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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 "media/gpu/android/avda_codec_image.h"
#include <string.h>
#include <memory>
#include "gpu/command_buffer/service/texture_manager.h"
#include "media/base/android/media_codec_bridge_impl.h"
#include "media/gpu/android/avda_shared_state.h"
#include "ui/gl/android/surface_texture.h"
#include "ui/gl/gl_context.h"
#include "ui/gl/scoped_make_current.h"
namespace media {
AVDACodecImage::AVDACodecImage(
const scoped_refptr<AVDASharedState>& shared_state,
MediaCodecBridge* codec)
: shared_state_(shared_state),
codec_buffer_index_(kInvalidCodecBufferIndex),
media_codec_(codec),
has_surface_texture_(false),
texture_(0) {}
AVDACodecImage::~AVDACodecImage() {}
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 (!has_surface_texture_ || 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.
if (bound_service_id !=
static_cast<GLint>(shared_state_->surface_texture_service_id())) {
return false;
}
// 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.
UpdateSurfaceInternal(UpdateMode::RENDER_TO_FRONT_BUFFER,
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_->SetLevelImageState(GL_TEXTURE_EXTERNAL_OES, 0,
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 (has_surface_texture_) {
DVLOG(1) << "Invalid call to ScheduleOverlayPlane; this image is "
"SurfaceTexture backed.";
return false;
}
// Move the overlay if needed.
if (shared_state_->overlay() && most_recent_bounds_ != bounds_rect) {
most_recent_bounds_ = bounds_rect;
shared_state_->overlay()->ScheduleLayout(bounds_rect);
}
UpdateSurface(UpdateMode::RENDER_TO_FRONT_BUFFER);
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(has_surface_texture_);
DCHECK_EQ(codec_buffer_index_, kUpdateOnly);
codec_buffer_index_ = kRendered;
// Swap the rendered image to the front.
std::unique_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);
shared_state_->UpdateTexImage();
if (mode == kDoRestoreBindings)
glBindTexture(GL_TEXTURE_EXTERNAL_OES, bound_service_id);
}
void AVDACodecImage::UpdateSurface(UpdateMode update_mode) {
UpdateSurfaceInternal(update_mode, kDoRestoreBindings);
}
void AVDACodecImage::CodecChanged(MediaCodecBridge* codec) {
media_codec_ = codec;
codec_buffer_index_ = kInvalidCodecBufferIndex;
}
void AVDACodecImage::SetBufferMetadata(int buffer_index,
bool has_surface_texture,
const gfx::Size& size) {
has_surface_texture_ = has_surface_texture;
codec_buffer_index_ = buffer_index;
size_ = size;
}
bool AVDACodecImage::SetSharedState(
scoped_refptr<AVDASharedState> shared_state) {
if (shared_state == shared_state_)
return false;
shared_state_ = shared_state;
most_recent_bounds_ = gfx::Rect();
return true;
}
void AVDACodecImage::UpdateSurfaceInternal(
UpdateMode update_mode,
RestoreBindingsMode attached_bindings_mode) {
if (!IsCodecBufferOutstanding())
return;
ReleaseOutputBuffer(update_mode);
// SurfaceViews are updated implicitly, so no further steps are necessary.
if (!has_surface_texture_) {
DCHECK(update_mode != UpdateMode::RENDER_TO_BACK_BUFFER);
return;
}
// If front buffer rendering hasn't been requested, exit early.
if (update_mode != UpdateMode::RENDER_TO_FRONT_BUFFER)
return;
UpdateSurfaceTexture(attached_bindings_mode);
}
void AVDACodecImage::ReleaseOutputBuffer(UpdateMode update_mode) {
DCHECK(IsCodecBufferOutstanding());
// In case of discard, simply discard and clear our codec buffer index.
if (update_mode == UpdateMode::DISCARD_CODEC_BUFFER) {
if (codec_buffer_index_ != kUpdateOnly)
media_codec_->ReleaseOutputBuffer(codec_buffer_index_, false);
// Note: No need to wait for the frame to be available in the kUpdateOnly
// case since it will be or has been waited on by another release call.
codec_buffer_index_ = kInvalidCodecBufferIndex;
return;
}
DCHECK(update_mode == UpdateMode::RENDER_TO_BACK_BUFFER ||
update_mode == UpdateMode::RENDER_TO_FRONT_BUFFER);
if (!has_surface_texture_) {
DCHECK(update_mode == UpdateMode::RENDER_TO_FRONT_BUFFER);
DCHECK_GE(codec_buffer_index_, 0);
media_codec_->ReleaseOutputBuffer(codec_buffer_index_, true);
codec_buffer_index_ = kRendered;
return;
}
// If we've already released to the back buffer, there's nothing left to do,
// but wait for the previously released buffer if necessary.
if (codec_buffer_index_ != kUpdateOnly) {
DCHECK(has_surface_texture_);
DCHECK_GE(codec_buffer_index_, 0);
shared_state_->RenderCodecBufferToSurfaceTexture(media_codec_,
codec_buffer_index_);
codec_buffer_index_ = kUpdateOnly;
}
// Only wait for the SurfaceTexture update if we're rendering to the front.
if (update_mode == UpdateMode::RENDER_TO_FRONT_BUFFER)
shared_state_->WaitForFrameAvailable();
}
std::unique_ptr<ui::ScopedMakeCurrent> AVDACodecImage::MakeCurrentIfNeeded() {
DCHECK(shared_state_->context());
// Remember: virtual contexts return true if and only if their shared context
// is current, regardless of which virtual context it is.
return std::unique_ptr<ui::ScopedMakeCurrent>(
shared_state_->context()->IsCurrent(nullptr)
? nullptr
: new ui::ScopedMakeCurrent(shared_state_->context(),
shared_state_->surface()));
}
void AVDACodecImage::GetTextureMatrix(float matrix[16]) {
// Our current matrix may be stale. Update it if possible.
if (has_surface_texture_)
UpdateSurface(UpdateMode::RENDER_TO_FRONT_BUFFER);
shared_state_->GetTransformMatrix(matrix);
YInvertMatrix(matrix);
}
void AVDACodecImage::NotifyPromotionHint(bool promotion_hint,
int display_x,
int display_y,
int display_width,
int display_height) {
shared_state_->GetPromotionHintCB().Run(PromotionHintAggregator::Hint(
gfx::Rect(display_x, display_y, display_width, display_height),
promotion_hint));
}
bool AVDACodecImage::IsCodecBufferOutstanding() const {
static_assert(kUpdateOnly < 0 && kUpdateOnly > kRendered &&
kRendered > kInvalidCodecBufferIndex,
"Codec buffer index enum values are not ordered correctly.");
return codec_buffer_index_ > kRendered && media_codec_;
}
} // namespace media
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