blob: eca3872b315fc06f3137cad6458c1ffccd14b45d [file] [log] [blame]
// 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/avda_picture_buffer_manager.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/base/android/media_codec_bridge_impl.h"
#include "media/gpu/avda_codec_image.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"
// If !|ptr|, log a message, notify |state_provider_| of the error, and
// return an optional value.
#define RETURN_IF_NULL(ptr, ...) \
do { \
if (!(ptr)) { \
DLOG(ERROR) << "Got null for " << #ptr; \
state_provider_->NotifyError(VideoDecodeAccelerator::ILLEGAL_STATE); \
return __VA_ARGS__; \
} \
} while (0)
namespace media {
namespace {
// Creates a SurfaceTexture and attaches a new gl texture to it. |*service_id|
// is set to the new texture id.
scoped_refptr<gl::SurfaceTexture> CreateAttachedSurfaceTexture(
base::WeakPtr<gpu::gles2::GLES2Decoder> gl_decoder,
GLuint* service_id) {
GLuint texture_id;
glGenTextures(1, &texture_id);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_EXTERNAL_OES, texture_id);
glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
gl_decoder->RestoreTextureUnitBindings(0);
gl_decoder->RestoreActiveTexture();
DCHECK_EQ(static_cast<GLenum>(GL_NO_ERROR), glGetError());
*service_id = texture_id;
// Previously, to reduce context switching, we used to create an unattached
// SurfaceTexture and attach it lazily in the compositor's context. But that
// was flaky because SurfaceTexture#detachFromGLContext() is buggy on a lot of
// devices. Now we attach it to the current context, which means we might have
// to context switch later to call updateTexImage(). Fortunately, if virtual
// contexts are in use, we won't have to context switch.
return gl::SurfaceTexture::Create(texture_id);
}
} // namespace
AVDAPictureBufferManager::AVDAPictureBufferManager(
AVDAStateProvider* state_provider)
: state_provider_(state_provider), media_codec_(nullptr) {}
AVDAPictureBufferManager::~AVDAPictureBufferManager() {}
gl::ScopedJavaSurface AVDAPictureBufferManager::Initialize(int surface_id) {
shared_state_ = new AVDASharedState();
surface_texture_ = nullptr;
// Acquire the SurfaceView surface if given a valid id.
if (surface_id != SurfaceManager::kNoSurfaceID)
return gpu::GpuSurfaceLookup::GetInstance()->AcquireJavaSurface(surface_id);
// Otherwise create a SurfaceTexture.
GLuint service_id;
surface_texture_ = CreateAttachedSurfaceTexture(
state_provider_->GetGlDecoder(), &service_id);
shared_state_->SetSurfaceTexture(surface_texture_, service_id);
return gl::ScopedJavaSurface(surface_texture_.get());
}
void AVDAPictureBufferManager::Destroy(const PictureBufferMap& buffers) {
// Do nothing if Initialize() has not been called.
if (!shared_state_)
return;
ReleaseCodecBuffers(buffers);
CodecChanged(nullptr);
surface_texture_ = nullptr;
}
void AVDAPictureBufferManager::SetImageForPicture(
const PictureBuffer& picture_buffer,
gpu::gles2::GLStreamTextureImage* image) {
auto gles_decoder = state_provider_->GetGlDecoder();
RETURN_IF_NULL(gles_decoder);
auto* context_group = gles_decoder->GetContextGroup();
RETURN_IF_NULL(context_group);
auto* texture_manager = context_group->texture_manager();
RETURN_IF_NULL(texture_manager);
DCHECK_LE(1u, picture_buffer.client_texture_ids().size());
gpu::gles2::TextureRef* texture_ref =
texture_manager->GetTexture(picture_buffer.client_texture_ids()[0]);
RETURN_IF_NULL(texture_ref);
// Default to zero which will clear the stream texture service id if one was
// previously set.
GLuint stream_texture_service_id = 0;
if (image) {
// 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, kTextureTarget, 0, GL_RGBA,
size.width(), size.height(), 1, 0, GL_RGBA,
GL_UNSIGNED_BYTE, gfx::Rect());
static_cast<AVDACodecImage*>(image)->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, kTextureTarget, 0,
image, image_state,
stream_texture_service_id);
texture_manager->SetLevelCleared(texture_ref, kTextureTarget, 0, true);
}
AVDACodecImage* AVDAPictureBufferManager::GetImageForPicture(
int picture_buffer_id) const {
auto it = codec_images_.find(picture_buffer_id);
DCHECK(it != codec_images_.end());
return it->second.get();
}
void AVDAPictureBufferManager::UseCodecBufferForPictureBuffer(
int32_t codec_buf_index,
const PictureBuffer& picture_buffer) {
// Notify the AVDACodecImage for picture_buffer that it should use the
// decoded buffer codec_buf_index to render this frame.
AVDACodecImage* avda_image = GetImageForPicture(picture_buffer.id());
// 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->SetBufferMetadata(codec_buf_index, !!surface_texture_,
state_provider_->GetSize());
// If the shared state has changed for this image, retarget its texture.
if (avda_image->SetSharedState(shared_state_))
SetImageForPicture(picture_buffer, avda_image);
MaybeRenderEarly();
}
void AVDAPictureBufferManager::AssignOnePictureBuffer(
const PictureBuffer& picture_buffer,
bool have_context) {
// Attach a GLImage to each texture that will use the surface texture.
scoped_refptr<gpu::gles2::GLStreamTextureImage> gl_image =
codec_images_[picture_buffer.id()] = new AVDACodecImage(
shared_state_, media_codec_, state_provider_->GetGlDecoder());
SetImageForPicture(picture_buffer, gl_image.get());
}
void AVDAPictureBufferManager::ReleaseCodecBufferForPicture(
const PictureBuffer& picture_buffer) {
GetImageForPicture(picture_buffer.id())
->UpdateSurface(AVDACodecImage::UpdateMode::DISCARD_CODEC_BUFFER);
}
void AVDAPictureBufferManager::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 AVDAPictureBufferManager::ReleaseCodecBuffers(
const PictureBufferMap& buffers) {
for (const std::pair<int, PictureBuffer>& entry : buffers)
ReleaseCodecBufferForPicture(entry.second);
}
void AVDAPictureBufferManager::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 = GetImageForPicture(id);
// 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 =
GetImageForPicture(pictures_out_for_display_[backbuffer_index]);
if (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 AVDAPictureBufferManager::CodecChanged(VideoCodecBridge* codec) {
media_codec_ = codec;
for (auto& image_kv : codec_images_)
image_kv.second->CodecChanged(codec);
shared_state_->clear_release_time();
}
bool AVDAPictureBufferManager::ArePicturesOverlayable() {
// SurfaceView frames are always overlayable because that's the only way to
// display them.
return !surface_texture_;
}
bool AVDAPictureBufferManager::HasUnrenderedPictures() const {
for (int id : pictures_out_for_display_) {
if (GetImageForPicture(id)->is_unrendered())
return true;
}
return false;
}
} // namespace media