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// 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.
#include <map>
#include <queue>
#include <utility>
#include <vector>
#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/non_thread_safe.h"
#include "base/threading/thread.h"
#include "content/common/content_export.h"
#include "content/common/gpu/media/vaapi_h264_decoder.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"
#include "ui/gl/gl_bindings.h"
namespace content {
// 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 {
Display* x_display,
const base::Callback<bool(void)>& make_context_current);
virtual ~VaapiVideoDecodeAccelerator();
// media::VideoDecodeAccelerator implementation.
virtual bool Initialize(media::VideoCodecProfile profile,
Client* client) OVERRIDE;
virtual void Decode(const media::BitstreamBuffer& bitstream_buffer) OVERRIDE;
virtual void AssignPictureBuffers(
const std::vector<media::PictureBuffer>& buffers) OVERRIDE;
virtual void ReusePictureBuffer(int32 picture_buffer_id) OVERRIDE;
virtual void Flush() OVERRIDE;
virtual void Reset() OVERRIDE;
virtual void Destroy() OVERRIDE;
virtual bool CanDecodeOnIOThread() OVERRIDE;
// 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();
// Pass one or more output buffers to the decoder. This will sleep
// if no buffers are available. Return true if buffers have been set up or
// false if an early exit has been requested (due to initiated
// reset/flush/destroy).
bool FeedDecoderWithOutputSurfaces_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 for the decoder to execute when it wants us to output given
// |va_surface|.
void SurfaceReady(int32 input_id, const scoped_refptr<VASurface>& va_surface);
// Represents a texture bound to an X Pixmap for output purposes.
class TFPPicture;
// Callback to be executed once we have a |va_surface| to be output and
// an available |tfp_picture| to use for output.
// Puts contents of |va_surface| into given |tfp_picture|, releases the
// surface and passes the resulting picture to client for output.
void OutputPicture(const scoped_refptr<VASurface>& va_surface,
int32 input_id,
TFPPicture* tfp_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();
// Client-provided X/GLX state.
Display* x_display_;
base::Callback<bool(void)> make_context_current_;
GLXFBConfig fb_config_;
// VAVDA state.
enum State {
// Initialize() not called yet or failed.
// DecodeTask running.
// Resetting, waiting for decoder to finish current task and cleanup.
// Flushing, waiting for decoder to finish current task and cleanup.
// Idle, decoder in state ready to start/resume decoding.
// Destroying, waiting for the decoder to finish current task.
// Protects input buffer and surface queues and state_.
base::Lock lock_;
State state_;
// An input buffer awaiting consumption, provided by the client.
struct InputBuffer {
int32 id;
size_t size;
scoped_ptr<base::SharedMemory> shm;
// Queue for incoming input buffers.
typedef std::queue<linked_ptr<InputBuffer> > 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<InputBuffer> curr_input_buffer_;
// Queue for incoming output buffers (texture ids).
typedef std::queue<int32> OutputBuffers;
OutputBuffers output_buffers_;
typedef std::map<int32, linked_ptr<TFPPicture> > TFPPictures;
// All allocated TFPPictures, regardless of their current state. TFPPictures
// are allocated once and destroyed at the end of decode.
TFPPictures tfp_pictures_;
// Return a TFPPicture associated with given client-provided id.
TFPPicture* TFPPictureById(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<VASurfaceID> 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 TFPPicture (i.e. texture) ready
// to use, we'll execute the callback passing the TFPPicture. 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 TFPPictures 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<void(TFPPicture*)> OutputCB;
std::queue<OutputCB> 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<VaapiVideoDecodeAccelerator> 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<base::WeakPtrFactory<Client> > client_ptr_factory_;
base::WeakPtr<Client> client_;
scoped_ptr<VaapiWrapper> vaapi_wrapper_;
// Comes after vaapi_wrapper_ to ensure its destructor is executed before
// vaapi_wrapper_ is destroyed.
scoped_ptr<VaapiH264Decoder> 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<base::MessageLoopProxy> decoder_thread_proxy_;
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_;
// The WeakPtrFactory for |weak_this_|.
base::WeakPtrFactory<VaapiVideoDecodeAccelerator> weak_this_factory_;
} // namespace content