Index: content/common/gpu/media/avda_codec_image.cc |
diff --git a/content/common/gpu/media/avda_codec_image.cc b/content/common/gpu/media/avda_codec_image.cc |
deleted file mode 100644 |
index 667ab3182c0d38cc8ebacbb8ba0adcc6b0cf3cae..0000000000000000000000000000000000000000 |
--- a/content/common/gpu/media/avda_codec_image.cc |
+++ /dev/null |
@@ -1,241 +0,0 @@ |
-// Copyright 2015 The Chromium Authors. All rights reserved. |
-// Use of this source code is governed by a BSD-style license that can be |
-// found in the LICENSE file. |
- |
-#include "content/common/gpu/media/avda_codec_image.h" |
- |
-#include <string.h> |
- |
-#include "base/metrics/histogram_macros.h" |
-#include "content/common/gpu/media/avda_shared_state.h" |
-#include "gpu/command_buffer/service/context_group.h" |
-#include "gpu/command_buffer/service/context_state.h" |
-#include "gpu/command_buffer/service/gles2_cmd_decoder.h" |
-#include "gpu/command_buffer/service/texture_manager.h" |
-#include "ui/gl/android/surface_texture.h" |
-#include "ui/gl/gl_context.h" |
-#include "ui/gl/scoped_make_current.h" |
- |
-namespace content { |
- |
-AVDACodecImage::AVDACodecImage( |
- const scoped_refptr<AVDASharedState>& shared_state, |
- media::VideoCodecBridge* codec, |
- const base::WeakPtr<gpu::gles2::GLES2Decoder>& decoder, |
- const scoped_refptr<gfx::SurfaceTexture>& surface_texture) |
- : shared_state_(shared_state), |
- codec_buffer_index_(kInvalidCodecBufferIndex), |
- media_codec_(codec), |
- decoder_(decoder), |
- surface_texture_(surface_texture), |
- detach_surface_texture_on_destruction_(false), |
- texture_(0) { |
- // Default to a sane guess of "flip Y", just in case we can't get |
- // the matrix on the first call. |
- memset(gl_matrix_, 0, sizeof(gl_matrix_)); |
- gl_matrix_[0] = gl_matrix_[10] = gl_matrix_[15] = 1.0f; |
- gl_matrix_[5] = -1.0f; |
-} |
- |
-AVDACodecImage::~AVDACodecImage() {} |
- |
-void AVDACodecImage::Destroy(bool have_context) {} |
- |
-gfx::Size AVDACodecImage::GetSize() { |
- return size_; |
-} |
- |
-unsigned AVDACodecImage::GetInternalFormat() { |
- return GL_RGBA; |
-} |
- |
-bool AVDACodecImage::BindTexImage(unsigned target) { |
- return false; |
-} |
- |
-void AVDACodecImage::ReleaseTexImage(unsigned target) {} |
- |
-bool AVDACodecImage::CopyTexImage(unsigned target) { |
- if (!surface_texture_) |
- return false; |
- |
- if (target != GL_TEXTURE_EXTERNAL_OES) |
- return false; |
- |
- GLint bound_service_id = 0; |
- glGetIntegerv(GL_TEXTURE_BINDING_EXTERNAL_OES, &bound_service_id); |
- // We insist that the currently bound texture is the right one. We could |
- // make a new glimage from a 2D image. |
- if (bound_service_id != shared_state_->surface_texture_service_id()) |
- return false; |
- |
- // If the surface texture isn't attached yet, then attach it. Note that this |
- // will be to the texture in |shared_state_|, because of the checks above. |
- if (!shared_state_->surface_texture_is_attached()) |
- AttachSurfaceTextureToContext(); |
- |
- // Make sure that we have the right image in the front buffer. Note that the |
- // bound_service_id is guaranteed to be equal to the surface texture's client |
- // texture id, so we can skip preserving it if the right context is current. |
- UpdateSurfaceTexture(kDontRestoreBindings); |
- |
- // By setting image state to UNBOUND instead of COPIED we ensure that |
- // CopyTexImage() is called each time the surface texture is used for drawing. |
- // It would be nice if we could do this via asking for the currently bound |
- // Texture, but the active unit never seems to change. |
- texture_->SetLevelStreamTextureImage(GL_TEXTURE_EXTERNAL_OES, 0, this, |
- gpu::gles2::Texture::UNBOUND); |
- |
- return true; |
-} |
- |
-bool AVDACodecImage::CopyTexSubImage(unsigned target, |
- const gfx::Point& offset, |
- const gfx::Rect& rect) { |
- return false; |
-} |
- |
-bool AVDACodecImage::ScheduleOverlayPlane(gfx::AcceleratedWidget widget, |
- int z_order, |
- gfx::OverlayTransform transform, |
- const gfx::Rect& bounds_rect, |
- const gfx::RectF& crop_rect) { |
- // This should only be called when we're rendering to a SurfaceView. |
- if (surface_texture_) { |
- DVLOG(1) << "Invalid call to ScheduleOverlayPlane; this image is " |
- "SurfaceTexture backed."; |
- return false; |
- } |
- |
- if (codec_buffer_index_ != kInvalidCodecBufferIndex) { |
- media_codec_->ReleaseOutputBuffer(codec_buffer_index_, true); |
- codec_buffer_index_ = kInvalidCodecBufferIndex; |
- } |
- return true; |
-} |
- |
