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// Copyright (c) 2012 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.
//
// This file contains an implementation of VideoDecoderAccelerator
// that utilizes hardware video decoder present on Intel CPUs.
#ifndef MEDIA_GPU_VAAPI_VAAPI_VIDEO_DECODE_ACCELERATOR_H_
#define MEDIA_GPU_VAAPI_VAAPI_VIDEO_DECODE_ACCELERATOR_H_
#include <stddef.h>
#include <stdint.h>
#include <list>
#include <map>
#include <memory>
#include <utility>
#include <vector>
#include "base/containers/queue.h"
#include "base/containers/small_map.h"
#include "base/logging.h"
#include "base/macros.h"
#include "base/memory/weak_ptr.h"
#include "base/single_thread_task_runner.h"
#include "base/synchronization/condition_variable.h"
#include "base/synchronization/lock.h"
#include "base/threading/thread.h"
#include "media/base/bitstream_buffer.h"
#include "media/gpu/decode_surface_handler.h"
#include "media/gpu/gpu_video_decode_accelerator_helpers.h"
#include "media/gpu/media_gpu_export.h"
#include "media/gpu/vaapi/vaapi_picture_factory.h"
#include "media/gpu/vaapi/vaapi_wrapper.h"
#include "media/video/picture.h"
#include "media/video/video_decode_accelerator.h"
namespace gl {
class GLImage;
}
namespace media {
class AcceleratedVideoDecoder;
class VaapiPicture;
// Class to provide video decode acceleration for Intel systems with hardware
// support for it, and on which libva is available.
// Decoding tasks are performed in a separate decoding thread.
//
// Threading/life-cycle: this object is created & destroyed on the GPU
// ChildThread. A few methods on it are called on the decoder thread which is
// stopped during |this->Destroy()|, so any tasks posted to the decoder thread
// can assume |*this| is still alive. See |weak_this_| below for more details.
class MEDIA_GPU_EXPORT VaapiVideoDecodeAccelerator
: public VideoDecodeAccelerator,
public DecodeSurfaceHandler<VASurface> {
public:
VaapiVideoDecodeAccelerator(
const MakeGLContextCurrentCallback& make_context_current_cb,
const BindGLImageCallback& bind_image_cb);
~VaapiVideoDecodeAccelerator() override;
// VideoDecodeAccelerator implementation.
bool Initialize(const Config& config, Client* client) override;
void Decode(const BitstreamBuffer& bitstream_buffer) override;
void Decode(scoped_refptr<DecoderBuffer> buffer,
int32_t bitstream_id) override;
void AssignPictureBuffers(const std::vector<PictureBuffer>& buffers) override;
#if defined(USE_OZONE)
void ImportBufferForPicture(
int32_t picture_buffer_id,
VideoPixelFormat pixel_format,
const gfx::GpuMemoryBufferHandle& gpu_memory_buffer_handle) override;
#endif
void ReusePictureBuffer(int32_t picture_buffer_id) override;
void Flush() override;
void Reset() override;
void Destroy() override;
bool TryToSetupDecodeOnSeparateThread(
const base::WeakPtr<Client>& decode_client,
const scoped_refptr<base::SingleThreadTaskRunner>& decode_task_runner)
override;
static VideoDecodeAccelerator::SupportedProfiles GetSupportedProfiles();
// DecodeSurfaceHandler implementation.
scoped_refptr<VASurface> CreateSurface() override;
void SurfaceReady(const scoped_refptr<VASurface>& va_surface,
int32_t bitstream_id,
const gfx::Rect& visible_rect,
const VideoColorSpace& color_space) override;
private:
friend class VaapiVideoDecodeAcceleratorTest;
// An input buffer with id provided by the client and awaiting consumption.
class InputBuffer;
// Notify the client that an error has occurred and decoding cannot continue.
void NotifyError(Error error);
// Queue a input buffer for decode.
void QueueInputBuffer(scoped_refptr<DecoderBuffer> buffer,
int32_t bitstream_id);
// Gets a new |current_input_buffer_| from |input_buffers_| and sets it up in
// |decoder_|. This method will sleep if no |input_buffers_| are available.
