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// Copyright 2018 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.
#ifndef MEDIA_GPU_WINDOWS_D3D11_DECRYPTOR_H_
#define MEDIA_GPU_WINDOWS_D3D11_DECRYPTOR_H_
#include <wrl/client.h>
#include "base/containers/span.h"
#include "base/macros.h"
#include "base/memory/weak_ptr.h"
#include "media/base/decryptor.h"
#include "media/base/win/d3d11_create_device_cb.h"
#include "media/cdm/cdm_proxy_context.h"
#include "media/gpu/media_gpu_export.h"
namespace media {
class MEDIA_GPU_EXPORT D3D11Decryptor : public Decryptor {
public:
explicit D3D11Decryptor(CdmProxyContext* cdm_proxy_context);
~D3D11Decryptor() final;
// Decryptor implementation.
void RegisterNewKeyCB(StreamType stream_type,
const NewKeyCB& key_added_cb) final;
void Decrypt(StreamType stream_type,
scoped_refptr<DecoderBuffer> encrypted,
const DecryptCB& decrypt_cb) final;
void CancelDecrypt(StreamType stream_type) final;
void InitializeAudioDecoder(const AudioDecoderConfig& config,
const DecoderInitCB& init_cb) final;
void InitializeVideoDecoder(const VideoDecoderConfig& config,
const DecoderInitCB& init_cb) final;
void DecryptAndDecodeAudio(scoped_refptr<DecoderBuffer> encrypted,
const AudioDecodeCB& audio_decode_cb) final;
void DecryptAndDecodeVideo(scoped_refptr<DecoderBuffer> encrypted,
const VideoDecodeCB& video_decode_cb) final;
void ResetDecoder(StreamType stream_type) final;
void DeinitializeDecoder(StreamType stream_type) final;
private:
// Initialize the buffers for decryption from decryption context.
bool InitializeDecryptionBuffer(
const CdmProxyContext::D3D11DecryptContext& decrypt_context);
// CTR mode decrypts |encrypted| data into |output|. |output| is always
// cleared. Returns true on success.
bool CtrDecrypt(base::span<const uint8_t> input,
const std::string& iv,
const CdmProxyContext::D3D11DecryptContext& context,
std::vector<uint8_t>* output);
// CTR mode decryption method, aware of subsamples. |output| is always
// cleared. Returns true and populates |output| on success.
bool SubsampleCtrDecrypt(scoped_refptr<DecoderBuffer> encrypted,
const CdmProxyContext::D3D11DecryptContext& context,
std::vector<uint8_t>* output);
CdmProxyContext* cdm_proxy_context_;
template <class T>
using ComPtr = Microsoft::WRL::ComPtr<T>;
// After a successful InitializeDecryptionBuffer() call, these are set for the
// current Decrypt() call.
ComPtr<ID3D11Device> device_;
ComPtr<ID3D11DeviceContext> device_context_;
ComPtr<ID3D11VideoContext> video_context_;
// Due to how D3D11 resource permissons work, there are differences between
// CPU (user) and HW accessible buffers. And things get more complicated with
// what can read or write from/to it, what combinations are valid, and
// performance tradeoffs in giving different permissions. The most straight
// forward way is to use three buffers as described below.
// A buffer where encrypted data is written by the CPU and is readable by the
// HW.
ComPtr<ID3D11Buffer> encrypted_sample_buffer_;
// A buffer where the decrypted buffer is written by the HW that is not CPU
// accessible.
ComPtr<ID3D11Buffer> decrypted_sample_buffer_;
// A CPU accessible buffer where the content of |decrypted_buffer_| is copied
// to.
ComPtr<ID3D11Buffer> cpu_accessible_buffer_;
base::WeakPtrFactory<D3D11Decryptor> weak_factory_;
DISALLOW_COPY_AND_ASSIGN(D3D11Decryptor);
};
} // namespace media
#endif // MEDIA_GPU_WINDOWS_D3D11_DECRYPTOR_H_