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Unified Diff: media/gpu/android_deferred_rendering_backing_strategy.cc

Issue 2296513003: Delete AVDACopyingBackingStrategy and rename AVDADeferredRenderingBackingStrategy (Closed)
Patch Set: Undelete & fix unittest Created 4 years, 4 months ago
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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

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