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Side by Side Diff: content/renderer/media/renderer_gpu_video_decoder_factories.cc

Issue 13890012: Integrate VDA with WebRTC. (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: Add VDA and gpu_factories mocks. Update unittest. Created 7 years, 7 months ago
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1 // Copyright (c) 2012 The Chromium Authors. All rights reserved. 1 // Copyright (c) 2012 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be 2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file. 3 // found in the LICENSE file.
4 4
5 #include "content/renderer/media/renderer_gpu_video_decoder_factories.h" 5 #include "content/renderer/media/renderer_gpu_video_decoder_factories.h"
6 6
7 #include <GLES2/gl2.h> 7 #include <GLES2/gl2.h>
8 #include <GLES2/gl2ext.h> 8 #include <GLES2/gl2ext.h>
9 9
10 #include "base/bind.h" 10 #include "base/bind.h"
(...skipping 11 matching lines...) Expand all
22 GpuChannelHost* gpu_channel_host, 22 GpuChannelHost* gpu_channel_host,
23 const scoped_refptr<base::MessageLoopProxy>& message_loop, 23 const scoped_refptr<base::MessageLoopProxy>& message_loop,
24 WebGraphicsContext3DCommandBufferImpl* context) 24 WebGraphicsContext3DCommandBufferImpl* context)
25 : message_loop_(message_loop), 25 : message_loop_(message_loop),
26 gpu_channel_host_(gpu_channel_host), 26 gpu_channel_host_(gpu_channel_host),
27 aborted_waiter_(true, false), 27 aborted_waiter_(true, false),
28 compositor_loop_async_waiter_(false, false), 28 compositor_loop_async_waiter_(false, false),
29 render_thread_async_waiter_(false, false) { 29 render_thread_async_waiter_(false, false) {
30 if (message_loop_->BelongsToCurrentThread()) { 30 if (message_loop_->BelongsToCurrentThread()) {
31 AsyncGetContext(context); 31 AsyncGetContext(context);
32 compositor_loop_async_waiter_.Reset();
32 return; 33 return;
33 } 34 }
34 // Threaded compositor requires us to wait for the context to be acquired. 35 // Threaded compositor requires us to wait for the context to be acquired.
35 message_loop_->PostTask(FROM_HERE, base::Bind( 36 message_loop_->PostTask(FROM_HERE, base::Bind(
36 &RendererGpuVideoDecoderFactories::AsyncGetContext, 37 &RendererGpuVideoDecoderFactories::AsyncGetContext,
37 // Unretained to avoid ref/deref'ing |*this|, which is not yet stored in a 38 // Unretained to avoid ref/deref'ing |*this|, which is not yet stored in a
38 // scoped_refptr. Safe because the Wait() below keeps us alive until this 39 // scoped_refptr. Safe because the Wait() below keeps us alive until this
39 // task completes. 40 // task completes.
40 base::Unretained(this), 41 base::Unretained(this),
41 // OK to pass raw because the pointee is only deleted on the compositor 42 // OK to pass raw because the pointee is only deleted on the compositor
(...skipping 14 matching lines...) Expand all
56 context_->insertEventMarkerEXT("GpuVDAContext3D"); 57 context_->insertEventMarkerEXT("GpuVDAContext3D");
57 } 58 }
58 } 59 }
59 compositor_loop_async_waiter_.Signal(); 60 compositor_loop_async_waiter_.Signal();
60 } 61 }
61 62
62 media::VideoDecodeAccelerator* 63 media::VideoDecodeAccelerator*
63 RendererGpuVideoDecoderFactories::CreateVideoDecodeAccelerator( 64 RendererGpuVideoDecoderFactories::CreateVideoDecodeAccelerator(
64 media::VideoCodecProfile profile, 65 media::VideoCodecProfile profile,
65 media::VideoDecodeAccelerator::Client* client) { 66 media::VideoDecodeAccelerator::Client* client) {
66 DCHECK(!message_loop_->BelongsToCurrentThread()); 67 if (message_loop_->BelongsToCurrentThread()) {
68 AsyncCreateVideoDecodeAccelerator(profile, client);
69 compositor_loop_async_waiter_.Reset();
70 return vda_.release();
Ami GONE FROM CHROMIUM 2013/05/29 21:11:46 For consistency with the other similar codepaths b
wuchengli 2013/06/10 12:33:42 I removed DCHECK(!message_loop_->BelongsToCurrentT
71 }
67 // The VDA is returned in the vda_ member variable by the 72 // The VDA is returned in the vda_ member variable by the
68 // AsyncCreateVideoDecodeAccelerator() function. 73 // AsyncCreateVideoDecodeAccelerator() function.
