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// Copyright (c) 2013 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 CONTENT_COMMON_GPU_MEDIA_ANDROID_VIDEO_DECODE_ACCELERATOR_H_
#define CONTENT_COMMON_GPU_MEDIA_ANDROID_VIDEO_DECODE_ACCELERATOR_H_
#include <stdint.h>
#include <list>
#include <map>
#include <queue>
#include <string>
#include <vector>
#include "base/compiler_specific.h"
#include "base/threading/thread_checker.h"
#include "base/timer/timer.h"
#include "content/common/content_export.h"
#include "content/common/gpu/media/avda_state_provider.h"
#include "gpu/command_buffer/service/gles2_cmd_decoder.h"
#include "media/base/android/media_drm_bridge.h"
#include "media/base/android/sdk_media_codec_bridge.h"
#include "media/base/media_keys.h"
#include "media/video/video_decode_accelerator.h"
namespace gfx {
class SurfaceTexture;
}
namespace content {
// A VideoDecodeAccelerator implementation for Android.
// This class decodes the input encoded stream by using Android's MediaCodec
// class. http://developer.android.com/reference/android/media/MediaCodec.html
// It delegates attaching pictures to PictureBuffers to a BackingStrategy, but
// otherwise handles the work of transferring data to / from MediaCodec.
class CONTENT_EXPORT AndroidVideoDecodeAccelerator
: public media::VideoDecodeAccelerator,
public AVDAStateProvider {
public:
typedef std::map<int32_t, media::PictureBuffer> OutputBufferMap;
// A BackingStrategy is responsible for making a PictureBuffer's texture
// contain the image that a MediaCodec decoder buffer tells it to.
class BackingStrategy {
public:
virtual ~BackingStrategy() {}
// Called after the state provider is given, but before any other
// calls to the BackingStrategy.
virtual void Initialize(AVDAStateProvider* provider) = 0;
// Called before the AVDA does any Destroy() work. This will be
// the last call that the BackingStrategy receives.
virtual void Cleanup(bool have_context,
const OutputBufferMap& buffer_map) = 0;
// Return the GL texture target that the PictureBuffer textures use.
virtual uint32_t GetTextureTarget() const = 0;
// Create and return a surface texture for the MediaCodec to use.
virtual scoped_refptr<gfx::SurfaceTexture> CreateSurfaceTexture() = 0;
// Make the provided PictureBuffer draw the image that is represented by
// the decoded output buffer at codec_buffer_index.
virtual void UseCodecBufferForPictureBuffer(
int32_t codec_buffer_index,
const media::PictureBuffer& picture_buffer) = 0;
// Notify strategy that a picture buffer has been assigned.
virtual void AssignOnePictureBuffer(
const media::PictureBuffer& picture_buffer) {}
// Notify strategy that a picture buffer has been reused.
virtual void ReuseOnePictureBuffer(
const media::PictureBuffer& picture_buffer) {}
// Notify strategy that we are about to dismiss a picture buffer.
virtual void DismissOnePictureBuffer(
const media::PictureBuffer& picture_buffer) {}
// Notify strategy that we have a new android MediaCodec instance. This
// happens when we're starting up or re-configuring mid-stream. Any
// previously provided codec should no longer be referenced.
// For convenience, a container of PictureBuffers is provided in case
// per-image cleanup is needed.
virtual void CodecChanged(media::VideoCodecBridge* codec,
const OutputBufferMap& buffer_map) = 0;
// Notify the strategy that a frame is available. This callback can happen
// on any thread at any time.
