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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: address review comments Created 7 years, 6 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
42 // thread, and only as the result of a PostTask from the render thread 43 // thread, and only as the result of a PostTask from the render thread
43 // which can only happen after this function returns, so our PostTask will 44 // which can only happen after this function returns, so our PostTask will
44 // run first. 45 // run first.
45 context)); 46 context));
46 compositor_loop_async_waiter_.Wait(); 47 compositor_loop_async_waiter_.Wait();
47 } 48 }
48 49
50 RendererGpuVideoDecoderFactories::RendererGpuVideoDecoderFactories()
51 : aborted_waiter_(true, false),
52 compositor_loop_async_waiter_(false, false),
53 render_thread_async_waiter_(false, false) {}
54
55 scoped_refptr<RendererGpuVideoDecoderFactories>
56 RendererGpuVideoDecoderFactories::Clone() {
57 scoped_refptr<RendererGpuVideoDecoderFactories> factories =
58 new RendererGpuVideoDecoderFactories();
59 factories->message_loop_ = message_loop_;
60 factories->gpu_channel_host_ = gpu_channel_host_;
61 factories->context_ = context_;
62 return factories;
63 }
64
49 void RendererGpuVideoDecoderFactories::AsyncGetContext( 65 void RendererGpuVideoDecoderFactories::AsyncGetContext(
50 WebGraphicsContext3DCommandBufferImpl* context) { 66 WebGraphicsContext3DCommandBufferImpl* context) {
51 context_ = context->AsWeakPtr(); 67 context_ = context->AsWeakPtr();
52 if (context_) { 68 if (context_) {
53 if (context_->makeContextCurrent()) { 69 if (context_->makeContextCurrent()) {
54 // Called once per media player, but is a no-op after the first one in 70 // Called once per media player, but is a no-op after the first one in
55 // each renderer. 71 // each renderer.
56 context_->insertEventMarkerEXT("GpuVDAContext3D"); 72 context_->insertEventMarkerEXT("GpuVDAContext3D");
57 } 73 }
58 } 74 }
59 compositor_loop_async_waiter_.Signal(); 75 compositor_loop_async_waiter_.Signal();
60 } 76 }
61 77
62 media::VideoDecodeAccelerator* 78 media::VideoDecodeAccelerator*
63 RendererGpuVideoDecoderFactories::CreateVideoDecodeAccelerator( 79 RendererGpuVideoDecoderFactories::CreateVideoDecodeAccelerator(
64 media::VideoCodecProfile profile, 80 media::VideoCodecProfile profile,
65 media::VideoDecodeAccelerator::Client* client) { 81 media::VideoDecodeAccelerator::Client* client) {
66 DCHECK(!message_loop_->BelongsToCurrentThread()); 82 DCHECK(!message_loop_->BelongsToCurrentThread());
Ami GONE FROM CHROMIUM 2013/06/13 20:10:03 Why remove the sync path?
wuchengli 2013/06/18 16:11:23 This patchset uses a new thread as |message_loop_|
67 // The VDA is returned in the vda_ member variable by the 83 // The VDA is returned in the vda_ member variable by the
68 // AsyncCreateVideoDecodeAccelerator() function. 84 // AsyncCreateVideoDecodeAccelerator() function.
