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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 | |
3 // found in the LICENSE file. | |
4 | |
5 #include "content/common/gpu/media/avda_codec_image.h" | |
6 | |
7 #include <string.h> | |
8 | |
9 #include "base/metrics/histogram_macros.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" | |
14 #include "gpu/command_buffer/service/texture_manager.h" | |
15 #include "ui/gl/android/surface_texture.h" | |
16 #include "ui/gl/gl_context.h" | |
17 #include "ui/gl/scoped_make_current.h" | |
18 | |
19 namespace content { | |
20 | |
21 AVDACodecImage::AVDACodecImage( | |
22 const scoped_refptr<AVDASharedState>& shared_state, | |
23 media::VideoCodecBridge* codec, | |
24 const base::WeakPtr<gpu::gles2::GLES2Decoder>& decoder, | |
25 const scoped_refptr<gfx::SurfaceTexture>& surface_texture) | |
26 : shared_state_(shared_state), | |
27 codec_buffer_index_(kInvalidCodecBufferIndex), | |
28 media_codec_(codec), | |
29 decoder_(decoder), | |
30 surface_texture_(surface_texture), | |
31 detach_surface_texture_on_destruction_(false), | |
32 texture_(0) { | |
33 // Default to a sane guess of "flip Y", just in case we can't get | |
34 // the matrix on the first call. | |
35 memset(gl_matrix_, 0, sizeof(gl_matrix_)); | |
36 gl_matrix_[0] = gl_matrix_[10] = gl_matrix_[15] = 1.0f; | |
37 gl_matrix_[5] = -1.0f; | |
38 } | |
39 | |
40 AVDACodecImage::~AVDACodecImage() {} | |
41 | |
42 void AVDACodecImage::Destroy(bool have_context) {} | |
43 | |
44 gfx::Size AVDACodecImage::GetSize() { | |
45 return size_; | |
46 } | |
47 | |
48 unsigned AVDACodecImage::GetInternalFormat() { | |
49 return GL_RGBA; | |
50 } | |
51 | |
52 bool AVDACodecImage::BindTexImage(unsigned target) { | |
53 return false; | |
54 } | |
55 | |
56 void AVDACodecImage::ReleaseTexImage(unsigned target) {} | |
57 | |
58 bool AVDACodecImage::CopyTexImage(unsigned target) { | |
59 if (!surface_texture_) | |
60 return false; | |
61 | |
62 if (target != GL_TEXTURE_EXTERNAL_OES) | |
63 return false; | |
64 | |
65 GLint bound_service_id = 0; | |
66 glGetIntegerv(GL_TEXTURE_BINDING_EXTERNAL_OES, &bound_service_id); | |
67 // We insist that the currently bound texture is the right one. We could | |
68 // make a new glimage from a 2D image. | |
69 if (bound_service_id != shared_state_->surface_texture_service_id()) | |
70 return false; | |
71 | |
72 // If the surface texture isn't attached yet, then attach it. Note that this | |
73 // will be to the texture in |shared_state_|, because of the checks above. | |
74 if (!shared_state_->surface_texture_is_attached()) | |
75 AttachSurfaceTextureToContext(); | |
76 | |
77 // Make sure that we have the right image in the front buffer. Note that the | |
78 // bound_service_id is guaranteed to be equal to the surface texture's client | |
79 // texture id, so we can skip preserving it if the right context is current. | |
80 UpdateSurfaceTexture(kDontRestoreBindings); | |
81 | |
82 // By setting image state to UNBOUND instead of COPIED we ensure that | |
83 // CopyTexImage() is called each time the surface texture is used for drawing. | |
84 // It would be nice if we could do this via asking for the currently bound | |
85 // Texture, but the active unit never seems to change. | |
86 texture_->SetLevelStreamTextureImage(GL_TEXTURE_EXTERNAL_OES, 0, this, | |
87 gpu::gles2::Texture::UNBOUND); | |
88 | |
89 return true; | |
90 } | |
91 | |
92 bool AVDACodecImage::CopyTexSubImage(unsigned target, | |
93 const gfx::Point& offset, | |
94 const gfx::Rect& rect) { | |
95 return false; | |
96 } | |
97 | |
98 bool AVDACodecImage::ScheduleOverlayPlane(gfx::AcceleratedWidget widget, | |
99 int z_order, | |
100 gfx::OverlayTransform transform, | |
101 const gfx::Rect& bounds_rect, | |
102 const gfx::RectF& crop_rect) { | |
103 // This should only be called when we're rendering to a SurfaceView. | |
104 if (surface_texture_) { | |
105 DVLOG(1) << "Invalid call to ScheduleOverlayPlane; this image is " | |
106 "SurfaceTexture backed."; | |
107 return false; | |
108 } | |
109 | |
110 if (codec_buffer_index_ != kInvalidCodecBufferIndex) { | |
111 media_codec_->ReleaseOutputBuffer(codec_buffer_index_, true); | |
112 codec_buffer_index_ = kInvalidCodecBufferIndex; | |
113 } | |
114 return true; | |
115 } | |
116 | |
117 void AVDACodecImage::OnMemoryDump(base::trace_event::ProcessMemoryDump* pmd, | |
118 uint64_t process_tracing_id, | |
119 const std::string& dump_name) {} | |
120 | |
121 void AVDACodecImage::UpdateSurfaceTexture(RestoreBindingsMode mode) { | |
122 DCHECK(surface_texture_); | |
123 | |
124 // Render via the media codec if needed. | |
125 if (!IsCodecBufferOutstanding()) | |
126 return; | |
127 | |
128 // The decoder buffer is still pending. | |
