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Unified Diff: media/base/android/media_codec_loop.h

Issue 2016213003: Separate MediaCodecLoop from MediaCodecAudioDecoder (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: cl feedback. Created 4 years, 6 months ago
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Index: media/base/android/media_codec_loop.h
diff --git a/media/base/android/media_codec_loop.h b/media/base/android/media_codec_loop.h
new file mode 100644
index 0000000000000000000000000000000000000000..404a8be57576d20826eab03b4fc7047c2fd13f03
--- /dev/null
+++ b/media/base/android/media_codec_loop.h
@@ -0,0 +1,297 @@
+// Copyright 2016 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.
+
+#ifndef MEDIA_BASE_ANDROID_MEDIA_CODEC_LOOP_H_
+#define MEDIA_BASE_ANDROID_MEDIA_CODEC_LOOP_H_
+
+#include <deque>
+#include <memory>
+#include <utility>
+#include <vector>
+
+#include "base/macros.h"
+#include "base/memory/weak_ptr.h"
+#include "base/time/time.h"
+#include "base/timer/timer.h"
+#include "media/base/android/media_codec_bridge.h"
+#include "media/base/android/media_drm_bridge_cdm_context.h"
+#include "media/base/audio_decoder.h"
+#include "media/base/audio_decoder_config.h"
+#include "media/base/media_export.h"
+
+// MediaCodecLoop is based on Android's MediaCodec API.
+// The MediaCodec API is required to play encrypted (as in EME) content on
+// Android. It is also a way to employ hardware-accelerated decoding.
+// One MediaCodecLoop instance owns a single MediaCodec(Bridge) instance, and
+// drives it to perform decoding in conjunction with a MediaCodecLoop::Client.
+// The Client provides the input data and consumes the output data. A typical
+// example is AndroidVideoDecodeAccelerator.
+
+// Implementation notes.
+//
+// The MediaCodec
+// (http://developer.android.com/reference/android/media/MediaCodec.html) works
+// by exchanging buffers between the client and the codec itself. On the input
+// side an "empty" buffer has to be dequeued from the codec, filled with data
+// and queued back. On the output side a "full" buffer with data should be
+// dequeued, the data is to be used somehow (copied out, or rendered to a pre-
+// defined texture for video) and the buffer has to be returned back (released).
+// Neither input nor output dequeue operations are guaranteed to succeed: the
+// codec might not have available input buffers yet, or not every encoded buffer
+// has arrived to complete an output frame. In such case the client should try
+// to dequeue a buffer again at a later time.
+//
+// There is also a special situation related to an encrypted stream, where the
+// enqueuing of a filled input buffer might fail due to lack of the relevant key
+// in the CDM module. While MediaCodecLoop does not handle the CDM directly,
+// it does understand the codec state.
+//
+// Much of that logic is common to all users of MediaCodec. The MediaCodecLoop
+// provides the main driver loop to talk to MediaCodec. Via the Client
+// interface, MediaCodecLoop can request input data, send output buffers, etc.
+// MediaCodecLoop does not construct a MediaCodec, but instead takes ownership
+// of one that it provided during construction.
+//
+// Although one can specify a delay in the MediaCodec's dequeue operations,
+// this implementation follows the simple logic which is similar to
+// AndroidVideoDecodeAccelerator: no delay for either input or output buffers,
+// the processing is initated by the timer with short period (10 ms). Using no
+// delay for enqueue operations has an extra benefit of not blocking the current
+// thread.
+//
+// This implementation detects the MediaCodec idle run (no input or output
+// buffer processing) and after being idle for a predefined time the timer
+// stops. The client is responsible for signalling us to wake up via a call
+// to DoIOTask. It is okay for the client to call this even when the timer is
+// already running.
+//
+// The current implementation is single threaded. Every method is supposed to
+// run on the same thread.
+//
+// State diagram.