69 message_loop_->PostTask(FROM_HERE, base::Bind( 85 message_loop_->PostTask(FROM_HERE, base::Bind(
70 &RendererGpuVideoDecoderFactories::AsyncCreateVideoDecodeAccelerator, 86 &RendererGpuVideoDecoderFactories::AsyncCreateVideoDecodeAccelerator,
71 this, profile, client)); 87 this, profile, client));
72 88
73 base::WaitableEvent* objects[] = {&aborted_waiter_, 89 base::WaitableEvent* objects[] = {&aborted_waiter_,
74 &compositor_loop_async_waiter_}; 90 &compositor_loop_async_waiter_};
75 if (base::WaitableEvent::WaitMany(objects, arraysize(objects)) == 0) { 91 if (base::WaitableEvent::WaitMany(objects, arraysize(objects)) == 0) {
76 // If we are aborting and the VDA is created by the 92 // If we are aborting and the VDA is created by the
(...skipping 17 matching lines...) Expand all
94 context_->GetCommandBufferProxy()->GetRouteID(), 110 context_->GetCommandBufferProxy()->GetRouteID(),
95 profile, client); 111 profile, client);
96 } 112 }
97 compositor_loop_async_waiter_.Signal(); 113 compositor_loop_async_waiter_.Signal();
98 } 114 }
99 115
100 bool RendererGpuVideoDecoderFactories::CreateTextures( 116 bool RendererGpuVideoDecoderFactories::CreateTextures(
101 int32 count, const gfx::Size& size, 117 int32 count, const gfx::Size& size,
102 std::vector<uint32>* texture_ids, 118 std::vector<uint32>* texture_ids,
103 uint32 texture_target) { 119 uint32 texture_target) {
104 DCHECK(!message_loop_->BelongsToCurrentThread()); 120 if (message_loop_->BelongsToCurrentThread()) {
121 AsyncCreateTextures(count, size, texture_target);
122 texture_ids->swap(created_textures_);
123 compositor_loop_async_waiter_.Reset();
124 return true;
125 }
105 message_loop_->PostTask(FROM_HERE, base::Bind( 126 message_loop_->PostTask(FROM_HERE, base::Bind(
106 &RendererGpuVideoDecoderFactories::AsyncCreateTextures, this, 127 &RendererGpuVideoDecoderFactories::AsyncCreateTextures, this,
107 count, size, texture_target)); 128 count, size, texture_target));
108 129
109 base::WaitableEvent* objects[] = {&aborted_waiter_, 130 base::WaitableEvent* objects[] = {&aborted_waiter_,
110 &compositor_loop_async_waiter_}; 131 &compositor_loop_async_waiter_};
111 if (base::WaitableEvent::WaitMany(objects, arraysize(objects)) == 0) 132 if (base::WaitableEvent::WaitMany(objects, arraysize(objects)) == 0)
112 return false; 133 return false;
113 texture_ids->swap(created_textures_); 134 texture_ids->swap(created_textures_);
114 return true; 135 return true;
(...skipping 26 matching lines...) Expand all
141 } 162 }
142 // We need a glFlush here to guarantee the decoder (in the GPU process) can 163 // 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 164 // use the texture ids we return here. Since textures are expected to be
144 // reused, this should not be unacceptably expensive. 165 // reused, this should not be unacceptably expensive.
145 gles2->Flush(); 166 gles2->Flush();
146 DCHECK_EQ(gles2->GetError(), static_cast<GLenum>(GL_NO_ERROR)); 167 DCHECK_EQ(gles2->GetError(), static_cast<GLenum>(GL_NO_ERROR));
147 compositor_loop_async_waiter_.Signal(); 168 compositor_loop_async_waiter_.Signal();
148 } 169 }
149 170
150 void RendererGpuVideoDecoderFactories::DeleteTexture(uint32 texture_id) { 171 void RendererGpuVideoDecoderFactories::DeleteTexture(uint32 texture_id) {
151 DCHECK(!message_loop_->BelongsToCurrentThread()); 172 if (message_loop_->BelongsToCurrentThread()) {
173 AsyncDeleteTexture(texture_id);
174 return;
175 }
152 message_loop_->PostTask(FROM_HERE, base::Bind( 176 message_loop_->PostTask(FROM_HERE, base::Bind(
153 &RendererGpuVideoDecoderFactories::AsyncDeleteTexture, this, texture_id)); 177 &RendererGpuVideoDecoderFactories::AsyncDeleteTexture, this, texture_id));
154 } 178 }
155 179
156 void RendererGpuVideoDecoderFactories::AsyncDeleteTexture(uint32 texture_id) { 180 void RendererGpuVideoDecoderFactories::AsyncDeleteTexture(uint32 texture_id) {
157 DCHECK(message_loop_->BelongsToCurrentThread()); 181 DCHECK(message_loop_->BelongsToCurrentThread());
158 if (!context_) 182 if (!context_)
159 return; 183 return;
160 184
161 gpu::gles2::GLES2Implementation* gles2 = context_->GetImplementation(); 185 gpu::gles2::GLES2Implementation* gles2 = context_->GetImplementation();
(...skipping 95 matching lines...) Expand 10 before | Expand all | Expand 10 after
257 return aborted_waiter_.IsSignaled(); 281 return aborted_waiter_.IsSignaled();
258 } 282 }
259 283
260 void RendererGpuVideoDecoderFactories::AsyncDestroyVideoDecodeAccelerator() { 284 void RendererGpuVideoDecoderFactories::AsyncDestroyVideoDecodeAccelerator() {
261 // OK to release because Destroy() will delete the VDA instance. 285 // OK to release because Destroy() will delete the VDA instance.
262 if (vda_) 286 if (vda_)
263 vda_.release()->Destroy(); 287 vda_.release()->Destroy();
264 } 288 }
265 289
266 } // namespace content 290 } // namespace content
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