// Returns true if a new buffer has been set up, false if an early exit has
// been requested (due to initiated reset/flush/destroy).
bool GetCurrInputBuffer_Locked();
// Signals the client that |curr_input_buffer_| has been read and can be
// returned. Will also release the mapping.
void ReturnCurrInputBuffer_Locked();
// Waits for more surfaces to become available. Returns true once they do or
// false if an early exit has been requested (due to an initiated
// reset/flush/destroy).
bool WaitForSurfaces_Locked();
// Continue decoding given input buffers and sleep waiting for input/output
// as needed. Will exit if a new set of surfaces or reset/flush/destroy
// is requested.
void DecodeTask();
// Scheduled after receiving a flush request and executed after the current
// decoding task finishes decoding pending inputs. Makes the decoder return
// all remaining output pictures and puts it in an idle state, ready
// to resume if needed and schedules a FinishFlush.
void FlushTask();
// Scheduled by the FlushTask after decoder is flushed to put VAVDA into idle
// state and notify the client that flushing has been finished.
void FinishFlush();
// Scheduled after receiving a reset request and executed after the current
// decoding task finishes decoding the current frame. Puts the decoder into
// an idle state, ready to resume if needed, discarding decoded but not yet
// outputted pictures (decoder keeps ownership of their associated picture
// buffers). Schedules a FinishReset afterwards.
void ResetTask();
// Scheduled by ResetTask after it's done putting VAVDA into an idle state.
// Drops remaining input buffers and notifies the client that reset has been
// finished.
void FinishReset();
// Helper for Destroy(), doing all the actual work except for deleting self.
void Cleanup();
// Get a usable framebuffer configuration for use in binding textures
// or return false on failure.
bool InitializeFBConfig();
// Callback to be executed once we have a |va_surface| to be output and an
// available VaapiPicture in |available_picture_buffers_| for output. Puts
// contents of |va_surface| into the latter, releases the surface and passes
// the resulting picture to |client_| along with |visible_rect|.
void OutputPicture(const scoped_refptr<VASurface>& va_surface,
int32_t input_id,
gfx::Rect visible_rect,
const VideoColorSpace& picture_color_space);
// Try to OutputPicture() if we have both a ready surface and picture.
void TryOutputPicture();
// Called when a VASurface is no longer in use by the decoder or is not being
// synced/waiting to be synced to a picture. Returns it to the
// |available_va_surfaces_|
void RecycleVASurfaceID(VASurfaceID va_surface_id);
// Initiate wait cycle for surfaces to be released before we release them
// and allocate new ones, as requested by the decoder.
void InitiateSurfaceSetChange(size_t num_pics, gfx::Size size);
// Check if the surfaces have been released or post ourselves for later.
void TryFinishSurfaceSetChange();
// VAVDA state.
enum State {
// Initialize() not called yet or failed.
kUninitialized,
// DecodeTask running.
kDecoding,
// Resetting, waiting for decoder to finish current task and cleanup.
kResetting,
// Idle, decoder in state ready to start/resume decoding.
kIdle,
// Destroying, waiting for the decoder to finish current task.
kDestroying,
};
// |lock_| protects |input_buffers_|, |curr_input_buffer_|, |state_| and
// |available_picture_buffers_|.
base::Lock lock_;
State state_;
Config::OutputMode output_mode_;
// Queue of available InputBuffers.
base::queue<std::unique_ptr<InputBuffer>> input_buffers_;
// Signalled when input buffers are queued onto |input_buffers_| queue.
base::ConditionVariable input_ready_;
// Current input buffer at decoder.
std::unique_ptr<InputBuffer> curr_input_buffer_;
std::unique_ptr<VaapiPictureFactory> vaapi_picture_factory_;
// Constructed in Initialize() when the codec information is received.