virtual void OnFrameAvailable() = 0;
};
AndroidVideoDecodeAccelerator(
const base::WeakPtr<gpu::gles2::GLES2Decoder> decoder,
const base::Callback<bool(void)>& make_context_current);
~AndroidVideoDecodeAccelerator() override;
// media::VideoDecodeAccelerator implementation:
bool Initialize(const Config& config, Client* client) override;
void SetCdm(int cdm_id) override;
void Decode(const media::BitstreamBuffer& bitstream_buffer) override;
void AssignPictureBuffers(
const std::vector<media::PictureBuffer>& buffers) override;
void ReusePictureBuffer(int32_t picture_buffer_id) override;
void Flush() override;
void Reset() override;
void Destroy() override;
bool CanDecodeOnIOThread() override;
// AVDAStateProvider implementation:
const gfx::Size& GetSize() const override;
const base::ThreadChecker& ThreadChecker() const override;
base::WeakPtr<gpu::gles2::GLES2Decoder> GetGlDecoder() const override;
void PostError(const ::tracked_objects::Location& from_here,
media::VideoDecodeAccelerator::Error error) override;
static media::VideoDecodeAccelerator::Capabilities GetCapabilities();
// Notifies about SurfaceTexture::OnFrameAvailable. This can happen on any
// thread at any time!
void OnFrameAvailable();
private:
// TODO(timav): evaluate the need for more states in the AVDA state machine.
enum State {
NO_ERROR,
ERROR,
WAITING_FOR_KEY,
};
static const base::TimeDelta kDecodePollDelay;
// Configures |media_codec_| with the given codec parameters from the client.
bool ConfigureMediaCodec();
// Sends the decoded frame specified by |codec_buffer_index| to the client.
void SendDecodedFrameToClient(int32_t codec_buffer_index,
int32_t bitstream_id);
// Does pending IO tasks if any. Once this is called, it polls |media_codec_|
// until it finishes pending tasks. For the polling, |kDecodePollDelay| is
// used.
void DoIOTask();
// Feeds input data to |media_codec_|. This checks
// |pending_bitstream_buffers_| and queues a buffer to |media_codec_|.
// Returns true if any input was processed.
bool QueueInput();
// Dequeues output from |media_codec_| and feeds the decoded frame to the
// client. Returns a hint about whether calling again might produce
// more output.
bool DequeueOutput();
// Requests picture buffers from the client.
void RequestPictureBuffers();
// This callback is called after CDM obtained a MediaCrypto object.
void OnMediaCryptoReady(media::MediaDrmBridge::JavaObjectPtr media_crypto,
bool needs_protected_surface);
// This callback is called when a new key is added to CDM.
void OnKeyAdded();
// Notifies the client of the CDM setting result.
void NotifyCdmAttached(bool success);
// Notifies the client about the availability of a picture.
void NotifyPictureReady(const media::Picture& picture);
// Notifies the client that the input buffer identifed by input_buffer_id has
// been processed.
void NotifyEndOfBitstreamBuffer(int input_buffer_id);
// Notifies the client that the decoder was flushed.
void NotifyFlushDone();
// Notifies the client that the decoder was reset.
void NotifyResetDone();
// Notifies about decoding errors.
// Note: you probably don't want to call this directly. Use PostError or
// RETURN_ON_FAILURE, since we can defer error reporting to keep the pipeline
// from breaking. NotifyError will do so immediately, PostError may wait.
// |token| has to match |error_sequence_token_|, or else it's assumed to be
// from a post that's prior to a previous reset, and ignored.
void NotifyError(media::VideoDecodeAccelerator::Error error, int token);
// Start or stop our work-polling timer based on whether we did any work, and
// how long it has been since we've done work. Calling this with true will
// start the timer. Calling it with false may stop the timer.
void ManageTimer(bool did_work);
// Resets MediaCodec and buffers/containers used for storing output. These
// components need to be reset upon EOS to decode a later stream. Input state
// (e.g. queued BitstreamBuffers) is not reset, as input following an EOS
// is still valid and should be processed.
void ResetCodecState();
// Dismiss all |output_picture_buffers_| in preparation for requesting new
// ones.
void DismissPictureBuffers();
// Return true if and only if we should use deferred rendering.
static bool UseDeferredRenderingStrategy();
// Used to DCHECK that we are called on the correct thread.
base::ThreadChecker thread_checker_;
// To expose client callbacks from VideoDecodeAccelerator.
