| Index: media/gpu/android_deferred_rendering_backing_strategy.cc
|
| diff --git a/media/gpu/android_deferred_rendering_backing_strategy.cc b/media/gpu/android_deferred_rendering_backing_strategy.cc
|
| deleted file mode 100644
|
| index 53105fd4713122977ab7f29dc2e42982b08a4a40..0000000000000000000000000000000000000000
|
| --- a/media/gpu/android_deferred_rendering_backing_strategy.cc
|
| +++ /dev/null
|
| @@ -1,314 +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 "media/gpu/android_deferred_rendering_backing_strategy.h"
|
| -
|
| -#include <EGL/egl.h>
|
| -#include <EGL/eglext.h>
|
| -
|
| -#include "base/android/build_info.h"
|
| -#include "base/bind.h"
|
| -#include "base/logging.h"
|
| -#include "base/message_loop/message_loop.h"
|
| -#include "base/metrics/histogram.h"
|
| -#include "gpu/command_buffer/service/context_group.h"
|
| -#include "gpu/command_buffer/service/gl_stream_texture_image.h"
|
| -#include "gpu/command_buffer/service/gles2_cmd_copy_texture_chromium.h"
|
| -#include "gpu/command_buffer/service/texture_manager.h"
|
| -#include "gpu/ipc/common/gpu_surface_lookup.h"
|
| -#include "gpu/ipc/service/gpu_channel.h"
|
| -#include "media/gpu/avda_codec_image.h"
|
| -#include "media/gpu/avda_return_on_failure.h"
|
| -#include "media/gpu/avda_shared_state.h"
|
| -#include "ui/gl/android/surface_texture.h"
|
| -#include "ui/gl/egl_util.h"
|
| -#include "ui/gl/gl_bindings.h"
|
| -#include "ui/gl/gl_surface_egl.h"
|
| -#include "ui/gl/scoped_binders.h"
|
| -#include "ui/gl/scoped_make_current.h"
|
| -
|
| -namespace media {
|
| -
|
| -AndroidDeferredRenderingBackingStrategy::
|
| - AndroidDeferredRenderingBackingStrategy(AVDAStateProvider* state_provider)
|
| - : state_provider_(state_provider), media_codec_(nullptr) {}
|
| -
|
| -AndroidDeferredRenderingBackingStrategy::
|
| - ~AndroidDeferredRenderingBackingStrategy() {}
|
| -
|
| -gl::ScopedJavaSurface AndroidDeferredRenderingBackingStrategy::Initialize(
|
| - int surface_view_id) {
|
| - shared_state_ = new AVDASharedState();
|
| -
|
| - bool using_virtual_context = false;
|
| - if (gl::GLContext* context = gl::GLContext::GetCurrent()) {
|
| - if (gl::GLShareGroup* share_group = context->share_group())
|
| - using_virtual_context = !!share_group->GetSharedContext();
|
| - }
|
| - UMA_HISTOGRAM_BOOLEAN("Media.AVDA.VirtualContext", using_virtual_context);
|
| -
|
| - // Acquire the SurfaceView surface if given a valid id.
|
| - if (surface_view_id != VideoDecodeAccelerator::Config::kNoSurfaceID) {
|
| - return gpu::GpuSurfaceLookup::GetInstance()->AcquireJavaSurface(
|
| - surface_view_id);
|
| - }
|
| -
|
| - // Create a SurfaceTexture.
|
| - GLuint service_id = 0;
|
| - surface_texture_ = state_provider_->CreateAttachedSurfaceTexture(&service_id);
|
| - shared_state_->SetSurfaceTexture(surface_texture_, service_id);
|
| - return gl::ScopedJavaSurface(surface_texture_.get());
|
| -}
|
| -
|
| -void AndroidDeferredRenderingBackingStrategy::BeginCleanup(
|
| - bool have_context,
|
| - const AndroidVideoDecodeAccelerator::OutputBufferMap& buffers) {
|
| - // If we failed before Initialize, then do nothing.
|
| - if (!shared_state_)
|
| - return;
|
| -
|
| - // TODO(liberato): we should release all codec buffers here without rendering.
|
| - // CodecChanged() will drop them, but is expected to be called after the codec
|
| - // is no longer accessible. It's unclear that VP8 flush in AVDA can't hang
|
| - // waiting for our buffers.
