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| 1 // Copyright 2015 The Chromium Authors. All rights reserved. | 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 | 2 // Use of this source code is governed by a BSD-style license that can be |
| 3 // found in the LICENSE file. | 3 // found in the LICENSE file. |
| 4 | 4 |
| 5 #include "content/common/gpu/media/avda_codec_image.h" | 5 #include "content/common/gpu/media/avda_codec_image.h" |
| 6 | 6 |
| 7 #include <string.h> | 7 #include <string.h> |
| 8 | 8 |
| 9 #include <memory> | 9 #include <memory> |
| 10 | 10 |
| (...skipping 66 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
| 77 return false; | 77 return false; |
| 78 | 78 |
| 79 // If the surface texture isn't attached yet, then attach it. Note that this | 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. | 80 // will be to the texture in |shared_state_|, because of the checks above. |
| 81 if (!shared_state_->surface_texture_is_attached()) | 81 if (!shared_state_->surface_texture_is_attached()) |
| 82 AttachSurfaceTextureToContext(); | 82 AttachSurfaceTextureToContext(); |
| 83 | 83 |
| 84 // Make sure that we have the right image in the front buffer. Note that the | 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 | 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. | 86 // texture id, so we can skip preserving it if the right context is current. |
| 87 UpdateSurfaceTexture(kDontRestoreBindings); | 87 UpdateSurfaceInternal(UpdateMode::RENDER_TO_FRONT_BUFFER, |
| 88 kDontRestoreBindings); |
| 88 | 89 |
| 89 // By setting image state to UNBOUND instead of COPIED we ensure that | 90 // By setting image state to UNBOUND instead of COPIED we ensure that |
| 90 // CopyTexImage() is called each time the surface texture is used for drawing. | 91 // CopyTexImage() is called each time the surface texture is used for drawing. |
| 91 // It would be nice if we could do this via asking for the currently bound | 92 // It would be nice if we could do this via asking for the currently bound |
| 92 // Texture, but the active unit never seems to change. | 93 // Texture, but the active unit never seems to change. |
| 93 texture_->SetLevelStreamTextureImage(GL_TEXTURE_EXTERNAL_OES, 0, this, | 94 texture_->SetLevelStreamTextureImage(GL_TEXTURE_EXTERNAL_OES, 0, this, |
| 94 gpu::gles2::Texture::UNBOUND); | 95 gpu::gles2::Texture::UNBOUND); |
| 95 | 96 |
| 96 return true; | 97 return true; |
| 97 } | 98 } |
| 98 | 99 |
| 99 bool AVDACodecImage::CopyTexSubImage(unsigned target, | 100 bool AVDACodecImage::CopyTexSubImage(unsigned target, |
| 100 const gfx::Point& offset, | 101 const gfx::Point& offset, |
| 101 const gfx::Rect& rect) { | 102 const gfx::Rect& rect) { |
| 102 return false; | 103 return false; |
| 103 } | 104 } |
| 104 | 105 |
| 105 bool AVDACodecImage::ScheduleOverlayPlane(gfx::AcceleratedWidget widget, | 106 bool AVDACodecImage::ScheduleOverlayPlane(gfx::AcceleratedWidget widget, |
| 106 int z_order, | 107 int z_order, |
| 107 gfx::OverlayTransform transform, | 108 gfx::OverlayTransform transform, |
| 108 const gfx::Rect& bounds_rect, | 109 const gfx::Rect& bounds_rect, |
| 109 const gfx::RectF& crop_rect) { | 110 const gfx::RectF& crop_rect) { |
| 110 // This should only be called when we're rendering to a SurfaceView. | 111 // This should only be called when we're rendering to a SurfaceView. |
| 111 if (surface_texture_) { | 112 if (surface_texture_) { |
| 112 DVLOG(1) << "Invalid call to ScheduleOverlayPlane; this image is " | 113 DVLOG(1) << "Invalid call to ScheduleOverlayPlane; this image is " |
| 113 "SurfaceTexture backed."; | 114 "SurfaceTexture backed."; |
| 114 return false; | 115 return false; |
| 115 } | 116 } |
| 116 | 117 |
| 117 if (codec_buffer_index_ != kInvalidCodecBufferIndex) { | 118 UpdateSurface(UpdateMode::RENDER_TO_FRONT_BUFFER); |
| 118 media_codec_->ReleaseOutputBuffer(codec_buffer_index_, true); | |
| 119 codec_buffer_index_ = kInvalidCodecBufferIndex; | |
| 120 } | |
| 121 return true; | 119 return true; |
