forked from LeenkxTeam/LNXSDK
		
	
		
			
				
	
	
		
			479 lines
		
	
	
		
			21 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			479 lines
		
	
	
		
			21 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
//------------------------------------------------------------------------------
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// File: RenBase.h
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//
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// Desc: DirectShow base classes - defines a generic ActiveX base renderer
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//       class.
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//
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// Copyright (c) 1992-2001 Microsoft Corporation.  All rights reserved.
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//------------------------------------------------------------------------------
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#ifndef __RENBASE__
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#define __RENBASE__
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// Forward class declarations
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class CBaseRenderer;
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class CBaseVideoRenderer;
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class CRendererInputPin;
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// This is our input pin class that channels calls to the renderer
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class CRendererInputPin : public CBaseInputPin
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{
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protected:
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    CBaseRenderer *m_pRenderer;
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public:
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    CRendererInputPin(__inout CBaseRenderer *pRenderer,
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                      __inout HRESULT *phr,
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                      __in_opt LPCWSTR Name);
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    // Overriden from the base pin classes
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    HRESULT BreakConnect();
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    HRESULT CompleteConnect(IPin *pReceivePin);
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    HRESULT SetMediaType(const CMediaType *pmt);
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    HRESULT CheckMediaType(const CMediaType *pmt);
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    HRESULT Active();
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    HRESULT Inactive();
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    // Add rendering behaviour to interface functions
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    STDMETHODIMP QueryId(__deref_out LPWSTR *Id);
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    STDMETHODIMP EndOfStream();
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    STDMETHODIMP BeginFlush();
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    STDMETHODIMP EndFlush();
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    STDMETHODIMP Receive(IMediaSample *pMediaSample);
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    // Helper
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    IMemAllocator inline *Allocator() const
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    {
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        return m_pAllocator;
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    }
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};
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// Main renderer class that handles synchronisation and state changes
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class CBaseRenderer : public CBaseFilter
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{
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protected:
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    friend class CRendererInputPin;
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    friend void CALLBACK EndOfStreamTimer(UINT uID,      // Timer identifier
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                                          UINT uMsg,     // Not currently used
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                                          DWORD_PTR dwUser,  // User information
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                                          DWORD_PTR dw1,     // Windows reserved
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                                          DWORD_PTR dw2);    // Is also reserved
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    CRendererPosPassThru *m_pPosition;  // Media seeking pass by object
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    CAMEvent m_RenderEvent;             // Used to signal timer events
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    CAMEvent m_ThreadSignal;            // Signalled to release worker thread
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    CAMEvent m_evComplete;              // Signalled when state complete
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    BOOL m_bAbort;                      // Stop us from rendering more data
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    BOOL m_bStreaming;                  // Are we currently streaming
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    DWORD_PTR m_dwAdvise;                   // Timer advise cookie
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    IMediaSample *m_pMediaSample;       // Current image media sample
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    BOOL m_bEOS;                        // Any more samples in the stream
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    BOOL m_bEOSDelivered;               // Have we delivered an EC_COMPLETE
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    CRendererInputPin *m_pInputPin;     // Our renderer input pin object
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    CCritSec m_InterfaceLock;           // Critical section for interfaces
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    CCritSec m_RendererLock;            // Controls access to internals
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    IQualityControl * m_pQSink;         // QualityControl sink
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    BOOL m_bRepaintStatus;              // Can we signal an EC_REPAINT
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    //  Avoid some deadlocks by tracking filter during stop
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    volatile BOOL  m_bInReceive;        // Inside Receive between PrepareReceive
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                                        // And actually processing the sample
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    REFERENCE_TIME m_SignalTime;        // Time when we signal EC_COMPLETE
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    UINT m_EndOfStreamTimer;            // Used to signal end of stream
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    CCritSec m_ObjectCreationLock;      // This lock protects the creation and
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                                        // of m_pPosition and m_pInputPin.  It
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                                        // ensures that two threads cannot create
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                                        // either object simultaneously.
