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// Copyright 2015 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 "content/common/gpu/media/avda_codec_image.h"
#include <string.h>
#include "base/metrics/histogram_macros.h"
#include "content/common/gpu/media/avda_shared_state.h"
#include "gpu/command_buffer/service/context_group.h"
#include "gpu/command_buffer/service/context_state.h"
#include "gpu/command_buffer/service/gles2_cmd_decoder.h"
#include "gpu/command_buffer/service/texture_manager.h"
#include "ui/gl/android/surface_texture.h"
#include "ui/gl/gl_context.h"
#include "ui/gl/scoped_make_current.h"
namespace content {
AVDACodecImage::AVDACodecImage(
const scoped_refptr<AVDASharedState>& shared_state,
media::VideoCodecBridge* codec,
const base::WeakPtr<gpu::gles2::GLES2Decoder>& decoder,
const scoped_refptr<gfx::SurfaceTexture>& surface_texture)
: shared_state_(shared_state),
codec_buffer_index_(kInvalidCodecBufferIndex),
media_codec_(codec),
decoder_(decoder),
surface_texture_(surface_texture),
detach_surface_texture_on_destruction_(false),
texture_(0) {
// Default to a sane guess of "flip Y", just in case we can't get
// the matrix on the first call.
memset(gl_matrix_, 0, sizeof(gl_matrix_));
gl_matrix_[0] = gl_matrix_[10] = gl_matrix_[15] = 1.0f;
gl_matrix_[5] = -1.0f;
}
AVDACodecImage::~AVDACodecImage() {}
void AVDACodecImage::Destroy(bool have_context) {}
gfx::Size AVDACodecImage::GetSize() {
return size_;
}
unsigned AVDACodecImage::GetInternalFormat() {
return GL_RGBA;
}
bool AVDACodecImage::BindTexImage(unsigned target) {
return false;
}
void AVDACodecImage::ReleaseTexImage(unsigned target) {}
bool AVDACodecImage::CopyTexImage(unsigned target) {
if (!surface_texture_)
return false;
if (target != GL_TEXTURE_EXTERNAL_OES)
return false;
GLint bound_service_id = 0;
glGetIntegerv(GL_TEXTURE_BINDING_EXTERNAL_OES, &bound_service_id);
// We insist that the currently bound texture is the right one. We could
// make a new glimage from a 2D image.
if (bound_service_id != shared_state_->surface_texture_service_id())
return false;
// If the surface texture isn't attached yet, then attach it. Note that this
// will be to the texture in |shared_state_|, because of the checks above.
if (!shared_state_->surface_texture_is_attached())
AttachSurfaceTextureToContext();
// Make sure that we have the right image in the front buffer. Note that the
// bound_service_id is guaranteed to be equal to the surface texture's client
// texture id, so we can skip preserving it if the right context is current.
UpdateSurfaceTexture(kDontRestoreBindings);
// By setting image state to UNBOUND instead of COPIED we ensure that
// CopyTexImage() is called each time the surface texture is used for drawing.
// It would be nice if we could do this via asking for the currently bound
// Texture, but the active unit never seems to change.
texture_->SetLevelStreamTextureImage(GL_TEXTURE_EXTERNAL_OES, 0, this,
gpu::gles2::Texture::UNBOUND);
return true;
}
bool AVDACodecImage::CopyTexSubImage(unsigned target,
const gfx::Point& offset,
const gfx::Rect& rect) {
return false;
}
bool AVDACodecImage::ScheduleOverlayPlane(gfx::AcceleratedWidget widget,
int z_order,
gfx::OverlayTransform transform,
const gfx::Rect& bounds_rect,
const gfx::RectF& crop_rect) {
// This should only be called when we're rendering to a SurfaceView.
if (surface_texture_) {
DVLOG(1) << "Invalid call to ScheduleOverlayPlane; this image is "
"SurfaceTexture backed.";
return false;
}
if (codec_buffer_index_ != kInvalidCodecBufferIndex) {
media_codec_->ReleaseOutputBuffer(codec_buffer_index_, true);
codec_buffer_index_ = kInvalidCodecBufferIndex;
}
return true;
}
void AVDACodecImage::OnMemoryDump(base::trace_event::ProcessMemoryDump* pmd,
uint64_t process_tracing_id,
const std::string& dump_name) {}
void AVDACodecImage::UpdateSurfaceTexture(RestoreBindingsMode mode) {
DCHECK(surface_texture_);
// Render via the media codec if needed.
if (!IsCodecBufferOutstanding())
return;
// The decoder buffer is still pending.
