// 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. #ifndef MEDIA_GPU_AVDA_SHARED_STATE_H_ #define MEDIA_GPU_AVDA_SHARED_STATE_H_ #include "base/memory/weak_ptr.h" #include "base/synchronization/waitable_event.h" #include "gpu/command_buffer/service/gles2_cmd_decoder.h" #include "media/base/android/android_overlay.h" #include "media/base/android/media_codec_bridge.h" #include "media/gpu/avda_shared_state.h" #include "media/gpu/avda_surface_bundle.h" #include "ui/gl/gl_bindings.h" #include "ui/gl/gl_context.h" #include "ui/gl/gl_image.h" #include "ui/gl/gl_surface.h" namespace media { // State shared by AVDACodecImages. This holds a reference to the surface // bundle that's backing the frames. If it's an overlay, then we'll // automatically drop our reference to the bundle if the overlay's surface gets // an OnSurfaceDestroyed. // TODO(watk): This doesn't really do anything any more; we should delete it. class AVDASharedState : public base::RefCounted { public: AVDASharedState(scoped_refptr surface_bundle); GLuint surface_texture_service_id() const { return surface_texture() ? surface_texture()->texture_id() : 0; } SurfaceTextureGLOwner* surface_texture() const { return surface_bundle_ ? surface_bundle_->surface_texture.get() : nullptr; } AndroidOverlay* overlay() const { return surface_bundle_ ? surface_bundle_->overlay.get() : nullptr; } // Context and surface that |surface_texture_| is bound to, if // |surface_texture_| is not null. gl::GLContext* context() const { return surface_texture() ? surface_texture()->context() : nullptr; } gl::GLSurface* surface() const { return surface_texture() ? surface_texture()->surface() : nullptr; } // Helper method for coordinating the interactions between // MediaCodec::ReleaseOutputBuffer() and WaitForFrameAvailable() when // rendering to a SurfaceTexture; this method should never be called when // rendering to a SurfaceView. // // The release of the codec buffer to the surface texture is asynchronous, by // using this helper we can attempt to let this process complete in a non // blocking fashion before the SurfaceTexture is used. // // Clients should call this method to release the codec buffer for rendering // and then call WaitForFrameAvailable() before using the SurfaceTexture. In // the ideal case the SurfaceTexture has already been updated, otherwise the // method will wait for a pro-rated amount of time based on elapsed time up // to a short deadline. // // Some devices do not reliably notify frame availability, so we use a very // short deadline of only a few milliseconds to avoid indefinite stalls. void RenderCodecBufferToSurfaceTexture(MediaCodecBridge* codec, int codec_buffer_index); void WaitForFrameAvailable(); // Helper methods for interacting with |surface_texture_|. See // gl::SurfaceTexture for method details. void UpdateTexImage(); // Returns a matrix that needs to be y flipped in order to match the // StreamTextureMatrix contract. See GLStreamTextureImage::YInvertMatrix(). void GetTransformMatrix(float matrix[16]) const; // Resets the last time for RenderCodecBufferToSurfaceTexture(). Should be // called during codec changes. void ClearReleaseTime(); protected: virtual ~AVDASharedState(); private: friend class base::RefCounted; void OnSurfaceDestroyed(AndroidOverlay* overlay); // Texture matrix of the front buffer of the surface texture. float gl_matrix_[16]; scoped_refptr surface_bundle_; base::WeakPtrFactory weak_this_factory_; DISALLOW_COPY_AND_ASSIGN(AVDASharedState); }; } // namespace media #endif // MEDIA_GPU_AVDA_SHARED_STATE_H_