| // 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 != media::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::Cleanup( |
| bool have_context, |
| const AndroidVideoDecodeAccelerator::OutputBufferMap& buffers) { |
| // If we failed before Initialize, then do nothing. |
| if (!shared_state_) |
| return; |
| |
| CodecChanged(nullptr); |
| } |
| |
| 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 media::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 media::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 media::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 media::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 media::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, media::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( |
| media::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( |
| media::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 |