69 message_loop_->PostTask(FROM_HERE, base::Bind( 74 message_loop_->PostTask(FROM_HERE, base::Bind(
70 &RendererGpuVideoDecoderFactories::AsyncCreateVideoDecodeAccelerator, 75 &RendererGpuVideoDecoderFactories::AsyncCreateVideoDecodeAccelerator,
71 this, profile, client)); 76 this, profile, client));
72 77
73 base::WaitableEvent* objects[] = {&aborted_waiter_, 78 base::WaitableEvent* objects[] = {&aborted_waiter_,
74 &compositor_loop_async_waiter_}; 79 &compositor_loop_async_waiter_};
75 if (base::WaitableEvent::WaitMany(objects, arraysize(objects)) == 0) { 80 if (base::WaitableEvent::WaitMany(objects, arraysize(objects)) == 0) {
76 // If we are aborting and the VDA is created by the 81 // If we are aborting and the VDA is created by the
(...skipping 17 matching lines...) Expand all
94 context_->GetCommandBufferProxy()->GetRouteID(), 99 context_->GetCommandBufferProxy()->GetRouteID(),
95 profile, client); 100 profile, client);
96 } 101 }
97 compositor_loop_async_waiter_.Signal(); 102 compositor_loop_async_waiter_.Signal();
98 } 103 }
99 104
100 bool RendererGpuVideoDecoderFactories::CreateTextures( 105 bool RendererGpuVideoDecoderFactories::CreateTextures(
101 int32 count, const gfx::Size& size, 106 int32 count, const gfx::Size& size,
102 std::vector<uint32>* texture_ids, 107 std::vector<uint32>* texture_ids,
103 uint32 texture_target) { 108 uint32 texture_target) {
109 if (message_loop_->BelongsToCurrentThread()) {
110 AsyncCreateTextures(count, size, texture_target);
111 texture_ids->swap(created_textures_);
112 compositor_loop_async_waiter_.Reset();
113 return true;
114 }
104 DCHECK(!message_loop_->BelongsToCurrentThread()); 115 DCHECK(!message_loop_->BelongsToCurrentThread());
105 message_loop_->PostTask(FROM_HERE, base::Bind( 116 message_loop_->PostTask(FROM_HERE, base::Bind(
106 &RendererGpuVideoDecoderFactories::AsyncCreateTextures, this, 117 &RendererGpuVideoDecoderFactories::AsyncCreateTextures, this,
107 count, size, texture_target)); 118 count, size, texture_target));
108 119
109 base::WaitableEvent* objects[] = {&aborted_waiter_, 120 base::WaitableEvent* objects[] = {&aborted_waiter_,
110 &compositor_loop_async_waiter_}; 121 &compositor_loop_async_waiter_};
111 if (base::WaitableEvent::WaitMany(objects, arraysize(objects)) == 0) 122 if (base::WaitableEvent::WaitMany(objects, arraysize(objects)) == 0)
112 return false; 123 return false;
113 texture_ids->swap(created_textures_); 124 texture_ids->swap(created_textures_);
(...skipping 27 matching lines...) Expand all
141 } 152 }
142 // We need a glFlush here to guarantee the decoder (in the GPU process) can 153 // We need a glFlush here to guarantee the decoder (in the GPU process) can
143 // use the texture ids we return here. Since textures are expected to be 154 // use the texture ids we return here. Since textures are expected to be
144 // reused, this should not be unacceptably expensive. 155 // reused, this should not be unacceptably expensive.
145 gles2->Flush(); 156 gles2->Flush();
146 DCHECK_EQ(gles2->GetError(), static_cast<GLenum>(GL_NO_ERROR)); 157 DCHECK_EQ(gles2->GetError(), static_cast<GLenum>(GL_NO_ERROR));
147 compositor_loop_async_waiter_.Signal(); 158 compositor_loop_async_waiter_.Signal();
148 } 159 }
149 160
150 void RendererGpuVideoDecoderFactories::DeleteTexture(uint32 texture_id) { 161 void RendererGpuVideoDecoderFactories::DeleteTexture(uint32 texture_id) {
162 if (message_loop_->BelongsToCurrentThread()) {
163 AsyncDeleteTexture(texture_id);
164 return;
165 }
151 DCHECK(!message_loop_->BelongsToCurrentThread()); 166 DCHECK(!message_loop_->BelongsToCurrentThread());
152 message_loop_->PostTask(FROM_HERE, base::Bind( 167 message_loop_->PostTask(FROM_HERE, base::Bind(
153 &RendererGpuVideoDecoderFactories::AsyncDeleteTexture, this, texture_id)); 168 &RendererGpuVideoDecoderFactories::AsyncDeleteTexture, this, texture_id));
154 } 169 }
155 170
156 void RendererGpuVideoDecoderFactories::AsyncDeleteTexture(uint32 texture_id) { 171 void RendererGpuVideoDecoderFactories::AsyncDeleteTexture(uint32 texture_id) {
157 DCHECK(message_loop_->BelongsToCurrentThread()); 172 DCHECK(message_loop_->BelongsToCurrentThread());
158 if (!context_) 173 if (!context_)
159 return; 174 return;
160 175
(...skipping 96 matching lines...) Expand 10 before | Expand all | Expand 10 after
257 return aborted_waiter_.IsSignaled(); 272 return aborted_waiter_.IsSignaled();
258 } 273 }
259 274
260 void RendererGpuVideoDecoderFactories::AsyncDestroyVideoDecodeAccelerator() { 275 void RendererGpuVideoDecoderFactories::AsyncDestroyVideoDecodeAccelerator() {
261 // OK to release because Destroy() will delete the VDA instance. 276 // OK to release because Destroy() will delete the VDA instance.
262 if (vda_) 277 if (vda_)
263 vda_.release()->Destroy(); 278 vda_.release()->Destroy();
264 } 279 }
265 280
266 } // namespace content 281 } // namespace content
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