Index: media/video/video_decode_accelerator.h |
diff --git a/media/video/video_decode_accelerator.h b/media/video/video_decode_accelerator.h |
index 45529730ece3652a80f54c3688d5bdd9fd8190a9..a840750d26d7b2392f2183c86ff14d02d2591e2a 100644 |
--- a/media/video/video_decode_accelerator.h |
+++ b/media/video/video_decode_accelerator.h |
@@ -10,19 +10,14 @@ |
#include <memory> |
#include <vector> |
-#include "base/memory/ref_counted.h" |
-#include "base/memory/weak_ptr.h" |
#include "media/base/bitstream_buffer.h" |
#include "media/base/surface_manager.h" |
#include "media/base/video_decoder_config.h" |
#include "media/video/picture.h" |
#include "ui/gfx/geometry/size.h" |
+#include "ui/gl/gl_image.h" |
typedef unsigned int GLenum; |
- |
-namespace base { |
-class SingleThreadTaskRunner; |
-} |
namespace media { |
@@ -42,6 +37,10 @@ |
bool encrypted_only; |
}; |
using SupportedProfiles = std::vector<SupportedProfile>; |
+ |
+ using MakeContextCurrentCallback = base::Callback<bool(void)>; |
+ using BindImageCallback = base::Callback< |
+ void(uint32_t, uint32_t, scoped_refptr<gl::GLImage>, bool)>; |
struct MEDIA_EXPORT Capabilities { |
Capabilities(); |
@@ -230,39 +229,16 @@ |
// unconditionally, so make sure to drop all pointers to it! |
virtual void Destroy() = 0; |
- // TO BE CALLED IN THE SAME PROCESS AS THE VDA IMPLEMENTATION ONLY. |
- // |
- // A decode "task" is a sequence that includes a Decode() call from Client, |
- // as well as corresponding callbacks to return the input BitstreamBuffer |
- // after use, and the resulting output Picture(s). |
- // |
- // If the Client can support running these three calls on a separate thread, |
- // it may call this method to try to set up the VDA implementation to do so. |
- // If the VDA can support this as well, return true, otherwise return false. |
- // If true is returned, the client may submit each Decode() call (but no other |
- // calls) on |decode_task_runner|, and should then expect that |
- // NotifyEndOfBitstreamBuffer() and PictureReady() callbacks may come on |
- // |decode_task_runner| as well, called on |decode_client|, instead of client |
- // provided to Initialize(). |
- // |
- // This method may be called at any time. |
- // |
- // NOTE 1: some callbacks may still have to come on the main thread and the |
- // Client should handle both callbacks coming on main and |decode_task_runner| |
- // thread. |
- // |
- // NOTE 2: VDA implementations of Decode() must return as soon as possible and |
- // never block, as |decode_task_runner| may be a latency critical thread |
- // (such as the GPU IO thread). |
- // |
- // One application of this is offloading the GPU Child thread. In general, |
- // calls to VDA in GPU process have to be done on the GPU Child thread, as |
- // they may require GL context to be current. However, some VDAs may be able |
- // to run decode operations without GL context, which helps reduce latency and |
- // offloads the GPU Child thread. |
- virtual bool TryToSetupDecodeOnSeparateThread( |
- const base::WeakPtr<Client>& decode_client, |
- const scoped_refptr<base::SingleThreadTaskRunner>& decode_task_runner); |
+ // GPU PROCESS ONLY. Implementations of this interface in the |
+ // content/common/gpu/media should implement this, and implementations in |
+ // other processes should not override the default implementation. |
+ // Returns true if VDA::Decode and VDA::Client callbacks can run on the IO |
+ // thread. Otherwise they will run on the GPU child thread. The purpose of |
+ // running Decode on the IO thread is to reduce decode latency. Note Decode |
+ // should return as soon as possible and not block on the IO thread. Also, |
+ // PictureReady should be run on the child thread if a picture is delivered |
+ // the first time so it can be cleared. |
+ virtual bool CanDecodeOnIOThread(); |
// Windows creates a BGRA texture. |
// TODO(dshwang): after moving to D3D11, remove this. crbug.com/438691 |