| 122 } | 120 } |
| 123 | 121 |
| 124 void AVDACodecImage::OnMemoryDump(base::trace_event::ProcessMemoryDump* pmd, | 122 void AVDACodecImage::OnMemoryDump(base::trace_event::ProcessMemoryDump* pmd, |
| 125 uint64_t process_tracing_id, | 123 uint64_t process_tracing_id, |
| 126 const std::string& dump_name) {} | 124 const std::string& dump_name) {} |
| 127 | 125 |
| 128 void AVDACodecImage::UpdateSurfaceTexture(RestoreBindingsMode mode) { | 126 void AVDACodecImage::UpdateSurfaceTexture(RestoreBindingsMode mode) { |
| 129 DCHECK(surface_texture_); | 127 DCHECK(surface_texture_); |
| 130 | 128 DCHECK_EQ(codec_buffer_index_, kUpdateOnly); |
| 131 // Render via the media codec if needed. | |
| 132 if (!IsCodecBufferOutstanding()) | |
| 133 return; | |
| 134 | |
| 135 // The decoder buffer is still pending. | |
| 136 // This must be synchronous, so wait for OnFrameAvailable. | |
| 137 media_codec_->ReleaseOutputBuffer(codec_buffer_index_, true); | |
| 138 { | |
| 139 SCOPED_UMA_HISTOGRAM_TIMER("Media.AvdaCodecImage.WaitTimeForFrame"); | |
| 140 shared_state_->WaitForFrameAvailable(); | |
| 141 } | |
| 142 | |
| 143 // Don't bother to check if we're rendered again. | |
| 144 codec_buffer_index_ = kInvalidCodecBufferIndex; | 129 codec_buffer_index_ = kInvalidCodecBufferIndex; |
| 145 | 130 |
| 146 // Swap the rendered image to the front. | 131 // Swap the rendered image to the front. |
| 147 std::unique_ptr<ui::ScopedMakeCurrent> scoped_make_current = | 132 std::unique_ptr<ui::ScopedMakeCurrent> scoped_make_current = |
| 148 MakeCurrentIfNeeded(); | 133 MakeCurrentIfNeeded(); |
| 149 | 134 |
| 150 // If we changed contexts, then we always want to restore it, since the caller | 135 // If we changed contexts, then we always want to restore it, since the caller |
| 151 // doesn't know that we're switching contexts. | 136 // doesn't know that we're switching contexts. |
| 152 if (scoped_make_current) | 137 if (scoped_make_current) |
| 153 mode = kDoRestoreBindings; | 138 mode = kDoRestoreBindings; |
| 154 | 139 |
| 155 // Save the current binding if requested. | 140 // Save the current binding if requested. |
| 156 GLint bound_service_id = 0; | 141 GLint bound_service_id = 0; |
| 157 if (mode == kDoRestoreBindings) | 142 if (mode == kDoRestoreBindings) |
| 158 glGetIntegerv(GL_TEXTURE_BINDING_EXTERNAL_OES, &bound_service_id); | 143 glGetIntegerv(GL_TEXTURE_BINDING_EXTERNAL_OES, &bound_service_id); |
| 159 | 144 |
| 160 surface_texture_->UpdateTexImage(); | 145 surface_texture_->UpdateTexImage(); |
| 161 if (mode == kDoRestoreBindings) | 146 if (mode == kDoRestoreBindings) |
| 162 glBindTexture(GL_TEXTURE_EXTERNAL_OES, bound_service_id); | 147 glBindTexture(GL_TEXTURE_EXTERNAL_OES, bound_service_id); |
| 163 | 148 |
| 164 // Helpfully, this is already column major. | 149 // Helpfully, this is already column major. |
| 165 surface_texture_->GetTransformMatrix(gl_matrix_); | 150 surface_texture_->GetTransformMatrix(gl_matrix_); |
| 166 } | 151 } |
| 167 | 152 |
| 168 void AVDACodecImage::SetMediaCodecBufferIndex(int buffer_index) { | 153 void AVDACodecImage::SetMediaCodecBufferIndex(int buffer_index) { |
| 169 codec_buffer_index_ = buffer_index; | 154 codec_buffer_index_ = buffer_index; |
| 170 } | 155 } |
| 171 | 156 |
| 172 int AVDACodecImage::GetMediaCodecBufferIndex() const { | |
| 173 return codec_buffer_index_; | |
| 174 } | |
| 175 | |
| 176 void AVDACodecImage::SetSize(const gfx::Size& size) { | 157 void AVDACodecImage::SetSize(const gfx::Size& size) { |
| 177 size_ = size; | 158 size_ = size; |
| 178 } | 159 } |
| 179 | 160 |
| 161 void AVDACodecImage::UpdateSurface(UpdateMode update_mode) { |
| 162 UpdateSurfaceInternal(update_mode, kDoRestoreBindings); |
| 163 } |
| 164 |
| 180 void AVDACodecImage::CodecChanged(media::MediaCodecBridge* codec) { | 165 void AVDACodecImage::CodecChanged(media::MediaCodecBridge* codec) { |
| 181 media_codec_ = codec; | 166 media_codec_ = codec; |
| 182 codec_buffer_index_ = kInvalidCodecBufferIndex; | 167 codec_buffer_index_ = kInvalidCodecBufferIndex; |