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public:
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    CBaseRenderer(REFCLSID RenderClass, // CLSID for this renderer
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                  __in_opt LPCTSTR pName,         // Debug ONLY description
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                  __inout_opt LPUNKNOWN pUnk,       // Aggregated owner object
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                  __inout HRESULT *phr);        // General OLE return code
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    ~CBaseRenderer();
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    // Overriden to say what interfaces we support and where
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    virtual HRESULT GetMediaPositionInterface(REFIID riid, __deref_out void **ppv);
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    STDMETHODIMP NonDelegatingQueryInterface(REFIID, __deref_out void **);
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    virtual HRESULT SourceThreadCanWait(BOOL bCanWait);
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#ifdef DEBUG
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    // Debug only dump of the renderer state
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    void DisplayRendererState();
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#endif
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    virtual HRESULT WaitForRenderTime();
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    virtual HRESULT CompleteStateChange(FILTER_STATE OldState);
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    // Return internal information about this filter
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    BOOL IsEndOfStream() { return m_bEOS; };
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    BOOL IsEndOfStreamDelivered() { return m_bEOSDelivered; };
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    BOOL IsStreaming() { return m_bStreaming; };
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    void SetAbortSignal(BOOL bAbort) { m_bAbort = bAbort; };
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    virtual void OnReceiveFirstSample(IMediaSample *pMediaSample) { };
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    CAMEvent *GetRenderEvent() { return &m_RenderEvent; };
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    // Permit access to the transition state
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    void Ready() { m_evComplete.Set(); };
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    void NotReady() { m_evComplete.Reset(); };
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    BOOL CheckReady() { return m_evComplete.Check(); };
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    virtual int GetPinCount();
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    virtual CBasePin *GetPin(int n);
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    FILTER_STATE GetRealState();
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    void SendRepaint();
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    void SendNotifyWindow(IPin *pPin,HWND hwnd);
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    BOOL OnDisplayChange();
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    void SetRepaintStatus(BOOL bRepaint);
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    // Override the filter and pin interface functions
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    STDMETHODIMP Stop();
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    STDMETHODIMP Pause();
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    STDMETHODIMP Run(REFERENCE_TIME StartTime);
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    STDMETHODIMP GetState(DWORD dwMSecs, __out FILTER_STATE *State);
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    STDMETHODIMP FindPin(LPCWSTR Id, __deref_out IPin **ppPin);
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    // These are available for a quality management implementation
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    virtual void OnRenderStart(IMediaSample *pMediaSample);
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    virtual void OnRenderEnd(IMediaSample *pMediaSample);
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    virtual HRESULT OnStartStreaming() { return NOERROR; };
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    virtual HRESULT OnStopStreaming() { return NOERROR; };
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    virtual void OnWaitStart() { };
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    virtual void OnWaitEnd() { };
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    virtual void PrepareRender() { };
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#ifdef PERF
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    REFERENCE_TIME m_trRenderStart; // Just before we started drawing
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                                    // Set in OnRenderStart, Used in OnRenderEnd
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    int m_idBaseStamp;              // MSR_id for frame time stamp
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    int m_idBaseRenderTime;         // MSR_id for true wait time
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    int m_idBaseAccuracy;           // MSR_id for time frame is late (int)
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#endif
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    // Quality management implementation for scheduling rendering
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    virtual BOOL ScheduleSample(IMediaSample *pMediaSample);
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    virtual HRESULT GetSampleTimes(IMediaSample *pMediaSample,
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                                   __out REFERENCE_TIME *pStartTime,
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                                   __out REFERENCE_TIME *pEndTime);
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    virtual HRESULT ShouldDrawSampleNow(IMediaSample *pMediaSample,
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                                        __out REFERENCE_TIME *ptrStart,
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                                        __out REFERENCE_TIME *ptrEnd);
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    // Lots of end of stream complexities
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    void TimerCallback();
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    void ResetEndOfStreamTimer();
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    HRESULT NotifyEndOfStream();
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    virtual HRESULT SendEndOfStream();
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    virtual HRESULT ResetEndOfStream();
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    virtual HRESULT EndOfStream();
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    // Rendering is based around the clock
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    void SignalTimerFired();
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    virtual HRESULT CancelNotification();
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    virtual HRESULT ClearPendingSample();
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    // Called when the filter changes state
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    virtual HRESULT Active();
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    virtual HRESULT Inactive();
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    virtual HRESULT StartStreaming();
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    virtual HRESULT StopStreaming();
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    virtual HRESULT BeginFlush();
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    virtual HRESULT EndFlush();
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    // Deal with connections and type changes
