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// Copyright 2017 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/gpu_video_encode_accelerator_factory.h"
#include "base/bind.h"
#include "base/feature_list.h"
#include "base/memory/ptr_util.h"
#include "build/build_config.h"
#include "gpu/config/gpu_driver_bug_workarounds.h"
#include "gpu/config/gpu_preferences.h"
#include "media/base/media_switches.h"
#include "media/gpu/buildflags.h"
#include "media/gpu/gpu_video_accelerator_util.h"
#include "media/gpu/macros.h"
#if BUILDFLAG(USE_V4L2_CODEC)
#include "media/gpu/v4l2/v4l2_video_encode_accelerator.h"
#endif
#if defined(OS_ANDROID)
#include "media/gpu/android/android_video_encode_accelerator.h"
#endif
#if defined(OS_MAC)
#include "media/gpu/mac/vt_video_encode_accelerator_mac.h"
#endif
#if defined(OS_WIN)
#include "media/gpu/windows/media_foundation_video_encode_accelerator_win.h"
#endif
#if BUILDFLAG(USE_VAAPI)
#include "media/gpu/vaapi/vaapi_video_encode_accelerator.h"
#endif
namespace media {
namespace {
#if BUILDFLAG(USE_V4L2_CODEC)
std::unique_ptr<VideoEncodeAccelerator> CreateV4L2VEA() {
scoped_refptr<V4L2Device> device = V4L2Device::Create();
if (!device)
return nullptr;
return base::WrapUnique<VideoEncodeAccelerator>(
new V4L2VideoEncodeAccelerator(std::move(device)));
}
#endif
#if BUILDFLAG(USE_VAAPI)
std::unique_ptr<VideoEncodeAccelerator> CreateVaapiVEA() {
return base::WrapUnique<VideoEncodeAccelerator>(
new VaapiVideoEncodeAccelerator());
}
#endif
#if defined(OS_ANDROID)
std::unique_ptr<VideoEncodeAccelerator> CreateAndroidVEA() {
return base::WrapUnique<VideoEncodeAccelerator>(
new AndroidVideoEncodeAccelerator());
}
#endif
#if defined(OS_MAC)
std::unique_ptr<VideoEncodeAccelerator> CreateVTVEA() {
return base::WrapUnique<VideoEncodeAccelerator>(
new VTVideoEncodeAccelerator());
}
#endif
#if defined(OS_WIN)
// Creates a MediaFoundationVEA for Win 7 or later. If |compatible_with_win7| is
// true, VEA is limited to a subset of features that is compatible with Win 7.
std::unique_ptr<VideoEncodeAccelerator> CreateMediaFoundationVEA(
bool compatible_with_win7,
bool enable_async_mft) {
return base::WrapUnique<VideoEncodeAccelerator>(
new MediaFoundationVideoEncodeAccelerator(compatible_with_win7,
enable_async_mft));
}
#endif
using VEAFactoryFunction =
base::RepeatingCallback<std::unique_ptr<VideoEncodeAccelerator>()>;
std::vector<VEAFactoryFunction> GetVEAFactoryFunctions(
const gpu::GpuPreferences& gpu_preferences,
const gpu::GpuDriverBugWorkarounds& gpu_workarounds) {
// Array of VEAFactoryFunctions potentially usable on the current platform.
// This list is ordered by priority, from most to least preferred, if
// applicable. This list is composed once and then reused.