// This must be synchronous, so wait for OnFrameAvailable.
media_codec_->ReleaseOutputBuffer(codec_buffer_index_, true);
{
SCOPED_UMA_HISTOGRAM_TIMER("Media.AvdaCodecImage.WaitTimeForFrame");
shared_state_->WaitForFrameAvailable();
}
// Don't bother to check if we're rendered again.
codec_buffer_index_ = kInvalidCodecBufferIndex;
// Swap the rendered image to the front.
scoped_ptr<ui::ScopedMakeCurrent> scoped_make_current = MakeCurrentIfNeeded();
// If we changed contexts, then we always want to restore it, since the caller
// doesn't know that we're switching contexts.
if (scoped_make_current)
mode = kDoRestoreBindings;
// Save the current binding if requested.
GLint bound_service_id = 0;
if (mode == kDoRestoreBindings)
glGetIntegerv(GL_TEXTURE_BINDING_EXTERNAL_OES, &bound_service_id);
surface_texture_->UpdateTexImage();
if (mode == kDoRestoreBindings)
glBindTexture(GL_TEXTURE_EXTERNAL_OES, bound_service_id);
// Helpfully, this is already column major.
surface_texture_->GetTransformMatrix(gl_matrix_);
}
void AVDACodecImage::SetMediaCodecBufferIndex(int buffer_index) {
codec_buffer_index_ = buffer_index;
}
int AVDACodecImage::GetMediaCodecBufferIndex() const {
return codec_buffer_index_;
}
void AVDACodecImage::SetSize(const gfx::Size& size) {
size_ = size;
}
void AVDACodecImage::SetMediaCodec(media::MediaCodecBridge* codec) {
media_codec_ = codec;
}
void AVDACodecImage::SetTexture(gpu::gles2::Texture* texture) {
texture_ = texture;
}
void AVDACodecImage::AttachSurfaceTextureToContext() {
DCHECK(surface_texture_);
// We assume that the currently bound texture is the intended one.
// Attach the surface texture to the first context we're bound on, so that
// no context switch is needed later.
glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// The surface texture is already detached, so just attach it.
// We could do this earlier, but SurfaceTexture has context affinity, and we
// don't want to require a context switch.
surface_texture_->AttachToGLContext();
shared_state_->DidAttachSurfaceTexture();
}
scoped_ptr<ui::ScopedMakeCurrent> AVDACodecImage::MakeCurrentIfNeeded() {
DCHECK(shared_state_->context());
scoped_ptr<ui::ScopedMakeCurrent> scoped_make_current;
if (!shared_state_->context()->IsCurrent(NULL)) {
scoped_make_current.reset(new ui::ScopedMakeCurrent(
shared_state_->context(), shared_state_->surface()));
}
return scoped_make_current;
}
void AVDACodecImage::GetTextureMatrix(float matrix[16]) {
if (IsCodecBufferOutstanding() && shared_state_ && surface_texture_) {
// Our current matrix may be stale. Update it if possible.
if (!shared_state_->surface_texture_is_attached()) {
// Don't attach the surface texture permanently. Perhaps we should
// just attach the surface texture in avda and be done with it.
GLuint service_id = 0;
glGenTextures(1, &service_id);
GLint bound_service_id = 0;
glGetIntegerv(GL_TEXTURE_BINDING_EXTERNAL_OES, &bound_service_id);
glBindTexture(GL_TEXTURE_EXTERNAL_OES, service_id);
AttachSurfaceTextureToContext();
UpdateSurfaceTexture(kDontRestoreBindings);
// Detach the surface texture, which deletes the generated texture.
surface_texture_->DetachFromGLContext();
shared_state_->DidDetachSurfaceTexture();
glBindTexture(GL_TEXTURE_EXTERNAL_OES, bound_service_id);
} else {
// Surface texture is already attached, so just update it.
UpdateSurfaceTexture(kDoRestoreBindings);
}
}
memcpy(matrix, gl_matrix_, sizeof(gl_matrix_));
}
bool AVDACodecImage::IsCodecBufferOutstanding() const {
return codec_buffer_index_ != kInvalidCodecBufferIndex && media_codec_;
}
} // namespace content
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