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    virtual HRESULT BreakConnect();
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    virtual HRESULT SetMediaType(const CMediaType *pmt);
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    virtual HRESULT CompleteConnect(IPin *pReceivePin);
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    // These look after the handling of data samples
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    virtual HRESULT PrepareReceive(IMediaSample *pMediaSample);
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    virtual HRESULT Receive(IMediaSample *pMediaSample);
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    virtual BOOL HaveCurrentSample();
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    virtual IMediaSample *GetCurrentSample();
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    virtual HRESULT Render(IMediaSample *pMediaSample);
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    // Derived classes MUST override these
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    virtual HRESULT DoRenderSample(IMediaSample *pMediaSample) PURE;
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    virtual HRESULT CheckMediaType(const CMediaType *) PURE;
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    // Helper
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    void WaitForReceiveToComplete();
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};
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// CBaseVideoRenderer is a renderer class (see its ancestor class) and
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// it handles scheduling of media samples so that they are drawn at the
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// correct time by the reference clock.  It implements a degradation
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// strategy.  Possible degradation modes are:
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//    Drop frames here (only useful if the drawing takes significant time)
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//    Signal supplier (upstream) to drop some frame(s) - i.e. one-off skip.
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//    Signal supplier to change the frame rate - i.e. ongoing skipping.
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//    Or any combination of the above.
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// In order to determine what's useful to try we need to know what's going
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// on.  This is done by timing various operations (including the supplier).
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// This timing is done by using timeGetTime as it is accurate enough and
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// usually cheaper than calling the reference clock.  It also tells the
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// truth if there is an audio break and the reference clock stops.
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// We provide a number of public entry points (named OnXxxStart, OnXxxEnd)
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// which the rest of the renderer calls at significant moments.  These do
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// the timing.
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// the number of frames that the sliding averages are averaged over.
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// the rule is (1024*NewObservation + (AVGPERIOD-1) * PreviousAverage)/AVGPERIOD
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#define AVGPERIOD 4
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#define DO_MOVING_AVG(avg,obs) (avg = (1024*obs + (AVGPERIOD-1)*avg)/AVGPERIOD)
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// Spot the bug in this macro - I can't. but it doesn't work!
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class CBaseVideoRenderer : public CBaseRenderer,    // Base renderer class
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                           public IQualProp,        // Property page guff
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                           public IQualityControl   // Allow throttling
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{
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protected:
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    // Hungarian:
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    //     tFoo is the time Foo in mSec (beware m_tStart from filter.h)
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    //     trBar is the time Bar by the reference clock
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    //******************************************************************
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    // State variables to control synchronisation
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    //******************************************************************
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    // Control of sending Quality messages.  We need to know whether
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    // we are in trouble (e.g. frames being dropped) and where the time
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    // is being spent.
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    // When we drop a frame we play the next one early.
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    // The frame after that is likely to wait before drawing and counting this
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    // wait as spare time is unfair, so we count it as a zero wait.
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    // We therefore need to know whether we are playing frames early or not.
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    int m_nNormal;                  // The number of consecutive frames
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                                    // drawn at their normal time (not early)
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                                    // -1 means we just dropped a frame.
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#ifdef PERF
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    BOOL m_bDrawLateFrames;         // Don't drop any frames (debug and I'm
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                                    // not keen on people using it!)
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#endif
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    BOOL m_bSupplierHandlingQuality;// The response to Quality messages says
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                                    // our supplier is handling things.
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                                    // We will allow things to go extra late
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                                    // before dropping frames.  We will play
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                                    // very early after he has dropped one.
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    // Control of scheduling, frame dropping etc.
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    // We need to know where the time is being spent so as to tell whether
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    // we should be taking action here, signalling supplier or what.
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    // The variables are initialised to a mode of NOT dropping frames.
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    // They will tell the truth after a few frames.
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    // We typically record a start time for an event, later we get the time
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    // again and subtract to get the elapsed time, and we average this over
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    // a few frames.  The average is used to tell what mode we are in.
