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// 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 "base/memory/weak_ptr.h"
#include "base/synchronization/waitable_event.h"
#include "gpu/command_buffer/service/gles2_cmd_decoder.h"
#include "media/base/android/android_overlay.h"
#include "media/base/android/media_codec_bridge.h"
#include "media/gpu/android/avda_shared_state.h"
#include "media/gpu/android/avda_surface_bundle.h"
#include "media/gpu/android/promotion_hint_aggregator.h"
#include "ui/gl/gl_bindings.h"
#include "ui/gl/gl_context.h"
#include "ui/gl/gl_image.h"
#include "ui/gl/gl_surface.h"
namespace media {
// State shared by AVDACodecImages. This holds a reference to the surface
// bundle that's backing the frames. If it's an overlay, then we'll
// automatically drop our reference to the bundle if the overlay's surface gets
// an OnSurfaceDestroyed.
// TODO(watk): This doesn't really do anything any more; we should delete it.
class AVDASharedState : public base::RefCounted<AVDASharedState> {
AVDASharedState(scoped_refptr<AVDASurfaceBundle> surface_bundle);
GLuint texture_owner_service_id() const {
return texture_owner() ? texture_owner()->GetTextureId() : 0;
TextureOwner* texture_owner() const {
return surface_bundle_ ? surface_bundle_->texture_owner_.get() : nullptr;
AndroidOverlay* overlay() const {
return surface_bundle_ ? surface_bundle_->overlay.get() : nullptr;
// Context and surface that |texture_owner_| is bound to, if
// |texture_owner_| is not null.
gl::GLContext* context() const {
return texture_owner() ? texture_owner()->GetContext() : nullptr;
gl::GLSurface* surface() const {
return texture_owner() ? texture_owner()->GetSurface() : nullptr;
// Helper method for coordinating the interactions between
// MediaCodec::ReleaseOutputBuffer() and WaitForFrameAvailable() when
// rendering to a TextureOwner; this method should never be called when
// rendering to a SurfaceView.
// The release of the codec buffer to the texture owner is asynchronous, by
// using this helper we can attempt to let this process complete in a non
// blocking fashion before the TextureOwner is used.
// Clients should call this method to release the codec buffer for rendering
// and then call WaitForFrameAvailable() before using the TextureOwner. In
// the ideal case the TextureOwner has already been updated, otherwise the
// method will wait for a pro-rated amount of time based on elapsed time up
// to a short deadline.
// Some devices do not reliably notify frame availability, so we use a very
// short deadline of only a few milliseconds to avoid indefinite stalls.
void RenderCodecBufferToTextureOwner(MediaCodecBridge* codec,
int codec_buffer_index);
void WaitForFrameAvailable();
// Helper methods for interacting with |texture_owner_|. See
// gl::TextureOwner for method details.
void UpdateTexImage();
// Returns a matrix that needs to be y flipped in order to match the
// StreamTextureMatrix contract. See GLStreamTextureImage::YInvertMatrix().
void GetTransformMatrix(float matrix[16]) const;
// Resets the last time for RenderCodecBufferToTextureOwner(). Should be
// called during codec changes.
void ClearReleaseTime();
void ClearOverlay(AndroidOverlay* overlay);
void SetPromotionHintCB(PromotionHintAggregator::NotifyPromotionHintCB cb);
const PromotionHintAggregator::NotifyPromotionHintCB& GetPromotionHintCB();
virtual ~AVDASharedState();
friend class base::RefCounted<AVDASharedState>;
// Texture matrix of the front buffer of the texture owner.
float gl_matrix_[16];
scoped_refptr<AVDASurfaceBundle> surface_bundle_;
PromotionHintAggregator::NotifyPromotionHintCB promotion_hint_cb_;
base::WeakPtrFactory<AVDASharedState> weak_this_factory_;
} // namespace media