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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 <memory> | |
10 | |
11 #include "base/metrics/histogram_macros.h" | |
12 #include "content/common/gpu/media/avda_shared_state.h" | |
13 #include "gpu/command_buffer/service/context_group.h" | |
14 #include "gpu/command_buffer/service/context_state.h" | |
15 #include "gpu/command_buffer/service/gles2_cmd_decoder.h" | |
16 #include "gpu/command_buffer/service/texture_manager.h" | |
17 #include "ui/gl/android/surface_texture.h" | |
18 #include "ui/gl/gl_context.h" | |
19 #include "ui/gl/scoped_make_current.h" | |
20 | |
21 namespace content { | |
22 | |
23 AVDACodecImage::AVDACodecImage( | |
24 int picture_buffer_id, | |
25 const scoped_refptr<AVDASharedState>& shared_state, | |
26 media::VideoCodecBridge* codec, | |
27 const base::WeakPtr<gpu::gles2::GLES2Decoder>& decoder, | |
28 const scoped_refptr<gfx::SurfaceTexture>& surface_texture) | |
29 : shared_state_(shared_state), | |
30 codec_buffer_index_(kInvalidCodecBufferIndex), | |
31 media_codec_(codec), | |
32 decoder_(decoder), | |
33 surface_texture_(surface_texture), | |
34 detach_surface_texture_on_destruction_(false), | |
35 texture_(0), | |
36 picture_buffer_id_(picture_buffer_id) { | |
37 // Default to a sane guess of "flip Y", just in case we can't get | |
38 // the matrix on the first call. | |
39 memset(gl_matrix_, 0, sizeof(gl_matrix_)); | |
40 gl_matrix_[0] = gl_matrix_[10] = gl_matrix_[15] = 1.0f; | |
41 gl_matrix_[5] = -1.0f; | |
42 shared_state_->SetImageForPicture(picture_buffer_id_, this); | |
43 } | |
44 | |
45 AVDACodecImage::~AVDACodecImage() { | |
46 shared_state_->SetImageForPicture(picture_buffer_id_, nullptr); | |
47 } | |
48 | |
49 void AVDACodecImage::Destroy(bool have_context) {} | |
50 | |
51 gfx::Size AVDACodecImage::GetSize() { | |
52 return size_; | |
53 } | |
54 | |
55 unsigned AVDACodecImage::GetInternalFormat() { | |
56 return GL_RGBA; | |
57 } | |
58 | |
59 bool AVDACodecImage::BindTexImage(unsigned target) { | |
60 return false; | |
61 } | |
62 | |
63 void AVDACodecImage::ReleaseTexImage(unsigned target) {} | |
64 | |
65 bool AVDACodecImage::CopyTexImage(unsigned target) { | |
66 if (!surface_texture_) | |
67 return false; | |
68 | |
69 if (target != GL_TEXTURE_EXTERNAL_OES) | |
70 return false; | |
71 | |
72 GLint bound_service_id = 0; | |
73 glGetIntegerv(GL_TEXTURE_BINDING_EXTERNAL_OES, &bound_service_id); | |
74 // We insist that the currently bound texture is the right one. We could | |
75 // make a new glimage from a 2D image. | |
76 if (bound_service_id != shared_state_->surface_texture_service_id()) | |
77 return false; | |
78 | |
79 // If the surface texture isn't attached yet, then attach it. Note that this | |
80 // will be to the texture in |shared_state_|, because of the checks above. | |
81 if (!shared_state_->surface_texture_is_attached()) | |
82 AttachSurfaceTextureToContext(); | |
83 | |
84 // Make sure that we have the right image in the front buffer. Note that the | |
85 // bound_service_id is guaranteed to be equal to the surface texture's client | |
86 // texture id, so we can skip preserving it if the right context is current. | |
87 UpdateSurfaceInternal(UpdateMode::RENDER_TO_FRONT_BUFFER, | |
88 kDontRestoreBindings); | |
89 | |
90 // By setting image state to UNBOUND instead of COPIED we ensure that | |
91 // CopyTexImage() is called each time the surface texture is used for drawing. | |
92 // It would be nice if we could do this via asking for the currently bound | |
93 // Texture, but the active unit never seems to change. | |
94 texture_->SetLevelStreamTextureImage(GL_TEXTURE_EXTERNAL_OES, 0, this, | |
95 gpu::gles2::Texture::UNBOUND); | |
96 | |
97 return true; | |
98 } | |
