| // Copyright 2020 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/android/codec_output_buffer_renderer.h" |
| #include <string.h> |
| |
| #include "base/android/scoped_hardware_buffer_fence_sync.h" |
| #include "base/callback_helpers.h" |
| #include "gpu/command_buffer/service/gles2_cmd_decoder.h" |
| #include "gpu/command_buffer/service/texture_manager.h" |
| #include "third_party/abseil-cpp/absl/types/optional.h" |
| #include "ui/gl/gl_context.h" |
| #include "ui/gl/scoped_make_current.h" |
| |
| namespace media { |
| |
| namespace { |
| |
| // Makes |texture_owner|'s context current if it isn't already. |
| std::unique_ptr<ui::ScopedMakeCurrent> MakeCurrentIfNeeded( |
| gpu::TextureOwner* texture_owner) { |
| gl::GLContext* context = texture_owner->GetContext(); |
| // Note: this works for virtual contexts too, because IsCurrent() returns true |
| // if their shared platform context is current, regardless of which virtual |
| // context is current. |
| if (context->IsCurrent(nullptr)) |
| return nullptr; |
| |
| auto scoped_current = std::make_unique<ui::ScopedMakeCurrent>( |
| context, texture_owner->GetSurface()); |
| // Log an error if ScopedMakeCurrent failed for debugging |
| // https://crbug.com/878042. |
| // TODO(ericrk): Remove this once debugging is completed. |
| if (!context->IsCurrent(nullptr)) { |
| LOG(ERROR) << "Failed to make context current in CodecImage. Subsequent " |
| "UpdateTexImage may fail."; |
| } |
| return scoped_current; |
| } |
| |
| } // namespace |
| |
| CodecOutputBufferRenderer::CodecOutputBufferRenderer( |
| std::unique_ptr<CodecOutputBuffer> output_buffer, |
| scoped_refptr<CodecBufferWaitCoordinator> codec_buffer_wait_coordinator, |
| scoped_refptr<gpu::RefCountedLock> drdc_lock) |
| : RefCountedLockHelperDrDc(std::move(drdc_lock)), |
| output_buffer_(std::move(output_buffer)), |
| codec_buffer_wait_coordinator_(std::move(codec_buffer_wait_coordinator)) { |
| } |
| |
| CodecOutputBufferRenderer::~CodecOutputBufferRenderer() = default; |
| |
| bool CodecOutputBufferRenderer::RenderToTextureOwnerBackBuffer() { |
| AssertAcquiredDrDcLock(); |
| DCHECK_NE(phase_, Phase::kInFrontBuffer); |
| if (phase_ == Phase::kInBackBuffer) |
| return true; |
| if (phase_ == Phase::kInvalidated) |
| return false; |
| |
| // Normally, we should have a wait coordinator if we're called. However, if |
| // the renderer is torn down (either VideoFrameSubmitter or the whole process) |
| // before we get returns back from viz, then we can be notified that we're |
| // no longer in use (erroneously) when the VideoFrame is destroyed. So, if |
| // we don't have a wait coordinator, then just fail. |
| if (!codec_buffer_wait_coordinator_) |
| return false; |
| |
| // Don't render frame if one is already pending. |
| // RenderToTextureOwnerFrontBuffer will wait before calling this. |
| if (codec_buffer_wait_coordinator_->IsExpectingFrameAvailable()) { |
| return false; |
| } |
| if (!output_buffer_->ReleaseToSurface()) { |
| phase_ = Phase::kInvalidated; |
| return false; |
| } |
| phase_ = Phase::kInBackBuffer; |
| codec_buffer_wait_coordinator_->SetReleaseTimeToNow(); |
| return true; |
| } |
| |
| bool CodecOutputBufferRenderer::RenderToTextureOwnerFrontBuffer( |
| BindingsMode bindings_mode, |
| GLuint service_id) { |
| AssertAcquiredDrDcLock(); |
| // Normally, we should have a wait coordinator if we're called. However, if |
| // the renderer is torn down (either VideoFrameSubmitter or the whole process) |
| // before we get returns back from viz, then we can be notified that we're |
| // no longer in use (erroneously) when the VideoFrame is destroyed. So, if |
| // we don't have a wait coordinator, then just fail. |
| if (!codec_buffer_wait_coordinator_) |
| return false; |
| |
| if (phase_ == Phase::kInFrontBuffer) { |
| EnsureBoundIfNeeded(bindings_mode, service_id); |
| return true; |
| } |
| if (phase_ == Phase::kInvalidated) |
