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Side by Side Diff: content/common/gpu/media/avda_codec_image.cc

Issue 1682343002: AVDACodecImages keep a reference to the SurfaceTexture backing them (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: fix comment Created 4 years, 10 months ago
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1 // Copyright 2015 The Chromium Authors. All rights reserved. 1 // Copyright 2015 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/common/gpu/media/avda_codec_image.h" 5 #include "content/common/gpu/media/avda_codec_image.h"
6 6
7 #include <string.h> 7 #include <string.h>
8 8
9 #include "base/metrics/histogram_macros.h" 9 #include "base/metrics/histogram_macros.h"
10 #include "content/common/gpu/media/avda_shared_state.h" 10 #include "content/common/gpu/media/avda_shared_state.h"
11 #include "gpu/command_buffer/service/context_group.h"
12 #include "gpu/command_buffer/service/context_state.h"
13 #include "gpu/command_buffer/service/gles2_cmd_decoder.h" 11 #include "gpu/command_buffer/service/gles2_cmd_decoder.h"
14 #include "gpu/command_buffer/service/texture_manager.h" 12 #include "gpu/command_buffer/service/texture_manager.h"
15 #include "ui/gl/android/surface_texture.h" 13 #include "ui/gl/android/surface_texture.h"
16 #include "ui/gl/gl_context.h" 14 #include "ui/gl/gl_context.h"
17 #include "ui/gl/scoped_make_current.h" 15 #include "ui/gl/scoped_make_current.h"
18 16
19 namespace content { 17 namespace content {
20 18
21 AVDACodecImage::AVDACodecImage( 19 AVDACodecImage::AVDACodecImage(
22 const scoped_refptr<AVDASharedState>& shared_state, 20 const scoped_refptr<AVDASharedState>& shared_state,
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63 61
64 // Verify that the currently bound texture is the right one. If we're not 62 // Verify that the currently bound texture is the right one. If we're not
65 // copying to a Texture that shares our service_id, then we can't do much. 63 // copying to a Texture that shares our service_id, then we can't do much.
66 // This will force a copy. 64 // This will force a copy.
67 // TODO(liberato): Fall back to a copy that uses the texture matrix. 65 // TODO(liberato): Fall back to a copy that uses the texture matrix.
68 GLint bound_service_id = 0; 66 GLint bound_service_id = 0;
69 glGetIntegerv(GL_TEXTURE_BINDING_EXTERNAL_OES, &bound_service_id); 67 glGetIntegerv(GL_TEXTURE_BINDING_EXTERNAL_OES, &bound_service_id);
70 if (bound_service_id != shared_state_->surface_texture_service_id()) 68 if (bound_service_id != shared_state_->surface_texture_service_id())
71 return false; 69 return false;
72 70
73 // Attach the surface texture to our GL context if needed. 71 // Attach the surface texture to the first context we're bound on, so that
72 // no context switch is needed later.
74 if (!shared_state_->surface_texture_is_attached()) 73 if (!shared_state_->surface_texture_is_attached())
75 AttachSurfaceTextureToContext(); 74 AttachSurfaceTextureToContext();
76 75
77 // Make sure that we have the right image in the front buffer. 76 // Make sure that we have the right image in the front buffer.
78 UpdateSurfaceTexture(); 77 UpdateSurfaceTexture();
79 78
79 // TODO(liberato): Improve the way we handle the texture matrix.
80 // crbug.com/530681
80 InstallTextureMatrix(); 81 InstallTextureMatrix();
81 82
82 // TODO(liberato): Handle the texture matrix properly.
83 // Either we can update the shader with it or we can move all of the logic
84 // to updateTexImage() to the right place in the cc to send it to the shader.
85 // For now, we just skip it. crbug.com/530681
86
87 // By setting image state to UNBOUND instead of COPIED we ensure that 83 // By setting image state to UNBOUND instead of COPIED we ensure that
88 // CopyTexImage() is called each time the surface texture is used for drawing. 84 // CopyTexImage() is called each time the surface texture is used for drawing.