static std::vector<VEAFactoryFunction> vea_factory_functions;
if (gpu_preferences.disable_accelerated_video_encode)
return vea_factory_functions;
if (!vea_factory_functions.empty())
return vea_factory_functions;
#if BUILDFLAG(USE_VAAPI)
#if defined(OS_LINUX)
if (base::FeatureList::IsEnabled(kVaapiVideoEncodeLinux))
vea_factory_functions.push_back(base::BindRepeating(&CreateVaapiVEA));
#else
vea_factory_functions.push_back(base::BindRepeating(&CreateVaapiVEA));
#endif
#endif
#if BUILDFLAG(USE_V4L2_CODEC)
vea_factory_functions.push_back(base::BindRepeating(&CreateV4L2VEA));
#endif
#if defined(OS_ANDROID)
vea_factory_functions.push_back(base::BindRepeating(&CreateAndroidVEA));
#endif
#if defined(OS_MAC)
vea_factory_functions.push_back(base::BindRepeating(&CreateVTVEA));
#endif
#if defined(OS_WIN)
vea_factory_functions.push_back(base::BindRepeating(
&CreateMediaFoundationVEA,
gpu_preferences.enable_media_foundation_vea_on_windows7,
base::FeatureList::IsEnabled(kMediaFoundationAsyncH264Encoding) &&
!gpu_workarounds.disable_mediafoundation_async_h264_encoding));
#endif
return vea_factory_functions;
}
VideoEncodeAccelerator::SupportedProfiles GetSupportedProfilesInternal(
const gpu::GpuPreferences& gpu_preferences,
const gpu::GpuDriverBugWorkarounds& gpu_workarounds) {
if (gpu_preferences.disable_accelerated_video_encode)
return VideoEncodeAccelerator::SupportedProfiles();
VideoEncodeAccelerator::SupportedProfiles profiles;
for (const auto& create_vea :
GetVEAFactoryFunctions(gpu_preferences, gpu_workarounds)) {
auto vea = std::move(create_vea).Run();
if (!vea)
continue;
GpuVideoAcceleratorUtil::InsertUniqueEncodeProfiles(
vea->GetSupportedProfiles(), &profiles);
}
return profiles;
}
} // anonymous namespace
// static
MEDIA_GPU_EXPORT std::unique_ptr<VideoEncodeAccelerator>
GpuVideoEncodeAcceleratorFactory::CreateVEA(
const VideoEncodeAccelerator::Config& config,
VideoEncodeAccelerator::Client* client,
const gpu::GpuPreferences& gpu_preferences,
const gpu::GpuDriverBugWorkarounds& gpu_workarounds) {
for (const auto& create_vea :
GetVEAFactoryFunctions(gpu_preferences, gpu_workarounds)) {
std::unique_ptr<VideoEncodeAccelerator> vea = create_vea.Run();
if (!vea)
continue;
if (!vea->Initialize(config, client)) {
DLOG(ERROR) << "VEA initialize failed (" << config.AsHumanReadableString()
<< ")";
continue;
}
return vea;
}
return nullptr;
}
// static
MEDIA_GPU_EXPORT VideoEncodeAccelerator::SupportedProfiles
GpuVideoEncodeAcceleratorFactory::GetSupportedProfiles(
const gpu::GpuPreferences& gpu_preferences,
const gpu::GpuDriverBugWorkarounds& gpu_workarounds) {
// Cache the supported profiles so that they will not be computed more than
// once per GPU process. It is assumed that |gpu_preferences| do not change
// between calls.
static VideoEncodeAccelerator::SupportedProfiles profiles =
GetSupportedProfilesInternal(gpu_preferences, gpu_workarounds);
#if BUILDFLAG(USE_V4L2_CODEC)
// V4L2-only: the encoder devices may not be visible at the time the GPU
// process is starting. If the capabilities vector is empty, try to query the
// devices again in the hope that they will have appeared in the meantime.
// TODO(crbug.com/948147): trigger query when an device add/remove event
// (e.g. via udev) has happened instead.
if (profiles.empty()) {
VLOGF(1) << "Supported profiles empty, querying again...";
profiles = GetSupportedProfilesInternal(gpu_preferences, gpu_workarounds);
}
#endif
if (gpu_workarounds.disable_accelerated_vp8_encode) {
base::EraseIf(profiles, [](const auto& vea_profile) {
return vea_profile.profile == VP8PROFILE_ANY;
});
}
if (gpu_workarounds.disable_accelerated_h264_encode) {
base::EraseIf(profiles, [](const auto& vea_profile) {
return vea_profile.profile >= H264PROFILE_MIN &&
vea_profile.profile <= H264PROFILE_MAX;
});
}
base::EraseIf(profiles, [](const auto& vea_profile) {
return vea_profile.profile >= HEVCPROFILE_MIN &&
vea_profile.profile <= HEVCPROFILE_MAX;
});
return profiles;
}
} // namespace media