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    // Although these are reference times (64 bit) they are all DIFFERENCES
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    // between times which are small.  An int will go up to 214 secs before
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    // overflow.  Avoiding 64 bit multiplications and divisions seems
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    // worth while.
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    // Audio-video throttling.  If the user has turned up audio quality
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    // very high (in principle it could be any other stream, not just audio)
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    // then we can receive cries for help via the graph manager.  In this case
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    // we put in a wait for some time after rendering each frame.
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    int m_trThrottle;
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    // The time taken to render (i.e. BitBlt) frames controls which component
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    // needs to degrade.  If the blt is expensive, the renderer degrades.
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    // If the blt is cheap it's done anyway and the supplier degrades.
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    int m_trRenderAvg;              // Time frames are taking to blt
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    int m_trRenderLast;             // Time for last frame blt
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    int m_tRenderStart;             // Just before we started drawing (mSec)
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                                    // derived from timeGetTime.
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    // When frames are dropped we will play the next frame as early as we can.
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    // If it was a false alarm and the machine is fast we slide gently back to
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    // normal timing.  To do this, we record the offset showing just how early
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    // we really are.  This will normally be negative meaning early or zero.
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    int m_trEarliness;
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    // Target provides slow long-term feedback to try to reduce the
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    // average sync offset to zero.  Whenever a frame is actually rendered
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    // early we add a msec or two, whenever late we take off a few.
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    // We add or take off 1/32 of the error time.
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    // Eventually we should be hovering around zero.  For a really bad case
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    // where we were (say) 300mSec off, it might take 100 odd frames to
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    // settle down.  The rate of change of this is intended to be slower
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    // than any other mechanism in Quartz, thereby avoiding hunting.
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    int m_trTarget;
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    // The proportion of time spent waiting for the right moment to blt
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    // controls whether we bother to drop a frame or whether we reckon that
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    // we're doing well enough that we can stand a one-frame glitch.
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    int m_trWaitAvg;                // Average of last few wait times
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                                    // (actually we just average how early
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                                    // we were).  Negative here means LATE.
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    // The average inter-frame time.
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    // This is used to calculate the proportion of the time used by the
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    // three operations (supplying us, waiting, rendering)
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    int m_trFrameAvg;               // Average inter-frame time
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    int m_trDuration;               // duration of last frame.
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#ifdef PERF
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    // Performance logging identifiers
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    int m_idTimeStamp;              // MSR_id for frame time stamp
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    int m_idEarliness;              // MSR_id for earliness fudge
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    int m_idTarget;                 // MSR_id for Target fudge
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    int m_idWaitReal;               // MSR_id for true wait time
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    int m_idWait;                   // MSR_id for wait time recorded
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    int m_idFrameAccuracy;          // MSR_id for time frame is late (int)
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    int m_idRenderAvg;              // MSR_id for Render time recorded (int)
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    int m_idSchLateTime;            // MSR_id for lateness at scheduler
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    int m_idQualityRate;            // MSR_id for Quality rate requested
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    int m_idQualityTime;            // MSR_id for Quality time requested
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    int m_idDecision;               // MSR_id for decision code
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    int m_idDuration;               // MSR_id for duration of a frame
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    int m_idThrottle;               // MSR_id for audio-video throttling
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    //int m_idDebug;                  // MSR_id for trace style debugging
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    //int m_idSendQuality;          // MSR_id for timing the notifications per se
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#endif // PERF
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    REFERENCE_TIME m_trRememberStampForPerf;  // original time stamp of frame
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                                              // with no earliness fudges etc.
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#ifdef PERF
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    REFERENCE_TIME m_trRememberFrameForPerf;  // time when previous frame rendered
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    // debug...
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    int m_idFrameAvg;
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    int m_idWaitAvg;
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#endif
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    // PROPERTY PAGE
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    // This has edit fields that show the user what's happening
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    // These member variables hold these counts.
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    int m_cFramesDropped;           // cumulative frames dropped IN THE RENDERER
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    int m_cFramesDrawn;             // Frames since streaming started seen BY THE
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                                    // RENDERER (some may be dropped upstream)
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    // Next two support average sync offset and standard deviation of sync offset.
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    LONGLONG m_iTotAcc;                  // Sum of accuracies in mSec
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    LONGLONG m_iSumSqAcc;           // Sum of squares of (accuracies in mSec)
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    // Next two allow jitter calculation.  Jitter is std deviation of frame time.