Client* client_;
// Callback to set the correct gl context.
base::Callback<bool(void)> make_context_current_;
// Codec type. Used when we configure media codec.
media::VideoCodec codec_;
// Whether the stream is encrypted.
bool is_encrypted_;
// Whether encryption scheme requires to use protected surface.
bool needs_protected_surface_;
// The current state of this class. For now, this is used only for setting
// error state.
State state_;
// This map maintains the picture buffers passed to the client for decoding.
// The key is the picture buffer id.
OutputBufferMap output_picture_buffers_;
// This keeps the free picture buffer ids which can be used for sending
// decoded frames to the client.
std::queue<int32_t> free_picture_ids_;
// Picture buffer ids which have been dismissed and not yet re-assigned. Used
// to ignore ReusePictureBuffer calls that were in flight when the
// DismissPictureBuffer call was made.
std::set<int32_t> dismissed_picture_ids_;
// The low-level decoder which Android SDK provides.
scoped_ptr<media::VideoCodecBridge> media_codec_;
// A container of texture. Used to set a texture to |media_codec_|.
scoped_refptr<gfx::SurfaceTexture> surface_texture_;
// Set to true after requesting picture buffers to the client.
bool picturebuffers_requested_;
// The resolution of the stream.
gfx::Size size_;
// Encoded bitstream buffers to be passed to media codec, queued until an
// input buffer is available, along with the time when they were first
// enqueued.
typedef std::queue<std::pair<media::BitstreamBuffer, base::Time> >
PendingBitstreamBuffers;
PendingBitstreamBuffers pending_bitstream_buffers_;
// A map of presentation timestamp to bitstream buffer id for the bitstream
// buffers that have been submitted to the decoder but haven't yet produced an
// output frame with the same timestamp. Note: there will only be one entry
// for multiple bitstream buffers that have the same presentation timestamp.
std::map<base::TimeDelta, int32_t> bitstream_buffers_in_decoder_;
// Keeps track of bitstream ids notified to the client with
// NotifyEndOfBitstreamBuffer() before getting output from the bitstream.
std::list<int32_t> bitstreams_notified_in_advance_;
// Owner of the GL context. Used to restore the context state.
base::WeakPtr<gpu::gles2::GLES2Decoder> gl_decoder_;
// Repeating timer responsible for draining pending IO to the codec.
base::RepeatingTimer io_timer_;
// Backing strategy that we'll use to connect PictureBuffers to frames.
scoped_ptr<BackingStrategy> strategy_;
// Helper class that manages asynchronous OnFrameAvailable callbacks.
class OnFrameAvailableHandler;
scoped_refptr<OnFrameAvailableHandler> on_frame_available_handler_;
// Time at which we last did useful work on io_timer_.
base::TimeTicks most_recent_work_;
// CDM related stuff.
// Holds a ref-count to the CDM.
scoped_refptr<media::MediaKeys> cdm_;
// MediaDrmBridge requires registration/unregistration of the player, this
// registration id is used for this.
int cdm_registration_id_;
// The MediaCrypto object is used in the MediaCodec.configure() in case of
// an encrypted stream.
media::MediaDrmBridge::JavaObjectPtr media_crypto_;
// Index of the dequeued and filled buffer that we keep trying to enqueue.
// Such buffer appears in MEDIA_CODEC_NO_KEY processing.
int pending_input_buf_index_;
// Monotonically increasing value that is used to prevent old, delayed errors
// from being sent after a reset.
int error_sequence_token_;
// PostError will defer sending an error if and only if this is true.
bool defer_errors_;
// WeakPtrFactory for posting tasks back to |this|.
base::WeakPtrFactory<AndroidVideoDecodeAccelerator> weak_this_factory_;
friend class AndroidVideoDecodeAcceleratorTest;
};
} // namespace content
#endif // CONTENT_COMMON_GPU_MEDIA_ANDROID_VIDEO_DECODE_ACCELERATOR_H_