-void AVDACodecImage::OnMemoryDump(base::trace_event::ProcessMemoryDump* pmd, |
- uint64_t process_tracing_id, |
- const std::string& dump_name) {} |
- |
-void AVDACodecImage::UpdateSurfaceTexture(RestoreBindingsMode mode) { |
- DCHECK(surface_texture_); |
- |
- // Render via the media codec if needed. |
- if (!IsCodecBufferOutstanding()) |
- return; |
- |
- // The decoder buffer is still pending. |
- // This must be synchronous, so wait for OnFrameAvailable. |
- media_codec_->ReleaseOutputBuffer(codec_buffer_index_, true); |
- { |
- SCOPED_UMA_HISTOGRAM_TIMER("Media.AvdaCodecImage.WaitTimeForFrame"); |
- shared_state_->WaitForFrameAvailable(); |
- } |
- |
- // Don't bother to check if we're rendered again. |
- codec_buffer_index_ = kInvalidCodecBufferIndex; |
- |
- // Swap the rendered image to the front. |
- std::unique_ptr<ui::ScopedMakeCurrent> scoped_make_current = |
- MakeCurrentIfNeeded(); |
- |
- // If we changed contexts, then we always want to restore it, since the caller |
- // doesn't know that we're switching contexts. |
- if (scoped_make_current) |
- mode = kDoRestoreBindings; |
- |
- // Save the current binding if requested. |
- GLint bound_service_id = 0; |
- if (mode == kDoRestoreBindings) |
- glGetIntegerv(GL_TEXTURE_BINDING_EXTERNAL_OES, &bound_service_id); |
- |
- surface_texture_->UpdateTexImage(); |
- if (mode == kDoRestoreBindings) |
- glBindTexture(GL_TEXTURE_EXTERNAL_OES, bound_service_id); |
- |
- // Helpfully, this is already column major. |
- surface_texture_->GetTransformMatrix(gl_matrix_); |
-} |
- |
-void AVDACodecImage::SetMediaCodecBufferIndex(int buffer_index) { |
- codec_buffer_index_ = buffer_index; |
-} |
- |
-int AVDACodecImage::GetMediaCodecBufferIndex() const { |
- return codec_buffer_index_; |
-} |
- |
-void AVDACodecImage::SetSize(const gfx::Size& size) { |
- size_ = size; |
-} |
- |
-void AVDACodecImage::SetMediaCodec(media::MediaCodecBridge* codec) { |
- media_codec_ = codec; |
-} |
- |
-void AVDACodecImage::SetTexture(gpu::gles2::Texture* texture) { |
- texture_ = texture; |
-} |
- |
-void AVDACodecImage::AttachSurfaceTextureToContext() { |
- DCHECK(surface_texture_); |
- |
- // We assume that the currently bound texture is the intended one. |
- |
- // Attach the surface texture to the first context we're bound on, so that |
- // no context switch is needed later. |
- glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
- glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
- glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
- glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
- |
- // The surface texture is already detached, so just attach it. |
- // We could do this earlier, but SurfaceTexture has context affinity, and we |
- // don't want to require a context switch. |
- surface_texture_->AttachToGLContext(); |
- shared_state_->DidAttachSurfaceTexture(); |
-} |
- |
-std::unique_ptr<ui::ScopedMakeCurrent> AVDACodecImage::MakeCurrentIfNeeded() { |
- DCHECK(shared_state_->context()); |
- std::unique_ptr<ui::ScopedMakeCurrent> scoped_make_current; |
- if (!shared_state_->context()->IsCurrent(NULL)) { |
- scoped_make_current.reset(new ui::ScopedMakeCurrent( |
- shared_state_->context(), shared_state_->surface())); |
- } |
- |
- return scoped_make_current; |
-} |
- |
-void AVDACodecImage::GetTextureMatrix(float matrix[16]) { |
- if (IsCodecBufferOutstanding() && shared_state_ && surface_texture_) { |
- // Our current matrix may be stale. Update it if possible. |
- if (!shared_state_->surface_texture_is_attached()) { |
- // Don't attach the surface texture permanently. Perhaps we should |
- // just attach the surface texture in avda and be done with it. |
- GLuint service_id = 0; |
- glGenTextures(1, &service_id); |
- GLint bound_service_id = 0; |
- glGetIntegerv(GL_TEXTURE_BINDING_EXTERNAL_OES, &bound_service_id); |
- glBindTexture(GL_TEXTURE_EXTERNAL_OES, service_id); |
- AttachSurfaceTextureToContext(); |
- UpdateSurfaceTexture(kDontRestoreBindings); |
- // Detach the surface texture, which deletes the generated texture. |
- surface_texture_->DetachFromGLContext(); |
- shared_state_->DidDetachSurfaceTexture(); |
- glBindTexture(GL_TEXTURE_EXTERNAL_OES, bound_service_id); |
- } else { |
- // Surface texture is already attached, so just update it. |
- UpdateSurfaceTexture(kDoRestoreBindings); |
- } |
- } |
- |
- memcpy(matrix, gl_matrix_, sizeof(gl_matrix_)); |
-} |
- |
-bool AVDACodecImage::IsCodecBufferOutstanding() const { |
- return codec_buffer_index_ != kInvalidCodecBufferIndex && media_codec_; |
-} |
- |
-} // namespace content |