// 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 CONTENT_COMMON_GPU_MEDIA_VAAPI_VIDEO_DECODE_ACCELERATOR_H_ #define CONTENT_COMMON_GPU_MEDIA_VAAPI_VIDEO_DECODE_ACCELERATOR_H_ #include #include #include #include #include #include "base/logging.h" #include "base/memory/linked_ptr.h" #include "base/memory/shared_memory.h" #include "base/memory/weak_ptr.h" #include "base/message_loop/message_loop.h" #include "base/synchronization/condition_variable.h" #include "base/synchronization/lock.h" #include "base/threading/thread.h" #include "content/common/content_export.h" #include "content/common/gpu/media/vaapi_wrapper.h" #include "media/base/bitstream_buffer.h" #include "media/video/picture.h" #include "media/video/video_decode_accelerator.h" namespace gfx { class GLImage; } namespace content { 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 CONTENT_EXPORT VaapiVideoDecodeAccelerator : public media::VideoDecodeAccelerator { public: class VaapiDecodeSurface; VaapiVideoDecodeAccelerator( const base::Callback& make_context_current, const base::Callback)>& bind_image); ~VaapiVideoDecodeAccelerator() override; // media::VideoDecodeAccelerator implementation. bool Initialize(media::VideoCodecProfile profile, Client* client) override; void Decode(const media::BitstreamBuffer& bitstream_buffer) override; void AssignPictureBuffers( const std::vector& buffers) override; void ReusePictureBuffer(int32 picture_buffer_id) override; void Flush() override; void Reset() override; void Destroy() override; bool CanDecodeOnIOThread() override; static media::VideoDecodeAccelerator::SupportedProfiles GetSupportedProfiles(); private: class VaapiH264Accelerator; class VaapiVP8Accelerator; // Notify the client that an error has occurred and decoding cannot continue. void NotifyError(Error error); // Map the received input buffer into this process' address space and // queue it for decode. void MapAndQueueNewInputBuffer( const media::BitstreamBuffer& bitstream_buffer); // Get a new input buffer from the queue and set it up in decoder. This will // sleep if no input buffers are available. Return true if a new buffer has // been set up, false if an early exit has been requested (due to initiated // reset/flush/destroy). bool GetInputBuffer_Locked(); // Signal the client that the current buffer has been read and can be // returned. Will also release the mapping. void ReturnCurrInputBuffer_Locked(); // Wait for more surfaces to become available. Return 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 |picture| to use for output. // Puts contents of |va_surface| into given |picture|, releases the // surface and passes the resulting picture to client for output. void OutputPicture(const scoped_refptr& va_surface, int32 input_id, VaapiPicture* picture); // Try to OutputPicture() if we have both a ready surface and picture. void TryOutputSurface(); // 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 available surfaces // pool. 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(); // // Below methods are used by accelerator implementations. // // Decode of |dec_surface| is ready to be submitted and all codec-specific // settings are set in hardware. bool DecodeSurface(const scoped_refptr& dec_surface); // |dec_surface| is ready to be outputted once decode is finished. // This can be called before decode is actually done in hardware, and this // method is responsible for maintaining the ordering, i.e. the surfaces have // to be outputted in the same order as SurfaceReady is called. // On Intel, we don't have to explicitly maintain the ordering however, as the // driver will maintain ordering, as well as dependencies, and will process // each submitted command in order, and run each command only if its // dependencies are ready. void SurfaceReady(const scoped_refptr& dec_surface); // Return a new VaapiDecodeSurface for decoding into, or nullptr if not // available. scoped_refptr CreateSurface(); // Client-provided GL state. base::Callback make_context_current_; // 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, // Flushing, waiting for decoder to finish current task and cleanup. kFlushing, // Idle, decoder in state ready to start/resume decoding. kIdle, // Destroying, waiting for the decoder to finish current task. kDestroying, }; // Protects input buffer and surface queues and state_. base::Lock lock_; State state_; // An input buffer awaiting consumption, provided by the client. struct InputBuffer { InputBuffer(); ~InputBuffer(); int32 id; size_t size; scoped_ptr shm; }; // Queue for incoming input buffers. typedef std::queue > InputBuffers; InputBuffers input_buffers_; // Signalled when input buffers are queued onto the input_buffers_ queue. base::ConditionVariable input_ready_; // Current input buffer at decoder. linked_ptr curr_input_buffer_; // Queue for incoming output buffers (texture ids). typedef std::queue OutputBuffers; OutputBuffers output_buffers_; scoped_ptr vaapi_wrapper_; typedef std::map> Pictures; // All allocated Pictures, regardless of their current state. // Pictures are allocated once and destroyed at the end of decode. // Comes after vaapi_wrapper_ to ensure all pictures are destroyed // before vaapi_wrapper_ is destroyed. Pictures pictures_; // Return a VaapiPicture associated with given client-provided id. VaapiPicture* PictureById(int32 picture_buffer_id); // VA Surfaces no longer in use that can be passed back to the decoder for // reuse, once it requests them. std::list available_va_surfaces_; // Signalled when output surfaces are queued onto the available_va_surfaces_ // queue. 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 on pending_output_cbs_ queue for // later and run it once the client gives us more textures // via ReusePictureBuffer(). typedef base::Callback OutputCB; std::queue pending_output_cbs_; // ChildThread's message loop base::MessageLoop* message_loop_; // 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 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 message_loop_. scoped_ptr > client_ptr_factory_; base::WeakPtr client_; // Accelerators come after vaapi_wrapper_ to ensure they are destroyed first. scoped_ptr h264_accelerator_; scoped_ptr vp8_accelerator_; // After *_accelerator_ to ensure correct destruction order. scoped_ptr decoder_; base::Thread decoder_thread_; // Use this to post tasks to |decoder_thread_| instead of // |decoder_thread_.message_loop()| because the latter will be NULL once // |decoder_thread_.Stop()| returns. scoped_refptr decoder_thread_task_runner_; int num_frames_at_client_; int num_stream_bufs_at_decoder_; // 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. size_t requested_num_pics_; gfx::Size requested_pic_size_; // Binds the provided GLImage to a givenr client texture ID & texture target // combination in GLES. base::Callback)> bind_image_; // The WeakPtrFactory for |weak_this_|. base::WeakPtrFactory weak_this_factory_; DISALLOW_COPY_AND_ASSIGN(VaapiVideoDecodeAccelerator); }; } // namespace content #endif // CONTENT_COMMON_GPU_MEDIA_VAAPI_VIDEO_DECODE_ACCELERATOR_H_