late.

+#endif

+

+    // We are going to drop this frame so draw the next one early

+    // n.b. if the supplier is doing direct draw then he may draw it anyway

+    // but he's doing something funny to arrive here in that case.

+

+    MSR_INTEGER(m_idDecision, 2);

+    m_nNormal = -1;

+    return E_FAIL;                         // drop it

+

+} // ShouldDrawSampleNow

+

+

+// NOTE we're called by both the window thread and the source filter thread

+// so we have to be protected by a critical section (locked before called)

+// Also, when the window thread gets signalled to render an image, it always

+// does so regardless of how late it is. All the degradation is done when we

+// are scheduling the next sample to be drawn. Hence when we start an advise

+// link to draw a sample, that sample's time will always become the last one

+// drawn - unless of course we stop streaming in which case we cancel links

+

+BOOL CBaseVideoRenderer::ScheduleSample(IMediaSample *pMediaSample)

+{

+    // We override ShouldDrawSampleNow to add quality management

+

+    BOOL bDrawImage = CBaseRenderer::ScheduleSample(pMediaSample);

+    if (bDrawImage == FALSE) {

+	++m_cFramesDropped;

+	return FALSE;

+    }

+

+    // m_cFramesDrawn must NOT be updated here.  It has to be updated

+    // in RecordFrameLateness at the same time as the other statistics.

+    return TRUE;

+}

+

+

+// Implementation of IQualProp interface needed to support the property page

+// This is how the property page gets the data out of the scheduler. We are

+// passed into the constructor the owning object in the COM sense, this will

+// either be the video renderer or an external IUnknown if we're aggregated.

+// We initialise our CUnknown base class with this interface pointer. Then

+// all we have to do is to override NonDelegatingQueryInterface to expose

+// our IQualProp interface. The AddRef and Release are handled automatically

+// by the base class and will be passed on to the appropriate outer object

+

+STDMETHODIMP CBaseVideoRenderer::get_FramesDroppedInRenderer(__out int *pcFramesDropped)

+{

+    CheckPointer(pcFramesDropped,E_POINTER);

+    CAutoLock cVideoLock(&m_InterfaceLock);

+    *pcFramesDropped = m_cFramesDropped;

+    return NOERROR;

+} // get_FramesDroppedInRenderer

+

+

+// Set *pcFramesDrawn to the number of frames drawn since

+// streaming started.

+

+STDMETHODIMP CBaseVideoRenderer::get_FramesDrawn( int *pcFramesDrawn)

+{

+    CheckPointer(pcFramesDrawn,E_POINTER);

+    CAutoLock cVideoLock(&m_InterfaceLock);

+    *pcFramesDrawn = m_cFramesDrawn;

+    return NOERROR;

+} // get_FramesDrawn

+

+

+// Set iAvgFrameRate to the frames per hundred secs since

+// streaming started.  0 otherwise.

+

+STDMETHODIMP CBaseVideoRenderer::get_AvgFrameRate( int *piAvgFrameRate)

+{

+    CheckPointer(piAvgFrameRate,E_POINTER);

+    CAutoLock cVideoLock(&m_InterfaceLock);

+

+    int t;

+    if (m_bStreaming) {

+        t = timeGetTime()-m_tStreamingStart;

+    } else {

+        t = m_tStreamingStart;

+    }

+

+    if (t<=0) {

+        *piAvgFrameRate = 0;

+        ASSERT(m_cFramesDrawn == 0);

+    } else {

+        // i is frames per hundred seconds

+        *piAvgFrameRate = MulDiv(100000, m_cFramesDrawn, t);

+    }

+    return NOERROR;

+} // get_AvgFrameRate

+

+

+// Set *piAvg to the average sync offset since streaming started

+// in mSec.  The sync offset is the time in mSec between when the frame

+// should have been drawn and when the frame was actually drawn.

+

+STDMETHODIMP CBaseVideoRenderer::get_AvgSyncOffset(__out int *piAvg)

+{

+    CheckPointer(piAvg,E_POINTER);

+    CAutoLock cVideoLock(&m_InterfaceLock);

+

+    if (NULL==m_pClock) {

+        *piAvg = 0;

+        return NOERROR;

+    }

+

+    // Note that we didn't gather the stats on the first frame

+    // so we use m_cFramesDrawn-1 here

+    if (m_cFramesDrawn<=1) {

+        *piAvg = 0;

+    } else {

+        *piAvg = (int)(m_iTotAcc / (m_cFramesDrawn-1));

+    }

+    return NOERROR;

+} // get_AvgSyncOffset

+

+

+// To avoid dragging in the maths library - a cheap

+// approximate integer square root.

