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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.
#ifndef CONTENT_COMMON_GPU_MEDIA_DXVA_VIDEO_DECODE_ACCELERATOR_H_
#define CONTENT_COMMON_GPU_MEDIA_DXVA_VIDEO_DECODE_ACCELERATOR_H_
#include <d3d9.h>
#include <dxva2api.h>
#include <list>
#include <map>
#include <mfidl.h>
#include <vector>
#include "base/compiler_specific.h"
#include "base/memory/linked_ptr.h"
#include "base/threading/non_thread_safe.h"
#include "base/win/scoped_comptr.h"
#include "content/common/content_export.h"
#include "media/video/video_decode_accelerator.h"
interface IMFSample;
interface IDirect3DSurface9;
namespace content {
// Class to provide a DXVA 2.0 based accelerator using the Microsoft Media
// foundation APIs via the VideoDecodeAccelerator interface.
// This class lives on a single thread and DCHECKs that it is never accessed
// from any other.
class CONTENT_EXPORT DXVAVideoDecodeAccelerator
: public media::VideoDecodeAccelerator,
NON_EXPORTED_BASE(public base::NonThreadSafe) {
public:
enum State {
kUninitialized, // un-initialized.
kNormal, // normal playing state.
kResetting, // upon received Reset(), before ResetDone()
kStopped, // upon output EOS received.
kFlushing, // upon flush request received.
};
// Does not take ownership of |client| which must outlive |*this|.
explicit DXVAVideoDecodeAccelerator(
media::VideoDecodeAccelerator::Client* client,
const base::Callback<bool(void)>& make_context_current);
virtual ~DXVAVideoDecodeAccelerator();
// media::VideoDecodeAccelerator implementation.
virtual bool Initialize(media::VideoCodecProfile profile) 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;
// Initialization work needed before the process is sandboxed.
// This includes:-
// 1. Loads the dlls like mf/mfplat/d3d9, etc required for decoding.
// 2. Setting up the device manager instance which is shared between all
// decoder instances.
static void PreSandboxInitialization();
private:
typedef void* EGLConfig;
typedef void* EGLSurface;
// Creates and initializes an instance of the D3D device and the
// corresponding device manager. The device manager instance is eventually
// passed to the IMFTransform interface implemented by the h.264 decoder.
static bool CreateD3DDevManager();
// Creates, initializes and sets the media types for the h.264 decoder.
bool InitDecoder();
// Validates whether the h.264 decoder supports hardware video acceleration.
bool CheckDecoderDxvaSupport();
// Returns information about the input and output streams. This includes
// alignment information, decoder support flags, minimum sample size, etc.
bool GetStreamsInfoAndBufferReqs();
// Registers the input and output media types on the h.264 decoder. This
// includes the expected input and output formats.
bool SetDecoderMediaTypes();
// Registers the input media type for the h.264 decoder.
bool SetDecoderInputMediaType();
// Registers the output media type for the h.264 decoder.
bool SetDecoderOutputMediaType(const GUID& subtype);
// Passes a command message to the decoder. This includes commands like
// start of stream, end of stream, flush, drain the decoder, etc.
bool SendMFTMessage(MFT_MESSAGE_TYPE msg, int32 param);
// The bulk of the decoding happens here. This function handles errors,
// format changes and processes decoded output.
void DoDecode();
// Invoked when we have a valid decoded output sample. Retrieves the D3D
// surface and maintains a copy of it which is passed eventually to the
// client when we have a picture buffer to copy the surface contents to.
bool ProcessOutputSample(IMFSample* sample);
// Processes pending output samples by copying them to available picture
// slots.
void ProcessPendingSamples();
// Helper function to notify the accelerator client about the error.
void StopOnError(media::VideoDecodeAccelerator::Error error);
// Transitions the decoder to the uninitialized state. The decoder will stop
// accepting requests in this state.
void Invalidate();
// Notifies the client that the input buffer identifed by input_buffer_id has
// been processed.
void NotifyInputBufferRead(int input_buffer_id);
// Notifies the client that initialize was completed.
void NotifyInitializeDone();
// Notifies the client that the decoder was flushed.
void NotifyFlushDone();
// Notifies the client that the decoder was reset.
void NotifyResetDone();
// Requests picture buffers from the client.
void RequestPictureBuffers(int width, int height);
// Notifies the client about the availability of a picture.
void NotifyPictureReady(const media::Picture& picture);
// Sends pending input buffer processed acks to the client if we don't have
// output samples waiting to be processed.
void NotifyInputBuffersDropped();
// Decodes pending input buffers.
void DecodePendingInputBuffers();
// Helper for handling the Flush operation.
void FlushInternal();
// Helper for handling the Decode operation.
void DecodeInternal(const base::win::ScopedComPtr<IMFSample>& input_sample);
// Handles mid stream resolution changes.
void HandleResolutionChanged(int width, int height);
struct DXVAPictureBuffer;
typedef std::map<int32, linked_ptr<DXVAPictureBuffer> > OutputBuffers;
// Tells the client to dismiss the stale picture buffers passed in.
void DismissStaleBuffers(const OutputBuffers& picture_buffers);
// To expose client callbacks from VideoDecodeAccelerator.
media::VideoDecodeAccelerator::Client* client_;
base::win::ScopedComPtr<IMFTransform> decoder_;
// These interface pointers are initialized before the process is sandboxed.
// They are not released when the GPU process exits. This is ok for now
// because the GPU process does not exit normally on Windows. It is always
// terminated. The device manager instance is shared among all decoder
// instances. This is OK because there is internal locking performed by the
// device manager.
static IDirect3DDeviceManager9* device_manager_;
static IDirect3DDevice9Ex* device_;
static IDirect3DQuery9* query_;
static IDirect3D9Ex* d3d9_;
// The EGL config to use for decoded frames.
EGLConfig egl_config_;
// Current state of the decoder.
State state_;
MFT_INPUT_STREAM_INFO input_stream_info_;
MFT_OUTPUT_STREAM_INFO output_stream_info_;
// Contains information about a decoded sample.
struct PendingSampleInfo {
PendingSampleInfo(int32 buffer_id, IMFSample* sample);
~PendingSampleInfo();
int32 input_buffer_id;
base::win::ScopedComPtr<IMFSample> output_sample;
};
typedef std::list<PendingSampleInfo> PendingOutputSamples;
// List of decoded output samples.
PendingOutputSamples pending_output_samples_;
// This map maintains the picture buffers passed the client for decoding.
// The key is the picture buffer id.
OutputBuffers output_picture_buffers_;
// Set to true if we requested picture slots from the client.
bool pictures_requested_;
// Ideally the reset token would be a stack variable which is used while
// creating the device manager. However it seems that the device manager
// holds onto the token and attempts to access it if the underlying device
// changes.
// TODO(ananta): This needs to be verified.
static uint32 dev_manager_reset_token_;
// Counter which holds the number of input packets before a successful
// decode.
int inputs_before_decode_;
// Set to true if all necessary initialization needed before the GPU process
// is sandboxed is done.
// This includes the following:
// 1. All required decoder dlls were successfully loaded.
// 2. The device manager initialization completed.
static bool pre_sandbox_init_done_;
// List of input samples waiting to be processed.
typedef std::list<base::win::ScopedComPtr<IMFSample>> PendingInputs;
PendingInputs pending_input_buffers_;
// Callback to set the correct gl context.
base::Callback<bool(void)> make_context_current_;
};
} // namespace content
#endif // CONTENT_COMMON_GPU_MEDIA_DXVA_VIDEO_DECODE_ACCELERATOR_H_