|
| -
|
| - CodecChanged(nullptr);
|
| -}
|
| -
|
| -void AndroidDeferredRenderingBackingStrategy::EndCleanup() {
|
| - // Release the surface texture and any back buffers. This will preserve the
|
| - // front buffer, if any.
|
| - if (surface_texture_)
|
| - surface_texture_->ReleaseSurfaceTexture();
|
| -}
|
| -
|
| -scoped_refptr<gl::SurfaceTexture>
|
| -AndroidDeferredRenderingBackingStrategy::GetSurfaceTexture() const {
|
| - return surface_texture_;
|
| -}
|
| -
|
| -uint32_t AndroidDeferredRenderingBackingStrategy::GetTextureTarget() const {
|
| - // If we're using a surface texture, then we need an external texture target
|
| - // to sample from it. If not, then we'll use 2D transparent textures to draw
|
| - // a transparent hole through which to see the SurfaceView. This is normally
|
| - // needed only for the devtools inspector, since the overlay mechanism handles
|
| - // it otherwise.
|
| - return surface_texture_ ? GL_TEXTURE_EXTERNAL_OES : GL_TEXTURE_2D;
|
| -}
|
| -
|
| -gfx::Size AndroidDeferredRenderingBackingStrategy::GetPictureBufferSize()
|
| - const {
|
| - // For SurfaceView, request a 1x1 2D texture to reduce memory during
|
| - // initialization. For SurfaceTexture, allocate a picture buffer that is the
|
| - // actual frame size. Note that it will be an external texture anyway, so it
|
| - // doesn't allocate an image of that size. However, it's still important to
|
| - // get the coded size right, so that VideoLayerImpl doesn't try to scale the
|
| - // texture when building the quad for it.
|
| - return surface_texture_ ? state_provider_->GetSize() : gfx::Size(1, 1);
|
| -}
|
| -
|
| -void AndroidDeferredRenderingBackingStrategy::SetImageForPicture(
|
| - const PictureBuffer& picture_buffer,
|
| - const scoped_refptr<gpu::gles2::GLStreamTextureImage>& image) {
|
| - gpu::gles2::TextureRef* texture_ref =
|
| - state_provider_->GetTextureForPicture(picture_buffer);
|
| - RETURN_IF_NULL(texture_ref);
|
| -
|
| - gpu::gles2::TextureManager* texture_manager =
|
| - state_provider_->GetGlDecoder()->GetContextGroup()->texture_manager();
|
| - RETURN_IF_NULL(texture_manager);
|
| -
|
| - // Default to zero which will clear the stream texture service id if one was
|
| - // previously set.
|
| - GLuint stream_texture_service_id = 0;
|
| - if (image) {
|
| - if (shared_state_->surface_texture_service_id() != 0) {
|
| - // Override the Texture's service id, so that it will use the one that is
|
| - // attached to the SurfaceTexture.
|
| - stream_texture_service_id = shared_state_->surface_texture_service_id();
|
| - }
|
| -
|
| - // Also set the parameters for the level if we're not clearing the image.
|
| - const gfx::Size size = state_provider_->GetSize();
|
| - texture_manager->SetLevelInfo(texture_ref, GetTextureTarget(), 0, GL_RGBA,
|
| - size.width(), size.height(), 1, 0, GL_RGBA,
|
| - GL_UNSIGNED_BYTE, gfx::Rect());
|
| -
|
| - static_cast<AVDACodecImage*>(image.get())
|
| - ->set_texture(texture_ref->texture());
|
| - }
|
| -
|
| - // If we're clearing the image, or setting a SurfaceTexture backed image, we
|
| - // set the state to UNBOUND. For SurfaceTexture images, this ensures that the
|
| - // implementation will call CopyTexImage, which is where AVDACodecImage
|
| - // updates the SurfaceTexture to the right frame.
|
| - auto image_state = gpu::gles2::Texture::UNBOUND;
|
| - // For SurfaceView we set the state to BOUND because ScheduleOverlayPlane
|
| - // requires it. If something tries to sample from this texture it won't work,
|
| - // but there's no way to sample from a SurfaceView anyway, so it doesn't
|
| - // matter.
