1 // Copyright (c) 2012 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
5 // This file contains an implementation of VideoDecoderAccelerator
6 // that utilizes hardware video decoder present on Intel CPUs.
8 #ifndef CONTENT_COMMON_GPU_MEDIA_VAAPI_VIDEO_DECODE_ACCELERATOR_H_
9 #define CONTENT_COMMON_GPU_MEDIA_VAAPI_VIDEO_DECODE_ACCELERATOR_H_
17 #include "base/logging.h"
18 #include "base/memory/linked_ptr.h"
19 #include "base/memory/shared_memory.h"
20 #include "base/memory/weak_ptr.h"
21 #include "base/message_loop/message_loop.h"
22 #include "base/synchronization/condition_variable.h"
23 #include "base/synchronization/lock.h"
24 #include "base/threading/thread.h"
25 #include "content/common/content_export.h"
26 #include "content/common/gpu/media/vaapi_wrapper.h"
27 #include "media/base/bitstream_buffer.h"
28 #include "media/video/picture.h"
29 #include "media/video/video_decode_accelerator.h"
37 class AcceleratedVideoDecoder
;
40 // Class to provide video decode acceleration for Intel systems with hardware
41 // support for it, and on which libva is available.
42 // Decoding tasks are performed in a separate decoding thread.
44 // Threading/life-cycle: this object is created & destroyed on the GPU
45 // ChildThread. A few methods on it are called on the decoder thread which is
46 // stopped during |this->Destroy()|, so any tasks posted to the decoder thread
47 // can assume |*this| is still alive. See |weak_this_| below for more details.
48 class CONTENT_EXPORT VaapiVideoDecodeAccelerator
49 : public media::VideoDecodeAccelerator
{
51 class VaapiDecodeSurface
;
53 VaapiVideoDecodeAccelerator(
54 const base::Callback
<bool(void)>& make_context_current
,
55 const base::Callback
<void(uint32
, uint32
, scoped_refptr
<gfx::GLImage
>)>&
57 ~VaapiVideoDecodeAccelerator() override
;
59 // media::VideoDecodeAccelerator implementation.
60 bool Initialize(media::VideoCodecProfile profile
, Client
* client
) override
;
61 void Decode(const media::BitstreamBuffer
& bitstream_buffer
) override
;
62 void AssignPictureBuffers(
63 const std::vector
<media::PictureBuffer
>& buffers
) override
;
64 void ReusePictureBuffer(int32 picture_buffer_id
) override
;
65 void Flush() override
;
66 void Reset() override
;
67 void Destroy() override
;
68 bool CanDecodeOnIOThread() override
;
70 static media::VideoDecodeAccelerator::SupportedProfiles
71 GetSupportedProfiles();
74 class VaapiH264Accelerator
;
75 class VaapiVP8Accelerator
;
77 // Notify the client that an error has occurred and decoding cannot continue.
78 void NotifyError(Error error
);
80 // Map the received input buffer into this process' address space and
81 // queue it for decode.
82 void MapAndQueueNewInputBuffer(
83 const media::BitstreamBuffer
& bitstream_buffer
);
85 // Get a new input buffer from the queue and set it up in decoder. This will
86 // sleep if no input buffers are available. Return true if a new buffer has
87 // been set up, false if an early exit has been requested (due to initiated
88 // reset/flush/destroy).
89 bool GetInputBuffer_Locked();
91 // Signal the client that the current buffer has been read and can be
92 // returned. Will also release the mapping.
93 void ReturnCurrInputBuffer_Locked();
95 // Wait for more surfaces to become available. Return true once they do or
96 // false if an early exit has been requested (due to an initiated
97 // reset/flush/destroy).
98 bool WaitForSurfaces_Locked();
100 // Continue decoding given input buffers and sleep waiting for input/output
101 // as needed. Will exit if a new set of surfaces or reset/flush/destroy
105 // Scheduled after receiving a flush request and executed after the current
106 // decoding task finishes decoding pending inputs. Makes the decoder return
107 // all remaining output pictures and puts it in an idle state, ready
108 // to resume if needed and schedules a FinishFlush.
111 // Scheduled by the FlushTask after decoder is flushed to put VAVDA into idle
112 // state and notify the client that flushing has been finished.
