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Unified Diff: media/video/video_decode_accelerator.h

Issue 1839193003: Reland: Introduce GpuVideoDecodeAcceleratorFactory. (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: Created 4 years, 8 months ago
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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

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