|
| - if (image && !surface_texture_)
|
| - image_state = gpu::gles2::Texture::BOUND;
|
| - texture_manager->SetLevelStreamTextureImage(texture_ref, GetTextureTarget(),
|
| - 0, image.get(), image_state,
|
| - stream_texture_service_id);
|
| -}
|
| -
|
| -void AndroidDeferredRenderingBackingStrategy::UseCodecBufferForPictureBuffer(
|
| - int32_t codec_buf_index,
|
| - const PictureBuffer& picture_buffer) {
|
| - // Make sure that the decoder is available.
|
| - RETURN_IF_NULL(state_provider_->GetGlDecoder());
|
| -
|
| - // Notify the AVDACodecImage for picture_buffer that it should use the
|
| - // decoded buffer codec_buf_index to render this frame.
|
| - AVDACodecImage* avda_image =
|
| - shared_state_->GetImageForPicture(picture_buffer.id());
|
| - RETURN_IF_NULL(avda_image);
|
| -
|
| - // Note that this is not a race, since we do not re-use a PictureBuffer
|
| - // until after the CC is done drawing it.
|
| - pictures_out_for_display_.push_back(picture_buffer.id());
|
| - avda_image->set_media_codec_buffer_index(codec_buf_index);
|
| - avda_image->set_size(state_provider_->GetSize());
|
| -
|
| - MaybeRenderEarly();
|
| -}
|
| -
|
| -void AndroidDeferredRenderingBackingStrategy::AssignOnePictureBuffer(
|
| - const PictureBuffer& picture_buffer,
|
| - bool have_context) {
|
| - // Attach a GLImage to each texture that will use the surface texture.
|
| - // We use a refptr here in case SetImageForPicture fails.
|
| - scoped_refptr<gpu::gles2::GLStreamTextureImage> gl_image =
|
| - new AVDACodecImage(picture_buffer.id(), shared_state_, media_codec_,
|
| - state_provider_->GetGlDecoder(), surface_texture_);
|
| - SetImageForPicture(picture_buffer, gl_image);
|
| -
|
| - if (!surface_texture_ && have_context) {
|
| - // To make devtools work, we're using a 2D texture. Make it transparent,
|
| - // so that it draws a hole for the SV to show through. This is only
|
| - // because devtools draws and reads back, which skips overlay processing.
|
| - // It's unclear why devtools renders twice -- once normally, and once
|
| - // including a readback layer. The result is that the device screen
|
| - // flashes as we alternately draw the overlay hole and this texture,
|
| - // unless we make the texture transparent.
|
| - static const uint8_t rgba[] = {0, 0, 0, 0};
|
| - const gfx::Size size(1, 1);
|
| - DCHECK_LE(1u, picture_buffer.texture_ids().size());
|
| - glBindTexture(GL_TEXTURE_2D, picture_buffer.texture_ids()[0]);
|
| - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size.width(), size.height(), 0,
|
| - GL_RGBA, GL_UNSIGNED_BYTE, rgba);
|
| - }
|
| -}
|
| -
|
| -void AndroidDeferredRenderingBackingStrategy::ReleaseCodecBufferForPicture(
|
| - const PictureBuffer& picture_buffer) {
|
| - AVDACodecImage* avda_image =
|
| - shared_state_->GetImageForPicture(picture_buffer.id());
|
| - RETURN_IF_NULL(avda_image);
|
| - avda_image->UpdateSurface(AVDACodecImage::UpdateMode::DISCARD_CODEC_BUFFER);
|
| -}
|
| -
|
| -void AndroidDeferredRenderingBackingStrategy::ReuseOnePictureBuffer(
|
| - const PictureBuffer& picture_buffer) {
|
| - pictures_out_for_display_.erase(
|
| - std::remove(pictures_out_for_display_.begin(),
|
| - pictures_out_for_display_.end(), picture_buffer.id()),
|
| - pictures_out_for_display_.end());
|
| -
|
| - // At this point, the CC must be done with the picture. We can't really
|
| - // check for that here directly. it's guaranteed in gpu_video_decoder.cc,
|
| - // when it waits on the sync point before releasing the mailbox. That sync
|
| - // point is inserted by destroying the resource in VideoLayerImpl::DidDraw.