99 | |
100 bool AVDACodecImage::CopyTexSubImage(unsigned target, | |
101 const gfx::Point& offset, | |
102 const gfx::Rect& rect) { | |
103 return false; | |
104 } | |
105 | |
106 bool AVDACodecImage::ScheduleOverlayPlane(gfx::AcceleratedWidget widget, | |
107 int z_order, | |
108 gfx::OverlayTransform transform, | |
109 const gfx::Rect& bounds_rect, | |
110 const gfx::RectF& crop_rect) { | |
111 // This should only be called when we're rendering to a SurfaceView. | |
112 if (surface_texture_) { | |
113 DVLOG(1) << "Invalid call to ScheduleOverlayPlane; this image is " | |
114 "SurfaceTexture backed."; | |
115 return false; | |
116 } | |
117 | |
118 UpdateSurface(UpdateMode::RENDER_TO_FRONT_BUFFER); | |
119 return true; | |
120 } | |
121 | |
122 void AVDACodecImage::OnMemoryDump(base::trace_event::ProcessMemoryDump* pmd, | |
123 uint64_t process_tracing_id, | |
124 const std::string& dump_name) {} | |
125 | |
126 void AVDACodecImage::UpdateSurfaceTexture(RestoreBindingsMode mode) { | |
127 DCHECK(surface_texture_); | |
128 DCHECK_EQ(codec_buffer_index_, kUpdateOnly); | |
129 codec_buffer_index_ = kInvalidCodecBufferIndex; | |
130 | |
131 // Swap the rendered image to the front. | |
132 std::unique_ptr<ui::ScopedMakeCurrent> scoped_make_current = | |
133 MakeCurrentIfNeeded(); | |
134 | |
135 // If we changed contexts, then we always want to restore it, since the caller | |
136 // doesn't know that we're switching contexts. | |
137 if (scoped_make_current) | |
138 mode = kDoRestoreBindings; | |
139 | |
140 // Save the current binding if requested. | |
141 GLint bound_service_id = 0; | |
142 if (mode == kDoRestoreBindings) | |
143 glGetIntegerv(GL_TEXTURE_BINDING_EXTERNAL_OES, &bound_service_id); | |
144 | |
145 surface_texture_->UpdateTexImage(); | |
146 if (mode == kDoRestoreBindings) | |
147 glBindTexture(GL_TEXTURE_EXTERNAL_OES, bound_service_id); | |
148 | |
149 // Helpfully, this is already column major. | |
150 surface_texture_->GetTransformMatrix(gl_matrix_); | |
151 } | |
152 | |
153 void AVDACodecImage::SetMediaCodecBufferIndex(int buffer_index) { | |
154 codec_buffer_index_ = buffer_index; | |
155 } | |
156 | |
157 void AVDACodecImage::SetSize(const gfx::Size& size) { | |
158 size_ = size; | |
159 } | |
160 | |
161 void AVDACodecImage::UpdateSurface(UpdateMode update_mode) { | |
162 UpdateSurfaceInternal(update_mode, kDoRestoreBindings); | |
163 } | |
164 | |
165 void AVDACodecImage::CodecChanged(media::MediaCodecBridge* codec) { | |
166 media_codec_ = codec; | |
167 codec_buffer_index_ = kInvalidCodecBufferIndex; | |
168 } | |
169 | |
170 void AVDACodecImage::SetTexture(gpu::gles2::Texture* texture) { | |
171 texture_ = texture; | |
172 } | |
173 | |
174 void AVDACodecImage::UpdateSurfaceInternal( | |
175 UpdateMode update_mode, | |
176 RestoreBindingsMode attached_bindings_mode) { | |
177 if (!IsCodecBufferOutstanding()) | |
178 return; | |
179 | |
180 ReleaseOutputBuffer(update_mode); | |
181 | |
182 // SurfaceViews are updated implicitly, so no further steps are necessary. | |
183 if (!surface_texture_) { | |
184 DCHECK(update_mode != UpdateMode::RENDER_TO_BACK_BUFFER); | |
185 return; | |
186 } | |
187 | |
188 // If front buffer rendering hasn't been requested, exit early. | |
189 if (update_mode != UpdateMode::RENDER_TO_FRONT_BUFFER) | |
190 return; | |
191 | |
192 // Surface texture is already attached, so just update it. | |
193 if (shared_state_->surface_texture_is_attached()) { | |
194 UpdateSurfaceTexture(attached_bindings_mode); | |
195 return; | |
196 } | |
197 | |
198 // Don't attach the surface texture permanently. Perhaps we should just | |
199 // attach the surface texture in avda and be done with it. | |
200 GLuint service_id = 0; | |
201 glGenTextures(1, &service_id); | |