115 // Scheduled after receiving a reset request and executed after the current
116 // decoding task finishes decoding the current frame. Puts the decoder into
117 // an idle state, ready to resume if needed, discarding decoded but not yet
118 // outputted pictures (decoder keeps ownership of their associated picture
119 // buffers). Schedules a FinishReset afterwards.
122 // Scheduled by ResetTask after it's done putting VAVDA into an idle state.
123 // Drops remaining input buffers and notifies the client that reset has been
127 // Helper for Destroy(), doing all the actual work except for deleting self.
130 // Get a usable framebuffer configuration for use in binding textures
131 // or return false on failure.
132 bool InitializeFBConfig();
134 // Callback to be executed once we have a |va_surface| to be output and
135 // an available |picture| to use for output.
136 // Puts contents of |va_surface| into given |picture|, releases the
137 // surface and passes the resulting picture to client for output.
138 void OutputPicture(const scoped_refptr
<VASurface
>& va_surface
,
140 VaapiPicture
* picture
);
142 // Try to OutputPicture() if we have both a ready surface and picture.
143 void TryOutputSurface();
145 // Called when a VASurface is no longer in use by the decoder or is not being
146 // synced/waiting to be synced to a picture. Returns it to available surfaces
148 void RecycleVASurfaceID(VASurfaceID va_surface_id
);
150 // Initiate wait cycle for surfaces to be released before we release them
151 // and allocate new ones, as requested by the decoder.
152 void InitiateSurfaceSetChange(size_t num_pics
, gfx::Size size
);
154 // Check if the surfaces have been released or post ourselves for later.
155 void TryFinishSurfaceSetChange();
158 // Below methods are used by accelerator implementations.
160 // Decode of |dec_surface| is ready to be submitted and all codec-specific
161 // settings are set in hardware.
162 bool DecodeSurface(const scoped_refptr
<VaapiDecodeSurface
>& dec_surface
);
164 // |dec_surface| is ready to be outputted once decode is finished.
165 // This can be called before decode is actually done in hardware, and this
166 // method is responsible for maintaining the ordering, i.e. the surfaces have
167 // to be outputted in the same order as SurfaceReady is called.
168 // On Intel, we don't have to explicitly maintain the ordering however, as the
169 // driver will maintain ordering, as well as dependencies, and will process
170 // each submitted command in order, and run each command only if its
171 // dependencies are ready.
172 void SurfaceReady(const scoped_refptr
<VaapiDecodeSurface
>& dec_surface
);
174 // Return a new VaapiDecodeSurface for decoding into, or nullptr if not
176 scoped_refptr
<VaapiDecodeSurface
> CreateSurface();
179 // Client-provided GL state.
180 base::Callback
<bool(void)> make_context_current_
;
184 // Initialize() not called yet or failed.
186 // DecodeTask running.
188 // Resetting, waiting for decoder to finish current task and cleanup.
190 // Flushing, waiting for decoder to finish current task and cleanup.
192 // Idle, decoder in state ready to start/resume decoding.
194 // Destroying, waiting for the decoder to finish current task.
198 // Protects input buffer and surface queues and state_.
202 // An input buffer awaiting consumption, provided by the client.
209 scoped_ptr
<base::SharedMemory
> shm
;
212 // Queue for incoming input buffers.
213 typedef std::queue
<linked_ptr
<InputBuffer
> > InputBuffers
;
214 InputBuffers input_buffers_
;
215 // Signalled when input buffers are queued onto the input_buffers_ queue.
216 base::ConditionVariable input_ready_
;
218 // Current input buffer at decoder.
219 linked_ptr
<InputBuffer
> curr_input_buffer_
;
221 // Queue for incoming output buffers (texture ids).
222 typedef std::queue
<int32
> OutputBuffers
;
223 OutputBuffers output_buffers_
;
225 scoped_ptr
<VaapiWrapper
> vaapi_wrapper_
;
227 typedef std::map
<int32
, linked_ptr
<VaapiPicture
>> Pictures
;
228 // All allocated Pictures, regardless of their current state.
229 // Pictures are allocated once and destroyed at the end of decode.
