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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.
#ifndef CONTENT_COMMON_GPU_MEDIA_AVDA_CODEC_IMAGE_H_
#define CONTENT_COMMON_GPU_MEDIA_AVDA_CODEC_IMAGE_H_
#include "content/common/gpu/media/avda_shared_state.h"
#include "ui/gl/gl_image.h"
namespace content {
// GLImage that renders MediaCodec buffers to a SurfaceTexture as needed
// in order to draw them.
class AVDACodecImage : public gl::GLImage {
public:
AVDACodecImage(const scoped_refptr<AVDASharedState>&,
media::VideoCodecBridge* codec,
const base::WeakPtr<gpu::gles2::GLES2Decoder>& decoder,
const scoped_refptr<gfx::SurfaceTexture>& surface_texture);
protected:
~AVDACodecImage() override;
public:
// gl::GLImage implementation
void Destroy(bool have_context) override;
gfx::Size GetSize() override;
unsigned GetInternalFormat() override;
bool BindTexImage(unsigned target) override;
void ReleaseTexImage(unsigned target) override;
bool CopyTexImage(unsigned target) override;
bool CopyTexSubImage(unsigned target,
const gfx::Point& offset,
const gfx::Rect& rect) override;
bool ScheduleOverlayPlane(gfx::AcceleratedWidget widget,
int z_order,
gfx::OverlayTransform transform,
const gfx::Rect& bounds_rect,
const gfx::RectF& crop_rect) override;
void OnMemoryDump(base::trace_event::ProcessMemoryDump* pmd,
uint64_t process_tracing_id,
const std::string& dump_name) override;
public:
// Decoded buffer index that has the image for us to display.
void SetMediaCodecBufferIndex(int buffer_index);
// Return the codec buffer that we will return to the codec, or
// <0 if there is no such buffer.
int GetMediaCodecBufferIndex() const;
// Set the size of the current image.
void SetSize(const gfx::Size& size);
void SetMediaCodec(media::MediaCodecBridge* codec);
void setTexture(gpu::gles2::Texture* texture);
private:
// Make sure that the surface texture's front buffer is current.
// Returns true if the ST's texture was bound to the active unit.
bool UpdateSurfaceTexture();
// Attach the surface texture to our GL context, with a texture that we
// create for it.
void AttachSurfaceTextureToContext();
// Install the current texture matrix into the shader.
void InstallTextureMatrix();
// Shared state between the AVDA and all AVDACodecImages.
scoped_refptr<AVDASharedState> shared_state_;
// Codec's buffer index that we should render to the surface texture,
// or <0 if none.
int codec_buffer_index_;
// Our image size.
gfx::Size size_;
// May be null.
media::MediaCodecBridge* media_codec_;
const base::WeakPtr<gpu::gles2::GLES2Decoder> decoder_;
const scoped_refptr<gfx::SurfaceTexture> surface_texture_;
// Should we detach |surface_texture_| from its GL context when we are
// deleted? This happens when it's using our Texture's texture handle.
bool detach_surface_texture_on_destruction_;
// The texture that we're attached to.
gpu::gles2::Texture* texture_;
// Have we cached |texmatrix_uniform_location_| yet?
bool need_shader_info_;
// Uniform ID of the texture matrix in the shader.
GLint texmatrix_uniform_location_;
// Texture matrix of the front buffer of the surface texture.
float gl_matrix_[16];
DISALLOW_COPY_AND_ASSIGN(AVDACodecImage);
};
} // namespace content
#endif // CONTENT_COMMON_GPU_MEDIA_AVDA_CODEC_IMAGE_H_