+//
+// [Ready]
+// |
+// (MediaCodec error)
+// |
+// [Error]
+//
+// [Ready]
+// |
+// (EOS enqueued)
+// |
+// [Draining]
+// |
+// (EOS dequeued on output)
+// |
+// [Drained]
+//
+// [Ready]
+// |
+// (MEDIA_CODEC_NO_KEY)
+// |
+// [WaitingForKey]
+// |
+// (OnKeyAdded)
+// |
+// [Ready]
+//
+// -[Any state]-
+// | |
+// (Flush ok) (Flush fails)
+// | |
+// [Ready] [Error]
+
+namespace base {
+class SingleThreadTaskRunner;
+}
+
+namespace media {
+
+class MEDIA_EXPORT MediaCodecLoop {
+ public:
+ // TODO(liberato): this exists in video_decoder.h and audio_decoder.h too.
+ using InitCB = base::Callback<void(bool success)>;
+ using DecodeCB = base::Callback<void(DecodeStatus status)>;
+
+ // Data that the client wants to put into an input buffer.
+ struct InputData {
DaleCurtis 2016/06/13 23:16:13 Structs without default values make me nervous; es
liberato (no reviews please) 2016/06/14 17:26:45 Done.
+ InputData();
+ InputData(const InputData&);
+ ~InputData();
+
+ const uint8_t* memory;
+ size_t length;
+
+ std::string key_id;
+ std::string iv;
+ std::vector<SubsampleEntry> subsamples;
+
+ base::TimeDelta presentation_time;
+
+ // Called when this is queued.
+ DecodeCB completion_cb;
+
+ bool is_eos;
+ bool is_encrypted;
+ };
+
+ // Information about a MediaCodec output buffer.
+ struct OutputBuffer {
+ int index; // The codec output buffers are referred to by this index.
+ size_t offset; // Position in the buffer where data starts.
+ size_t size; // The size of the buffer (includes offset).
+ base::TimeDelta pts; // Presentation timestamp.
+ bool is_eos; // True if this buffer is the end of stream.
+ bool is_key_frame; // True if this buffer is a key frame.
+ };
+
+ class Client {
+ protected:
DaleCurtis 2016/06/13 23:16:13 public is generally first in chromium code.
liberato (no reviews please) 2016/06/14 17:26:45 Done.
+ ~Client() {}
+
+ public:
+ // Return true if and only if there is input that is pending to be
+ // queued with MediaCodec. ProvideInputData() will not be called more than
+ // once in response to this returning true once. It is not guaranteed that
+ // ProvideInputData will be called at all.
+ virtual bool IsAnyInputPending() const = 0;
+
+ // Fills and returns an input buffer for MediaCodecLoop to queue. It is
+ // an error for MediaCodecLoop to call this while !IsAnyInputPending().
+ virtual InputData ProvideInputData() = 0;
+
+ // Called when an EOS buffer is dequeued from the output.
+ virtual void OnDecodedEos(const OutputBuffer& out) = 0;
+
+ // Processes the output buffer after it comes from MediaCodec. The client
+ // has the responsibility to release the codec buffer, though it doesn't
+ // need to do so before this call returns. If it does not do so before
+ // returning, then the client must call DoIOTask when it does release it.
+ // If this returns false, then we transition to STATE_ERROR.
+ virtual bool OnDecodedFrame(const OutputBuffer& out) = 0;
+
+ // Processes the output format change on |media_codec|. Returns true on
+ // success, or false to transition to the error state.
+ virtual bool OnOutputFormatChanged() = 0;
+
+ // Notify the client when our state transitions to STATE_ERROR.
+ virtual void OnCodecLoopError() = 0;
+ };
+
+ // Handy enum for "no buffer".
+ enum { kInvalidBufferIndex = -1 };
+
+ // We will take ownership of |media_codec|. We will not destroy it until
+ // we are destructed. |media_codec| may not be null.
+ MediaCodecLoop(Client* client,
+ std::unique_ptr<MediaCodecBridge>&& media_codec);
+ ~MediaCodecLoop();
+
+ // Does the MediaCodec processing cycle: enqueues an input buffer, then
+ // dequeues output buffers. This should be called by the client when more
+ // work becomes available, such as when new input data arrives. If codec
+ // output buffers are freed after OnDecodedFrame returns, then this should
+ // also be called.