129 // This must be synchronous, so wait for OnFrameAvailable. | |
130 media_codec_->ReleaseOutputBuffer(codec_buffer_index_, true); | |
131 { | |
132 SCOPED_UMA_HISTOGRAM_TIMER("Media.AvdaCodecImage.WaitTimeForFrame"); | |
133 shared_state_->WaitForFrameAvailable(); | |
134 } | |
135 | |
136 // Don't bother to check if we're rendered again. | |
137 codec_buffer_index_ = kInvalidCodecBufferIndex; | |
138 | |
139 // Swap the rendered image to the front. | |
140 std::unique_ptr<ui::ScopedMakeCurrent> scoped_make_current = | |
141 MakeCurrentIfNeeded(); | |
142 | |
143 // If we changed contexts, then we always want to restore it, since the caller | |
144 // doesn't know that we're switching contexts. | |
145 if (scoped_make_current) | |
146 mode = kDoRestoreBindings; | |
147 | |
148 // Save the current binding if requested. | |
149 GLint bound_service_id = 0; | |
150 if (mode == kDoRestoreBindings) | |
151 glGetIntegerv(GL_TEXTURE_BINDING_EXTERNAL_OES, &bound_service_id); | |
152 | |
153 surface_texture_->UpdateTexImage(); | |
154 if (mode == kDoRestoreBindings) | |
155 glBindTexture(GL_TEXTURE_EXTERNAL_OES, bound_service_id); | |
156 | |
157 // Helpfully, this is already column major. | |
158 surface_texture_->GetTransformMatrix(gl_matrix_); | |
159 } | |
160 | |
161 void AVDACodecImage::SetMediaCodecBufferIndex(int buffer_index) { | |
162 codec_buffer_index_ = buffer_index; | |
163 } | |
164 | |
165 int AVDACodecImage::GetMediaCodecBufferIndex() const { | |
166 return codec_buffer_index_; | |
167 } | |
168 | |
169 void AVDACodecImage::SetSize(const gfx::Size& size) { | |
170 size_ = size; | |
171 } | |
172 | |
173 void AVDACodecImage::SetMediaCodec(media::MediaCodecBridge* codec) { | |
174 media_codec_ = codec; | |
175 } | |
176 | |
177 void AVDACodecImage::SetTexture(gpu::gles2::Texture* texture) { | |
178 texture_ = texture; | |
179 } | |
180 | |
181 void AVDACodecImage::AttachSurfaceTextureToContext() { | |
182 DCHECK(surface_texture_); | |
183 | |
184 // We assume that the currently bound texture is the intended one. | |
185 | |
186 // Attach the surface texture to the first context we're bound on, so that | |
187 // no context switch is needed later. | |
188 glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MAG_FILTER, GL_LINEAR); | |
189 glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MIN_FILTER, GL_LINEAR); | |
190 glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | |
191 glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | |
192 | |
193 // The surface texture is already detached, so just attach it. | |
194 // We could do this earlier, but SurfaceTexture has context affinity, and we | |
195 // don't want to require a context switch. | |
196 surface_texture_->AttachToGLContext(); | |
197 shared_state_->DidAttachSurfaceTexture(); | |
198 } | |
199 | |
200 std::unique_ptr<ui::ScopedMakeCurrent> AVDACodecImage::MakeCurrentIfNeeded() { | |
201 DCHECK(shared_state_->context()); | |
202 std::unique_ptr<ui::ScopedMakeCurrent> scoped_make_current; | |
203 if (!shared_state_->context()->IsCurrent(NULL)) { | |
204 scoped_make_current.reset(new ui::ScopedMakeCurrent( | |
205 shared_state_->context(), shared_state_->surface())); | |
206 } | |
207 | |
208 return scoped_make_current; | |
209 } | |
210 | |
211 void AVDACodecImage::GetTextureMatrix(float matrix[16]) { | |
212 if (IsCodecBufferOutstanding() && shared_state_ && surface_texture_) { | |
213 // Our current matrix may be stale. Update it if possible. | |
214 if (!shared_state_->surface_texture_is_attached()) { | |
215 // Don't attach the surface texture permanently. Perhaps we should | |
216 // just attach the surface texture in avda and be done with it. | |
217 GLuint service_id = 0; | |
218 glGenTextures(1, &service_id); | |
219 GLint bound_service_id = 0; | |
220 glGetIntegerv(GL_TEXTURE_BINDING_EXTERNAL_OES, &bound_service_id); | |
221 glBindTexture(GL_TEXTURE_EXTERNAL_OES, service_id); | |
222 AttachSurfaceTextureToContext(); | |
223 UpdateSurfaceTexture(kDontRestoreBindings); | |
224 // Detach the surface texture, which deletes the generated texture. | |
225 surface_texture_->DetachFromGLContext(); | |
226 shared_state_->DidDetachSurfaceTexture(); | |
227 glBindTexture(GL_TEXTURE_EXTERNAL_OES, bound_service_id); | |
228 } else { | |
229 // Surface texture is already attached, so just update it. | |
230 UpdateSurfaceTexture(kDoRestoreBindings); | |
231 } | |
232 } | |
233 | |
234 memcpy(matrix, gl_matrix_, sizeof(gl_matrix_)); | |
235 } | |
236 | |
237 bool AVDACodecImage::IsCodecBufferOutstanding() const { | |
238 return codec_buffer_index_ != kInvalidCodecBufferIndex && media_codec_; | |
239 } | |
240 | |
241 } // namespace content | |
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