230 // Comes after vaapi_wrapper_ to ensure all pictures are destroyed
231 // before vaapi_wrapper_ is destroyed.
234 // Return a VaapiPicture associated with given client-provided id.
235 VaapiPicture
* PictureById(int32 picture_buffer_id
);
237 // VA Surfaces no longer in use that can be passed back to the decoder for
238 // reuse, once it requests them.
239 std::list
<VASurfaceID
> available_va_surfaces_
;
240 // Signalled when output surfaces are queued onto the available_va_surfaces_
242 base::ConditionVariable surfaces_available_
;
244 // Pending output requests from the decoder. When it indicates that we should
245 // output a surface and we have an available Picture (i.e. texture) ready
246 // to use, we'll execute the callback passing the Picture. The callback
247 // will put the contents of the surface into the picture and return it to
248 // the client, releasing the surface as well.
249 // If we don't have any available Pictures at the time when the decoder
250 // requests output, we'll store the request on pending_output_cbs_ queue for
251 // later and run it once the client gives us more textures
252 // via ReusePictureBuffer().
253 typedef base::Callback
<void(VaapiPicture
*)> OutputCB
;
254 std::queue
<OutputCB
> pending_output_cbs_
;
256 // ChildThread's message loop
257 base::MessageLoop
* message_loop_
;
259 // WeakPtr<> pointing to |this| for use in posting tasks from the decoder
260 // thread back to the ChildThread. Because the decoder thread is a member of
261 // this class, any task running on the decoder thread is guaranteed that this
262 // object is still alive. As a result, tasks posted from ChildThread to
263 // decoder thread should use base::Unretained(this), and tasks posted from the
264 // decoder thread to the ChildThread should use |weak_this_|.
265 base::WeakPtr
<VaapiVideoDecodeAccelerator
> weak_this_
;
267 // Callback used when creating VASurface objects.
268 VASurface::ReleaseCB va_surface_release_cb_
;
270 // To expose client callbacks from VideoDecodeAccelerator.
271 // NOTE: all calls to these objects *MUST* be executed on message_loop_.
272 scoped_ptr
<base::WeakPtrFactory
<Client
> > client_ptr_factory_
;
273 base::WeakPtr
<Client
> client_
;
275 // Accelerators come after vaapi_wrapper_ to ensure they are destroyed first.
276 scoped_ptr
<VaapiH264Accelerator
> h264_accelerator_
;
277 scoped_ptr
<VaapiVP8Accelerator
> vp8_accelerator_
;
278 // After *_accelerator_ to ensure correct destruction order.
279 scoped_ptr
<AcceleratedVideoDecoder
> decoder_
;
281 base::Thread decoder_thread_
;
282 // Use this to post tasks to |decoder_thread_| instead of
283 // |decoder_thread_.message_loop()| because the latter will be NULL once
284 // |decoder_thread_.Stop()| returns.
285 scoped_refptr
<base::SingleThreadTaskRunner
> decoder_thread_task_runner_
;
287 int num_frames_at_client_
;
288 int num_stream_bufs_at_decoder_
;
290 // Whether we are waiting for any pending_output_cbs_ to be run before
291 // NotifyingFlushDone.
292 bool finish_flush_pending_
;
294 // Decoder requested a new surface set and we are waiting for all the surfaces
295 // to be returned before we can free them.
296 bool awaiting_va_surfaces_recycle_
;
298 // Last requested number/resolution of output picture buffers.
299 size_t requested_num_pics_
;
300 gfx::Size requested_pic_size_
;
302 // Binds the provided GLImage to a givenr client texture ID & texture target
303 // combination in GLES.
304 base::Callback
<void(uint32
, uint32
, scoped_refptr
<gfx::GLImage
>)> bind_image_
;
306 // The WeakPtrFactory for |weak_this_|.
307 base::WeakPtrFactory
<VaapiVideoDecodeAccelerator
> weak_this_factory_
;
309 DISALLOW_COPY_AND_ASSIGN(VaapiVideoDecodeAccelerator
);
312 } // namespace content
314 #endif // CONTENT_COMMON_GPU_MEDIA_VAAPI_VIDEO_DECODE_ACCELERATOR_H_