|
| - ReleaseCodecBufferForPicture(picture_buffer);
|
| - MaybeRenderEarly();
|
| -}
|
| -
|
| -void AndroidDeferredRenderingBackingStrategy::ReleaseCodecBuffers(
|
| - const AndroidVideoDecodeAccelerator::OutputBufferMap& buffers) {
|
| - for (const std::pair<int, PictureBuffer>& entry : buffers)
|
| - ReleaseCodecBufferForPicture(entry.second);
|
| -}
|
| -
|
| -void AndroidDeferredRenderingBackingStrategy::MaybeRenderEarly() {
|
| - if (pictures_out_for_display_.empty())
|
| - return;
|
| -
|
| - // See if we can consume the front buffer / render to the SurfaceView. Iterate
|
| - // in reverse to find the most recent front buffer. If none is found, the
|
| - // |front_index| will point to the beginning of the array.
|
| - size_t front_index = pictures_out_for_display_.size() - 1;
|
| - AVDACodecImage* first_renderable_image = nullptr;
|
| - for (int i = front_index; i >= 0; --i) {
|
| - const int id = pictures_out_for_display_[i];
|
| - AVDACodecImage* avda_image = shared_state_->GetImageForPicture(id);
|
| - if (!avda_image)
|
| - continue;
|
| -
|
| - // Update the front buffer index as we move along to shorten the number of
|
| - // candidate images we look at for back buffer rendering.
|
| - front_index = i;
|
| - first_renderable_image = avda_image;
|
| -
|
| - // If we find a front buffer, stop and indicate that front buffer rendering
|
| - // is not possible since another image is already in the front buffer.
|
| - if (avda_image->was_rendered_to_front_buffer()) {
|
| - first_renderable_image = nullptr;
|
| - break;
|
| - }
|
| - }
|
| -
|
| - if (first_renderable_image) {
|
| - first_renderable_image->UpdateSurface(
|
| - AVDACodecImage::UpdateMode::RENDER_TO_FRONT_BUFFER);
|
| - }
|
| -
|
| - // Back buffer rendering is only available for surface textures. We'll always
|
| - // have at least one front buffer, so the next buffer must be the backbuffer.
|
| - size_t backbuffer_index = front_index + 1;
|
| - if (!surface_texture_ || backbuffer_index >= pictures_out_for_display_.size())
|
| - return;
|
| -
|
| - // See if the back buffer is free. If so, then render the frame adjacent to
|
| - // the front buffer. The listing is in render order, so we can just use the
|
| - // first unrendered frame if there is back buffer space.
|
| - first_renderable_image = shared_state_->GetImageForPicture(
|
| - pictures_out_for_display_[backbuffer_index]);
|
| - if (!first_renderable_image ||
|
| - first_renderable_image->was_rendered_to_back_buffer()) {
|
| - return;
|
| - }
|
| -
|
| - // Due to the loop in the beginning this should never be true.
|
| - DCHECK(!first_renderable_image->was_rendered_to_front_buffer());
|
| - first_renderable_image->UpdateSurface(
|
| - AVDACodecImage::UpdateMode::RENDER_TO_BACK_BUFFER);
|
| -}
|
| -
|
| -void AndroidDeferredRenderingBackingStrategy::CodecChanged(
|
| - VideoCodecBridge* codec) {
|
| - media_codec_ = codec;
|
| - shared_state_->CodecChanged(codec);
|
| -}
|
| -
|
| -void AndroidDeferredRenderingBackingStrategy::OnFrameAvailable() {
|
| - shared_state_->SignalFrameAvailable();
|
| -}
|
| -
|
| -bool AndroidDeferredRenderingBackingStrategy::ArePicturesOverlayable() {
|
| - // SurfaceView frames are always overlayable because that's the only way to
|
| - // display them.
|
| - return !surface_texture_;
|
| -}
|
| -
|
| -void AndroidDeferredRenderingBackingStrategy::UpdatePictureBufferSize(
|
| - PictureBuffer* picture_buffer,
|
| - const gfx::Size& new_size) {
|
| - // This strategy uses EGL images which manage the texture size for us. We
|
| - // simply update the PictureBuffer meta-data and leave the texture as-is.
|
| - picture_buffer->set_size(new_size);
|
| -}
|
| -
|
| -} // namespace media
|
|
|