| 183 } | 168 } |
| 184 | 169 |
| 185 void AVDACodecImage::SetTexture(gpu::gles2::Texture* texture) { | 170 void AVDACodecImage::SetTexture(gpu::gles2::Texture* texture) { |
| 186 texture_ = texture; | 171 texture_ = texture; |
| 187 } | 172 } |
| 188 | 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 |
| 189 void AVDACodecImage::AttachSurfaceTextureToContext() { | 246 void AVDACodecImage::AttachSurfaceTextureToContext() { |
| 190 DCHECK(surface_texture_); | 247 DCHECK(surface_texture_); |
| 191 | 248 |
| 192 // We assume that the currently bound texture is the intended one. | 249 // We assume that the currently bound texture is the intended one. |
| 193 | 250 |
| 194 // Attach the surface texture to the first context we're bound on, so that | 251 // Attach the surface texture to the first context we're bound on, so that |
| 195 // no context switch is needed later. | 252 // no context switch is needed later. |
| 196 glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MAG_FILTER, GL_LINEAR); | 253 glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| 197 glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MIN_FILTER, GL_LINEAR); | 254 glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
| 198 glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | 255 glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
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| 210 std::unique_ptr<ui::ScopedMakeCurrent> scoped_make_current; | 267 std::unique_ptr<ui::ScopedMakeCurrent> scoped_make_current; |
| 211 if (!shared_state_->context()->IsCurrent(NULL)) { | 268 if (!shared_state_->context()->IsCurrent(NULL)) { |
| 212 scoped_make_current.reset(new ui::ScopedMakeCurrent( | 269 scoped_make_current.reset(new ui::ScopedMakeCurrent( |
| 213 shared_state_->context(), shared_state_->surface())); | 270 shared_state_->context(), shared_state_->surface())); |
| 214 } | 271 } |
| 215 | 272 |
| 216 return scoped_make_current; | 273 return scoped_make_current; |
| 217 } | 274 } |
| 218 | 275 |
| 219 void AVDACodecImage::GetTextureMatrix(float matrix[16]) { | 276 void AVDACodecImage::GetTextureMatrix(float matrix[16]) { |
| 220 if (IsCodecBufferOutstanding() && shared_state_ && surface_texture_) { | 277 // Our current matrix may be stale. Update it if possible. |
| 221 // Our current matrix may be stale. Update it if possible. | 278 if (surface_texture_) |
| 222 if (!shared_state_->surface_texture_is_attached()) { | 279 UpdateSurface(UpdateMode::RENDER_TO_FRONT_BUFFER); |
| 223 // Don't attach the surface texture permanently. Perhaps we should | |
| 224 // just attach the surface texture in avda and be done with it. | |
| 225 GLuint service_id = 0; | |
| 226 glGenTextures(1, &service_id); | |
| 227 GLint bound_service_id = 0; | |
| 228 glGetIntegerv(GL_TEXTURE_BINDING_EXTERNAL_OES, &bound_service_id); | |
| 229 glBindTexture(GL_TEXTURE_EXTERNAL_OES, service_id); | |
| 230 AttachSurfaceTextureToContext(); | |
| 231 UpdateSurfaceTexture(kDontRestoreBindings); | |
| 232 // Detach the surface texture, which deletes the generated texture. | |
| 233 surface_texture_->DetachFromGLContext(); | |
| 234 shared_state_->DidDetachSurfaceTexture(); | |
| 235 glBindTexture(GL_TEXTURE_EXTERNAL_OES, bound_service_id); | |
| 236 } else { | |
| 237 // Surface texture is already attached, so just update it. | |
| 238 UpdateSurfaceTexture(kDoRestoreBindings); | |
| 239 } | |
| 240 } | |
| 241 | |
| 242 memcpy(matrix, gl_matrix_, sizeof(gl_matrix_)); | 280 memcpy(matrix, gl_matrix_, sizeof(gl_matrix_)); |
| 243 } | 281 } |
| 244 | 282 |
| 245 bool AVDACodecImage::IsCodecBufferOutstanding() const { | 283 bool AVDACodecImage::IsCodecBufferOutstanding() const { |
| 246 return codec_buffer_index_ != kInvalidCodecBufferIndex && media_codec_; | 284 return codec_buffer_index_ != kInvalidCodecBufferIndex && media_codec_; |
| 247 } | 285 } |
| 248 | 286 |
| 249 } // namespace content | 287 } // namespace content |
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