| Index: media/video/video_decode_accelerator.h
|
| diff --git a/media/video/video_decode_accelerator.h b/media/video/video_decode_accelerator.h
|
| index 9a988d6d7c13cdf88028f741b32132b855b33802..f4956f26ab7c4f1070ef4a9cb8cc96abe02cb127 100644
|
| --- a/media/video/video_decode_accelerator.h
|
| +++ b/media/video/video_decode_accelerator.h
|
| @@ -10,15 +10,20 @@
|
| #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 {
|
|
|
| // Video decoder interface.
|
| @@ -38,10 +43,6 @@ class MEDIA_EXPORT VideoDecodeAccelerator {
|
| };
|
| 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();
|
| Capabilities(const Capabilities& other);
|
| @@ -230,16 +231,39 @@ class MEDIA_EXPORT VideoDecodeAccelerator {
|
| // unconditionally, so make sure to drop all pointers to it!
|
| virtual void Destroy() = 0;
|
|
|
| - // 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();
|
| + // 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);
|
|
|
| // Windows creates a BGRA texture.
|
| // TODO(dshwang): after moving to D3D11, remove this. crbug.com/438691
|
|
|