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    REFERENCE_TIME m_trLastDraw;    // Time of prev frame (for inter-frame times)
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    LONGLONG m_iSumSqFrameTime;     // Sum of squares of (inter-frame time in mSec)
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    LONGLONG m_iSumFrameTime;            // Sum of inter-frame times in mSec
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    // To get performance statistics on frame rate, jitter etc, we need
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    // to record the lateness and inter-frame time.  What we actually need are the
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    // data above (sum, sum of squares and number of entries for each) but the data
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    // is generated just ahead of time and only later do we discover whether the
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    // frame was actually drawn or not.  So we have to hang on to the data
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    int m_trLate;                   // hold onto frame lateness
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    int m_trFrame;                  // hold onto inter-frame time
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    int m_tStreamingStart;          // if streaming then time streaming started
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                                    // else time of last streaming session
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                                    // used for property page statistics
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#ifdef PERF
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    LONGLONG m_llTimeOffset;        // timeGetTime()*10000+m_llTimeOffset==ref time
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#endif
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public:
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    CBaseVideoRenderer(REFCLSID RenderClass, // CLSID for this renderer
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                       __in_opt LPCTSTR pName,         // Debug ONLY description
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                       __inout_opt LPUNKNOWN pUnk,       // Aggregated owner object
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                       __inout HRESULT *phr);        // General OLE return code
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    ~CBaseVideoRenderer();
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    // IQualityControl methods - Notify allows audio-video throttling
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    STDMETHODIMP SetSink( IQualityControl * piqc);
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    STDMETHODIMP Notify( IBaseFilter * pSelf, Quality q);
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    // These provide a full video quality management implementation
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    void OnRenderStart(IMediaSample *pMediaSample);
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    void OnRenderEnd(IMediaSample *pMediaSample);
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    void OnWaitStart();
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    void OnWaitEnd();
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    HRESULT OnStartStreaming();
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    HRESULT OnStopStreaming();
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    void ThrottleWait();
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    // Handle the statistics gathering for our quality management
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    void PreparePerformanceData(int trLate, int trFrame);
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    virtual void RecordFrameLateness(int trLate, int trFrame);
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    virtual void OnDirectRender(IMediaSample *pMediaSample);
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    virtual HRESULT ResetStreamingTimes();
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    BOOL ScheduleSample(IMediaSample *pMediaSample);
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    HRESULT ShouldDrawSampleNow(IMediaSample *pMediaSample,
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                                __inout REFERENCE_TIME *ptrStart,
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                                __inout REFERENCE_TIME *ptrEnd);
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    virtual HRESULT SendQuality(REFERENCE_TIME trLate, REFERENCE_TIME trRealStream);
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    STDMETHODIMP JoinFilterGraph(__inout_opt IFilterGraph * pGraph, __in_opt LPCWSTR pName);
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    //
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    //  Do estimates for standard deviations for per-frame
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    //  statistics
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    //
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    //  *piResult = (llSumSq - iTot * iTot / m_cFramesDrawn - 1) /
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    //                            (m_cFramesDrawn - 2)
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    //  or 0 if m_cFramesDrawn <= 3
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    //
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    HRESULT GetStdDev(
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        int nSamples,
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        __out int *piResult,
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        LONGLONG llSumSq,
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        LONGLONG iTot
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    );
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public:
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    // IQualProp property page support
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    STDMETHODIMP get_FramesDroppedInRenderer(__out int *cFramesDropped);
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    STDMETHODIMP get_FramesDrawn(__out int *pcFramesDrawn);
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    STDMETHODIMP get_AvgFrameRate(__out int *piAvgFrameRate);
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    STDMETHODIMP get_Jitter(__out int *piJitter);
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    STDMETHODIMP get_AvgSyncOffset(__out int *piAvg);
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    STDMETHODIMP get_DevSyncOffset(__out int *piDev);
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    // Implement an IUnknown interface and expose IQualProp
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    DECLARE_IUNKNOWN
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    STDMETHODIMP NonDelegatingQueryInterface(REFIID riid,__deref_out VOID **ppv);
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};
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#endif // __RENBASE__
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