202 GLint bound_service_id = 0; | |
203 glGetIntegerv(GL_TEXTURE_BINDING_EXTERNAL_OES, &bound_service_id); | |
204 glBindTexture(GL_TEXTURE_EXTERNAL_OES, service_id); | |
205 AttachSurfaceTextureToContext(); | |
206 UpdateSurfaceTexture(kDontRestoreBindings); | |
207 | |
208 // Detach the surface texture, which deletes the generated texture. | |
209 surface_texture_->DetachFromGLContext(); | |
210 shared_state_->DidDetachSurfaceTexture(); | |
211 glBindTexture(GL_TEXTURE_EXTERNAL_OES, bound_service_id); | |
212 } | |
213 | |
214 void AVDACodecImage::ReleaseOutputBuffer(UpdateMode update_mode) { | |
215 DCHECK(IsCodecBufferOutstanding()); | |
216 | |
217 // In case of discard, simply discard and clear our codec buffer index. | |
218 if (update_mode == UpdateMode::DISCARD_CODEC_BUFFER) { | |
219 if (codec_buffer_index_ != kUpdateOnly) | |
220 media_codec_->ReleaseOutputBuffer(codec_buffer_index_, false); | |
221 codec_buffer_index_ = kInvalidCodecBufferIndex; | |
222 return; | |
223 } | |
224 | |
225 DCHECK(update_mode == UpdateMode::RENDER_TO_BACK_BUFFER || | |
226 update_mode == UpdateMode::RENDER_TO_FRONT_BUFFER); | |
227 | |
228 // If we've already released to the back buffer, there's nothing left to do. | |
229 if (codec_buffer_index_ == kUpdateOnly) | |
230 return; | |
231 | |
232 media_codec_->ReleaseOutputBuffer(codec_buffer_index_, true); | |
233 codec_buffer_index_ = kUpdateOnly; | |
234 | |
235 // If we're using a SurfaceView we're done! | |
236 if (!surface_texture_) { | |
237 codec_buffer_index_ = kInvalidCodecBufferIndex; | |
238 return; | |
239 } | |
240 | |
241 // This must be synchronous, so wait for OnFrameAvailable. | |
242 SCOPED_UMA_HISTOGRAM_TIMER("Media.AvdaCodecImage.WaitTimeForFrame"); | |
243 shared_state_->WaitForFrameAvailable(); | |
244 } | |
245 | |
246 void AVDACodecImage::AttachSurfaceTextureToContext() { | |
247 DCHECK(surface_texture_); | |
248 | |
249 // We assume that the currently bound texture is the intended one. | |
250 | |
251 // Attach the surface texture to the first context we're bound on, so that | |
252 // no context switch is needed later. | |
253 glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MAG_FILTER, GL_LINEAR); | |
254 glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MIN_FILTER, GL_LINEAR); | |
255 glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | |
256 glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | |
257 | |
258 // The surface texture is already detached, so just attach it. | |
259 // We could do this earlier, but SurfaceTexture has context affinity, and we | |
260 // don't want to require a context switch. | |
261 surface_texture_->AttachToGLContext(); | |
262 shared_state_->DidAttachSurfaceTexture(); | |
263 } | |
264 | |
265 std::unique_ptr<ui::ScopedMakeCurrent> AVDACodecImage::MakeCurrentIfNeeded() { | |
266 DCHECK(shared_state_->context()); | |
267 std::unique_ptr<ui::ScopedMakeCurrent> scoped_make_current; | |
268 if (!shared_state_->context()->IsCurrent(NULL)) { | |
269 scoped_make_current.reset(new ui::ScopedMakeCurrent( | |
270 shared_state_->context(), shared_state_->surface())); | |
271 } | |
272 | |
273 return scoped_make_current; | |
274 } | |
275 | |
276 void AVDACodecImage::GetTextureMatrix(float matrix[16]) { | |
277 // Our current matrix may be stale. Update it if possible. | |
278 if (surface_texture_) | |
279 UpdateSurface(UpdateMode::RENDER_TO_FRONT_BUFFER); | |
280 memcpy(matrix, gl_matrix_, sizeof(gl_matrix_)); | |
281 } | |
282 | |
283 bool AVDACodecImage::IsCodecBufferOutstanding() const { | |
284 return codec_buffer_index_ != kInvalidCodecBufferIndex && media_codec_; | |
285 } | |
286 | |
287 } // namespace content | |
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