| // Copyright 2020 The Chromium Authors |
| // 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 <optional> |
| |
| #include "base/android/scoped_hardware_buffer_fence_sync.h" |
| #include "base/functional/callback_helpers.h" |
| #include "gpu/command_buffer/service/gles2_cmd_decoder.h" |
| #include "gpu/command_buffer/service/texture_manager.h" |
| #include "ui/gl/gl_context.h" |
| #include "ui/gl/scoped_make_current.h" |
| |
| namespace media { |
| namespace { |
| BASE_FEATURE(kHandleUpdateTexImageFailures, |
| "HandleUpdateTexImageFailures", |
| base::FEATURE_ENABLED_BY_DEFAULT); |
| } |
| |
| 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() { |
| Invalidate(); |
| } |
| |
| 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()) { |
| Invalidate(); |
| return false; |
| } |
| phase_ = Phase::kInBackBuffer; |
| codec_buffer_wait_coordinator_->SetReleaseTimeToNow(); |
| return true; |
| } |
| |
| bool CodecOutputBufferRenderer::RenderToTextureOwnerFrontBuffer() { |
| 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) { |
| return true; |
| } |
| if (phase_ == Phase::kInvalidated) |
| return false; |
| |
| // 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). |
| // Note, that we don't early out here if this didn't succeed, as we only |
| // need to attempt getting the buffer for callbacks to work. |
| codec_buffer_wait_coordinator_->texture_owner()->UpdateTexImage( |
| /*discard=*/true); |
| } |
| if (!RenderToTextureOwnerBackBuffer()) { |
| // RenderTotextureOwnerBackBuffer can fail now only if ReleaseToSurface |
| // failed. |
| DCHECK_EQ(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(); |
| |
| if (!codec_buffer_wait_coordinator_->texture_owner()->UpdateTexImage( |
| /*discard=*/false)) { |
| if (base::FeatureList::IsEnabled(kHandleUpdateTexImageFailures)) { |
| return false; |
| } |
| } |
| |
| if (frame_info_callback_) { |
| gfx::Size coded_size; |
| gfx::Rect visible_rect; |
| if (texture_owner() && texture_owner()->GetCodedSizeAndVisibleRect( |
| size(), &coded_size, &visible_rect)) { |
| std::move(frame_info_callback_).Run(coded_size, visible_rect); |
| } else { |
| std::move(frame_info_callback_).Run(std::nullopt, std::nullopt); |
| } |
| } |
| |
| return true; |
| } |
| |
| bool CodecOutputBufferRenderer::RenderToOverlay() { |
| AssertAcquiredDrDcLock(); |
| if (phase_ == Phase::kInFrontBuffer) |
| return true; |
| if (phase_ == Phase::kInvalidated) |
| return false; |
| |
| if (!output_buffer_->ReleaseToSurface()) { |
| Invalidate(); |
| return false; |
| } |
| phase_ = Phase::kInFrontBuffer; |
| return true; |
| } |
| |
| bool CodecOutputBufferRenderer::RenderToFrontBuffer() { |
| AssertAcquiredDrDcLock(); |
| |
| // Trigger early rendering of the image before it is used for compositing. |
| return codec_buffer_wait_coordinator_ ? RenderToTextureOwnerFrontBuffer() |
| : RenderToOverlay(); |
| } |
| |
| void CodecOutputBufferRenderer::Invalidate() { |
| phase_ = Phase::kInvalidated; |
| if (frame_info_callback_) { |
| std::move(frame_info_callback_).Run(std::nullopt, std::nullopt); |
| } |
| } |
| |
| } // namespace media |