| // Copyright 2019 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_buffer_wait_coordinator.h" |
| |
| #include "base/android/scoped_hardware_buffer_fence_sync.h" |
| #include "base/metrics/histogram_macros.h" |
| #include "base/threading/thread_task_runner_handle.h" |
| |
| namespace media { |
| |
| // FrameAvailableEvent is a RefCounted wrapper for a WaitableEvent |
| // (it's not possible to put one in RefCountedData). |
| // This let's us safely signal an event on any thread. |
| struct FrameAvailableEvent |
| : public base::RefCountedThreadSafe<FrameAvailableEvent> { |
| FrameAvailableEvent() |
| : event(base::WaitableEvent::ResetPolicy::AUTOMATIC, |
| base::WaitableEvent::InitialState::NOT_SIGNALED) {} |
| void Signal() { event.Signal(); } |
| base::WaitableEvent event; |
| |
| private: |
| friend class RefCountedThreadSafe<FrameAvailableEvent>; |
| ~FrameAvailableEvent() = default; |
| }; |
| |
| CodecBufferWaitCoordinator::CodecBufferWaitCoordinator( |
| scoped_refptr<TextureOwner> texture_owner) |
| : texture_owner_(std::move(texture_owner)), |
| frame_available_event_(new FrameAvailableEvent()), |
| task_runner_(base::ThreadTaskRunnerHandle::Get()) { |
| DCHECK(texture_owner_); |
| texture_owner_->SetFrameAvailableCallback(base::BindRepeating( |
| &FrameAvailableEvent::Signal, frame_available_event_)); |
| } |
| |
| CodecBufferWaitCoordinator::~CodecBufferWaitCoordinator() = default; |
| |
| void CodecBufferWaitCoordinator::SetReleaseTimeToNow() { |
| release_time_ = base::TimeTicks::Now(); |
| } |
| |
| bool CodecBufferWaitCoordinator::IsExpectingFrameAvailable() { |
| return !release_time_.is_null(); |
| } |
| |
| void CodecBufferWaitCoordinator::WaitForFrameAvailable() { |
| DCHECK(!release_time_.is_null()); |
| |
| // 5msec covers >99.9% of cases, so just wait for up to that much before |
| // giving up. If an error occurs, we might not ever get a notification. |
| const base::TimeDelta max_wait = base::TimeDelta::FromMilliseconds(5); |
| const base::TimeTicks call_time = base::TimeTicks::Now(); |
| const base::TimeDelta elapsed = call_time - release_time_; |
| const base::TimeDelta remaining = max_wait - elapsed; |
| release_time_ = base::TimeTicks(); |
| bool timed_out = false; |
| |
| if (remaining <= base::TimeDelta()) { |
| if (!frame_available_event_->event.IsSignaled()) { |
| DVLOG(1) << "Deferred WaitForFrameAvailable() timed out, elapsed: " |
| << elapsed.InMillisecondsF() << "ms"; |
| timed_out = true; |
| } |
| } else { |
| DCHECK_LE(remaining, max_wait); |
| SCOPED_UMA_HISTOGRAM_TIMER( |
| "Media.CodecImage.CodecBufferWaitCoordinator.WaitTimeForFrame"); |
| if (!frame_available_event_->event.TimedWait(remaining)) { |
| DVLOG(1) << "WaitForFrameAvailable() timed out, elapsed: " |
| << elapsed.InMillisecondsF() |
| << "ms, additionally waited: " << remaining.InMillisecondsF() |
| << "ms, total: " << (elapsed + remaining).InMillisecondsF() |
| << "ms"; |
| timed_out = true; |
| } |
| } |
| UMA_HISTOGRAM_BOOLEAN( |
| "Media.CodecImage.CodecBufferWaitCoordinator.FrameTimedOut", timed_out); |
| } |
| |
| } // namespace media |