+// We do this by getting a starting guess which is between 1

+// and 2 times too large, followed by THREE iterations of

+// Newton Raphson.  (That will give accuracy to the nearest mSec

+// for the range in question - roughly 0..1000)

+//

+// It would be faster to use a linear interpolation and ONE NR, but

+// who cares.  If anyone does - the best linear interpolation is

+// to approximates sqrt(x) by

+// y = x * (sqrt(2)-1) + 1 - 1/sqrt(2) + 1/(8*(sqrt(2)-1))

+// 0r y = x*0.41421 + 0.59467

+// This minimises the maximal error in the range in question.

+// (error is about +0.008883 and then one NR will give error .0000something

+// (Of course these are integers, so you can't just multiply by 0.41421

+// you'd have to do some sort of MulDiv).

+// Anyone wanna check my maths?  (This is only for a property display!)

+

+int isqrt(int x)

+{

+    int s = 1;

+    // Make s an initial guess for sqrt(x)

+    if (x > 0x40000000) {

+       s = 0x8000;     // prevent any conceivable closed loop

+    } else {

+        while (s*s<x) {    // loop cannot possible go more than 31 times

+            s = 2*s;       // normally it goes about 6 times

+        }

+        // Three NR iterations.

+        if (x==0) {

+           s= 0; // Wouldn't it be tragic to divide by zero whenever our

+                 // accuracy was perfect!

+        } else {

+            s = (s*s+x)/(2*s);

+            if (s>=0) s = (s*s+x)/(2*s);

+            if (s>=0) s = (s*s+x)/(2*s);

+        }

+    }

+    return s;

+}

+

+//

+//  Do estimates for standard deviations for per-frame

+//  statistics

+//

+HRESULT CBaseVideoRenderer::GetStdDev(

+    int nSamples,

+    __out int *piResult,

+    LONGLONG llSumSq,

+    LONGLONG iTot

+)

+{

+    CheckPointer(piResult,E_POINTER);

+    CAutoLock cVideoLock(&m_InterfaceLock);

+

+    if (NULL==m_pClock) {

+        *piResult = 0;

+        return NOERROR;

+    }

+

+    // If S is the Sum of the Squares of observations and

+    //    T the Total (i.e. sum) of the observations and there were

+    //    N observations, then an estimate of the standard deviation is

+    //      sqrt( (S - T**2/N) / (N-1) )

+

+    if (nSamples<=1) {

+        *piResult = 0;

+    } else {

+        LONGLONG x;

+        // First frames have invalid stamps, so we get no stats for them

+        // So we need 2 frames to get 1 datum, so N is cFramesDrawn-1

+

+        // so we use m_cFramesDrawn-1 here

+        x = llSumSq - llMulDiv(iTot, iTot, nSamples, 0);

+        x = x / (nSamples-1);

+        ASSERT(x>=0);

+        *piResult = isqrt((LONG)x);

+    }

+    return NOERROR;

+}

+

+// Set *piDev to the standard deviation in mSec of the sync offset

+// of each frame since streaming started.

+

+STDMETHODIMP CBaseVideoRenderer::get_DevSyncOffset(__out int *piDev)

+{

+    // First frames have invalid stamps, so we get no stats for them

+    // So we need 2 frames to get 1 datum, so N is cFramesDrawn-1

+    return GetStdDev(m_cFramesDrawn - 1,

+                     piDev,

+                     m_iSumSqAcc,

+                     m_iTotAcc);

+} // get_DevSyncOffset

+

+

+// Set *piJitter to the standard deviation in mSec of the inter-frame time

+// of frames since streaming started.

+

+STDMETHODIMP CBaseVideoRenderer::get_Jitter(__out int *piJitter)

+{

+    // First frames have invalid stamps, so we get no stats for them

+    // So second frame gives invalid inter-frame time

+    // So we need 3 frames to get 1 datum, so N is cFramesDrawn-2

+    return GetStdDev(m_cFramesDrawn - 2,

+                     piJitter,

+                     m_iSumSqFrameTime,

+                     m_iSumFrameTime);

+} // get_Jitter

+

+

+// Overidden to return our IQualProp interface

+

+STDMETHODIMP

+CBaseVideoRenderer::NonDelegatingQueryInterface(REFIID riid,__deref_out VOID **ppv)

+{

+    // We return IQualProp and delegate everything else

+

+    if (riid == IID_IQualProp) {

+        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 */