+ void DoIOTask();
+
+ // Try to flush this media codec. Returns true on success, false on failure.
+ // Failures can result in a state change to the Error state. If this returns
+ // false but the state is still READY, then the codec may continue to be used.
+ bool TryFlush();
+
+ // Callback called by the client when a new key is available. This allows
+ // decoding to resume if it was stopped in the WAITING_FOR_KEY state.
+ void OnKeyAdded();
+
+ // Return our codec. It is guaranteed that this will be non-null.
+ MediaCodecBridge* GetCodec() const;
+
+ protected:
+ enum State {
+ STATE_READY,
+ STATE_WAITING_FOR_KEY,
+ STATE_DRAINING,
+ STATE_DRAINED,
+ STATE_ERROR,
+ };
+
+ // Information about dequeued input buffer.
+ struct InputBuffer {
+ // The codec input buffers are referred to by this index.
+ const int index;
+ const bool is_pending; // True if we tried to enqueue this buffer before.
+ InputBuffer(int i, bool p) : index(i), is_pending(p) {}
DaleCurtis 2016/06/13 23:16:13 Constructor at the top.
liberato (no reviews please) 2016/06/14 17:26:45 Done.
+ };
+
+ // Enqueues one pending input buffer into MediaCodec if MediaCodec has room,
+ // and if the client has any input to give us.
+ // Returns true if any input was processed.
+ bool ProcessOneInputBuffer();
+
+ // Get data for |input_buffer| from the client and queue it.
+ void EnqueueInputBuffer(const InputBuffer& input_buffer);
+
+ // Dequeues an empty input buffer from the codec and returns the information
+ // about it. InputBuffer.index is the index of the dequeued buffer or -1 if
+ // the codec is busy or an error occured. InputBuffer.is_pending is set to
+ // true if we tried to enqueue this buffer before. In this case the buffer is
+ // already filled with data.
+ // In the case of an error sets STATE_ERROR.
+ InputBuffer DequeueInputBuffer();
+
+ // Dequeues one output buffer from MediaCodec if it is immediately available,
+ // and sends it to the client.
+ // Returns true if an output buffer was received from MediaCodec.
+ bool ProcessOneOutputBuffer();
+
+ // Start the timer immediately if |start| is true or stop it based on elapsed
+ // idle time if |start| is false.
+ void ManageTimer(bool start);
+
+ // Helper method to change the state.
+ void SetState(State new_state);
+
+ // A helper function for logging.
+ static const char* AsString(State state);
+
+ // Used to post tasks. This class is single threaded and every method should
+ // run on this task runner.
+ scoped_refptr<base::SingleThreadTaskRunner> task_runner_;
+
+ State state_;
+
+ // The client that we notify about MediaCodec events.
+ Client* client_;
+
+ // The MediaCodec instance that we're using.
+ std::unique_ptr<MediaCodecBridge> media_codec_;
+
+ // Repeating timer that kicks MediaCodec operation.
+ base::RepeatingTimer io_timer_;
+
+ // Time at which we last did useful work on |io_timer_|.
+ base::TimeTicks idle_time_begin_;
+
+ // Index of the dequeued and filled buffer that we keep trying to enqueue.
+ // Such buffer appears in MEDIA_CODEC_NO_KEY processing. The -1 value means
+ // there is no such buffer.
+ int pending_input_buf_index_;
+
+ // When processing a pending input bfufer, this is the data that was returned
+ // to us by the client. |memory| has been cleared, since the codec has it.
+ InputData pending_input_buf_data_;
+
+ // When an EOS is queued, we defer its completion callback until the EOS
+ // arrives at the output queue. This is valid when we're in STATE_DRAINING.
+ DecodeCB pending_eos_completion_cb_;
+
+ base::WeakPtrFactory<MediaCodecLoop> weak_factory_;
+
+ DISALLOW_COPY_AND_ASSIGN(MediaCodecLoop);
+};
+
+} // namespace media
+
+#endif // MEDIA_BASE_ANDROID_MEDIA_CODEC_LOOP_H_

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