scoped_refptr<VaapiWrapper> vaapi_wrapper_;
std::unique_ptr<AcceleratedVideoDecoder> decoder_;
// All allocated VaapiPictures, regardless of their current state. Pictures
// are allocated at AssignPictureBuffers() and are kept until dtor or
// TryFinishSurfaceSetChange(). Comes after |vaapi_wrapper_| to ensure all
// pictures are destroyed before this is destroyed.
base::small_map<std::map<int32_t, std::unique_ptr<VaapiPicture>>> pictures_;
// List of PictureBuffer ids available to be sent to |client_| via
// OutputPicture() (|client_| returns them via ReusePictureBuffer()).
std::list<int32_t> available_picture_buffers_;
// VASurfaceIDs no longer in use that can be passed back to |decoder_| for
// reuse, once it requests them.
std::list<VASurfaceID> available_va_surfaces_;
// Signalled when output surfaces are queued into |available_va_surfaces_|.
base::ConditionVariable surfaces_available_;
// Pending output requests from the decoder. When it indicates that we should
// output a surface and we have an available Picture (i.e. texture) ready
// to use, we'll execute the callback passing the Picture. The callback
// will put the contents of the surface into the picture and return it to
// the client, releasing the surface as well.
// If we don't have any available |pictures_| at the time when the decoder
// requests output, we'll store the request in this queue for later and run it
// once the client gives us more textures via ReusePictureBuffer().
base::queue<base::OnceClosure> pending_output_cbs_;
// Under some circumstances, we can pass to libva our own VASurfaceIDs to
// decode onto, which skips one copy.
bool decode_using_client_picture_buffers_;
// ChildThread's task runner.
const scoped_refptr<base::SingleThreadTaskRunner> task_runner_;
// WeakPtr<> pointing to |this| for use in posting tasks from the decoder
// thread back to the ChildThread. Because the decoder thread is a member of
// this class, any task running on the decoder thread is guaranteed that this
// object is still alive. As a result, tasks posted from ChildThread to
// decoder thread should use base::Unretained(this), and tasks posted from the
// decoder thread to the ChildThread should use |weak_this_|.
base::WeakPtr<VaapiVideoDecodeAccelerator> weak_this_;
// Callback used when creating VASurface objects.
VASurface::ReleaseCB va_surface_release_cb_;
// To expose client callbacks from VideoDecodeAccelerator.
// NOTE: all calls to these objects *MUST* be executed on task_runner_.
std::unique_ptr<base::WeakPtrFactory<Client>> client_ptr_factory_;
base::WeakPtr<Client> client_;
base::Thread decoder_thread_;
// Use this to post tasks to |decoder_thread_| instead of
// |decoder_thread_.task_runner()| because the latter will be NULL once
// |decoder_thread_.Stop()| returns.
scoped_refptr<base::SingleThreadTaskRunner> decoder_thread_task_runner_;
// Whether we are waiting for any pending_output_cbs_ to be run before
// NotifyingFlushDone.
bool finish_flush_pending_;
// Decoder requested a new surface set and we are waiting for all the surfaces
// to be returned before we can free them.
bool awaiting_va_surfaces_recycle_;
// Last requested number/resolution of output picture buffers and their
// format.
size_t requested_num_pics_;
gfx::Size requested_pic_size_;
VideoCodecProfile profile_;
// Callback to make GL context current.
MakeGLContextCurrentCallback make_context_current_cb_;
// Callback to bind a GLImage to a given texture.
BindGLImageCallback bind_image_cb_;
// The WeakPtrFactory for |weak_this_|.
base::WeakPtrFactory<VaapiVideoDecodeAccelerator> weak_this_factory_;
DISALLOW_COPY_AND_ASSIGN(VaapiVideoDecodeAccelerator);
};
} // namespace media
#endif // MEDIA_GPU_VAAPI_VAAPI_VIDEO_DECODE_ACCELERATOR_H_