89 // It would be nice if we could do this via asking for the currently bound 85 // It would be nice if we could do this via asking for the currently bound
90 // Texture, but the active unit never seems to change. 86 // Texture, but the active unit never seems to change.
91 texture_->SetLevelImage(GL_TEXTURE_EXTERNAL_OES, 0, this, 87 texture_->SetLevelImage(GL_TEXTURE_EXTERNAL_OES, 0, this,
92 gpu::gles2::Texture::UNBOUND); 88 gpu::gles2::Texture::UNBOUND);
93 89
94 return true; 90 return true;
95 } 91 }
96 92
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158 } 154 }
159 155
160 int AVDACodecImage::GetMediaCodecBufferIndex() const { 156 int AVDACodecImage::GetMediaCodecBufferIndex() const {
161 return codec_buffer_index_; 157 return codec_buffer_index_;
162 } 158 }
163 159
164 void AVDACodecImage::SetSize(const gfx::Size& size) { 160 void AVDACodecImage::SetSize(const gfx::Size& size) {
165 size_ = size; 161 size_ = size;
166 } 162 }
167 163
168 void AVDACodecImage::SetMediaCodec(media::MediaCodecBridge* codec) { 164 void AVDACodecImage::SetMediaCodec(media::VideoCodecBridge* codec) {
169 media_codec_ = codec; 165 media_codec_ = codec;
170 } 166 }
171 167
172 void AVDACodecImage::SetTexture(gpu::gles2::Texture* texture) { 168 void AVDACodecImage::SetTexture(gpu::gles2::Texture* texture) {
173 texture_ = texture; 169 texture_ = texture;
174 } 170 }
175 171
176 void AVDACodecImage::AttachSurfaceTextureToContext() { 172 void AVDACodecImage::AttachSurfaceTextureToContext() {
177 DCHECK(surface_texture_); 173 DCHECK(surface_texture_);
178 174
179 // Attach the surface texture to the first context we're bound on, so that 175 // Attach the surface texture to the first context we're bound on, so that
180 // no context switch is needed later. 176 // no context switch is needed later.
181 glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 177 glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
182 glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MIN_FILTER, GL_NEAREST); 178 glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
183 glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); 179 glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
184 glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); 180 glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
185 181
186 // The surface texture is already detached, so just attach it. 182 // The surface texture is already detached, so just attach it.
187 // We could do this earlier, but SurfaceTexture has context affinity, and we 183 // We could do this earlier, but SurfaceTexture has context affinity, and we
188 // don't want to require a context switch. 184 // don't want to require a context switch.
189 surface_texture_->AttachToGLContext(); 185 surface_texture_->AttachToGLContext();
190 shared_state_->did_attach_surface_texture(); 186 shared_state_->DidAttachSurfaceTexture();
191 } 187 }
192 188
193 void AVDACodecImage::InstallTextureMatrix() { 189 void AVDACodecImage::InstallTextureMatrix() {
194 DCHECK(surface_texture_); 190 DCHECK(surface_texture_);
195 191
196 // glUseProgram() has been run already -- just modify the uniform. 192 // glUseProgram() has been run already -- just modify the uniform.
197 // Updating this via VideoFrameProvider::Client::DidUpdateMatrix() would 193 // Updating this via VideoFrameProvider::Client::DidUpdateMatrix() would
198 // be a better solution, except that we'd definitely miss a frame at this 194 // be a better solution, except that we'd definitely miss a frame at this
199 // point in drawing. 195 // point in drawing.
200 // Our current method assumes that we'll end up being a stream resource, 196 // Our current method assumes that we'll end up being a stream resource,
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214 // Only try once. 210 // Only try once.
215 need_shader_info_ = false; 211 need_shader_info_ = false;
216 } 212 }
217 213
218 if (texmatrix_uniform_location_ >= 0) { 214 if (texmatrix_uniform_location_ >= 0) {
219 glUniformMatrix4fv(texmatrix_uniform_location_, 1, false, gl_matrix_); 215 glUniformMatrix4fv(texmatrix_uniform_location_, 1, false, gl_matrix_);
220 } 216 }
221 } 217 }
222 218
223 } // namespace content 219 } // namespace content
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