| return false; |
| |
| std::unique_ptr<ui::ScopedMakeCurrent> scoped_make_current; |
| absl::optional<gpu::ScopedRestoreTextureBinding> scoped_restore_texture; |
| |
| if (codec_buffer_wait_coordinator_->texture_owner() |
| ->binds_texture_on_update()) { |
| // If the texture_owner() binds the texture while doing the texture update |
| // (UpdateTexImage), like in SurfaceTexture case, then make sure that the |
| // texture owner's context is made current. This is because the texture |
| // which will be bound was generated on TextureOwner's context. |
| // For AImageReader case, the texture which will be bound will not |
| // necessarily be TextureOwner's texture and hence caller is responsible to |
| // handle making correct context current before binding the texture. |
| scoped_make_current = MakeCurrentIfNeeded( |
| codec_buffer_wait_coordinator_->texture_owner().get()); |
| |
| // If updating the image will implicitly update the texture bindings then |
| // restore if requested or the update needed a context switch. |
| if (bindings_mode == BindingsMode::kRestoreIfBound || |
| !!scoped_make_current) { |
| scoped_restore_texture.emplace(); |
| } |
| } |
| |
| // Render it to the back buffer if it's not already there. |
| if (phase_ != Phase::kInBackBuffer) { |
| // Wait for a previous frame available so we don't confuse it with the one |
| // we're about to render. |
| if (codec_buffer_wait_coordinator_->IsExpectingFrameAvailable()) { |
| codec_buffer_wait_coordinator_->WaitForFrameAvailable(); |
| |
| // We must call update tex image if we did get OnFrameAvailable, otherwise |
| // we will stop receiving callbacks (see https://crbug.com/c/1113203) |
| codec_buffer_wait_coordinator_->texture_owner()->UpdateTexImage(); |
| } |
| if (!RenderToTextureOwnerBackBuffer()) { |
| // RenderTotextureOwnerBackBuffer can fail now only if ReleaseToSurface |
| // failed. |
| DCHECK(phase_ == Phase::kInvalidated); |
| return false; |
| } |
| } |
| |
| // The image is now in the back buffer, so promote it to the front buffer. |
| phase_ = Phase::kInFrontBuffer; |
| if (codec_buffer_wait_coordinator_->IsExpectingFrameAvailable()) |
| codec_buffer_wait_coordinator_->WaitForFrameAvailable(); |
| |
| codec_buffer_wait_coordinator_->texture_owner()->UpdateTexImage(); |
| EnsureBoundIfNeeded(bindings_mode, service_id); |
| return true; |
| } |
| |
| void CodecOutputBufferRenderer::EnsureBoundIfNeeded(BindingsMode mode, |
| GLuint service_id) { |
| AssertAcquiredDrDcLock(); |
| DCHECK(codec_buffer_wait_coordinator_); |
| |
| if (codec_buffer_wait_coordinator_->texture_owner() |
| ->binds_texture_on_update()) { |
| if (mode == BindingsMode::kEnsureTexImageBound) { |
| DCHECK_EQ( |
| service_id, |
| codec_buffer_wait_coordinator_->texture_owner()->GetTextureId()); |
| } |
| was_tex_image_bound_ = true; |
| return; |
| } |
| if (mode != BindingsMode::kEnsureTexImageBound) |
| return; |
| |
| DCHECK_GT(service_id, 0u); |
| codec_buffer_wait_coordinator_->texture_owner()->EnsureTexImageBound( |
| service_id); |
| was_tex_image_bound_ = true; |
| } |
| |
| bool CodecOutputBufferRenderer::RenderToOverlay() { |
| AssertAcquiredDrDcLock(); |
| if (phase_ == Phase::kInFrontBuffer) |
| return true; |
| if (phase_ == Phase::kInvalidated) |
| return false; |
| |
| if (!output_buffer_->ReleaseToSurface()) { |
| phase_ = Phase::kInvalidated; |
| return false; |
| } |
| phase_ = Phase::kInFrontBuffer; |
| return true; |
| } |
| |
| bool CodecOutputBufferRenderer::RenderToFrontBuffer() { |
| AssertAcquiredDrDcLock(); |
| |
| // This code is used to trigger early rendering of the image before it is used |
| // for compositing, there is no need to bind the image. Hence pass texture |
| // service_id as 0. |
| return codec_buffer_wait_coordinator_ |
| ? RenderToTextureOwnerFrontBuffer(BindingsMode::kRestoreIfBound, |
| 0 /* service_id */) |
| : RenderToOverlay(); |
| } |
| |
| } // namespace media |