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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.
#ifndef CONTENT_COMMON_GPU_MEDIA_V4L2_SLICE_VIDEO_DECODE_ACCELERATOR_H_
#define CONTENT_COMMON_GPU_MEDIA_V4L2_SLICE_VIDEO_DECODE_ACCELERATOR_H_
#include <linux/videodev2.h>
#include <queue>
#include <vector>
#include "base/memory/linked_ptr.h"
#include "base/memory/ref_counted.h"
#include "base/memory/scoped_ptr.h"
#include "base/memory/weak_ptr.h"
#include "base/synchronization/waitable_event.h"
#include "base/threading/thread.h"
#include "content/common/content_export.h"
#include "content/common/gpu/media/h264_decoder.h"
#include "content/common/gpu/media/v4l2_video_device.h"
#include "content/common/gpu/media/vp8_decoder.h"
#include "media/video/video_decode_accelerator.h"
namespace content {
// An implementation of VideoDecodeAccelerator that utilizes the V4L2 slice
// level codec API for decoding. The slice level API provides only a low-level
// decoding functionality and requires userspace to provide support for parsing
// the input stream and managing decoder state across frames.
class CONTENT_EXPORT V4L2SliceVideoDecodeAccelerator
: public media::VideoDecodeAccelerator {
public:
class V4L2DecodeSurface;
V4L2SliceVideoDecodeAccelerator(
const scoped_refptr<V4L2Device>& device,
EGLDisplay egl_display,
EGLContext egl_context,
const base::WeakPtr<Client>& io_client_,
const base::Callback<bool(void)>& make_context_current,
const scoped_refptr<base::MessageLoopProxy>& io_message_loop_proxy);
~V4L2SliceVideoDecodeAccelerator() override;
// media::VideoDecodeAccelerator implementation.
bool Initialize(media::VideoCodecProfile profile,
VideoDecodeAccelerator::Client* client) override;
void Decode(const media::BitstreamBuffer& bitstream_buffer) override;
void AssignPictureBuffers(
const std::vector<media::PictureBuffer>& buffers) override;
void ReusePictureBuffer(int32 picture_buffer_id) override;
void Flush() override;
void Reset() override;
void Destroy() override;
bool CanDecodeOnIOThread() override;
private:
class V4L2H264Accelerator;
class V4L2VP8Accelerator;
// Record for input buffers.
struct InputRecord {
InputRecord();
int32 input_id;
void* address;
size_t length;
size_t bytes_used;
bool at_device;
};
// Record for output buffers.
struct OutputRecord {
OutputRecord();
bool at_device;
bool at_client;
int32 picture_id;
EGLImageKHR egl_image;
EGLSyncKHR egl_sync;
bool cleared;
};
// See http://crbug.com/255116.
// Input bitstream buffer size for up to 1080p streams.
const size_t kInputBufferMaxSizeFor1080p = 1024 * 1024;
// Input bitstream buffer size for up to 4k streams.
const size_t kInputBufferMaxSizeFor4k = 4 * kInputBufferMaxSizeFor1080p;
const size_t kNumInputBuffers = 16;
//
// Below methods are used by accelerator implementations.
//
// Append slice data in |data| of size |size| to pending hardware
// input buffer with |index|. This buffer will be submitted for decode
// on the next DecodeSurface(). Return true on success.
bool SubmitSlice(int index, const uint8_t* data, size_t size);
// Submit controls in |ext_ctrls| to hardware. Return true on success.
bool SubmitExtControls(struct v4l2_ext_controls* ext_ctrls);
// Decode of |dec_surface| is ready to be submitted and all codec-specific
// settings are set in hardware.
void DecodeSurface(const scoped_refptr<V4L2DecodeSurface>& dec_surface);
// |dec_surface| is ready to be outputted once decode is finished.
// This can be called before decode is actually done in hardware, and this
// method is responsible for maintaining the ordering, i.e. the surfaces will
// be outputted in the same order as SurfaceReady calls. To do so, the
// surfaces are put on decoder_display_queue_ and sent to output in that
// order once all preceding surfaces are sent.
void SurfaceReady(const scoped_refptr<V4L2DecodeSurface>& dec_surface);
//
// Internal methods of this class.
//
// Recycle a V4L2 input buffer with |index| after dequeuing from device.
void ReuseInputBuffer(int index);
// Recycle V4L2 output buffer with |index|. Used as surface release callback.
void ReuseOutputBuffer(int index);
// Queue a |dec_surface| to device for decoding.
void Enqueue(const scoped_refptr<V4L2DecodeSurface>& dec_surface);
// Dequeue any V4L2 buffers available and process.
void Dequeue();
// V4L2 QBUF helpers.
bool EnqueueInputRecord(int index, uint32_t config_store);
bool EnqueueOutputRecord(int index);
// Set input and output formats in hardware.
bool SetupFormats();
// Create input and output buffers.
bool CreateInputBuffers();
bool CreateOutputBuffers();
// Destroy input buffers.
void DestroyInputBuffers();
// Destroy output buffers and release associated resources (textures,
// EGLImages). If |dismiss| is true, also dismissing the associated
// PictureBuffers.
bool DestroyOutputs(bool dismiss);
// Used by DestroyOutputs.
bool DestroyOutputBuffers();
// Dismiss all |picture_buffer_ids| via Client::DismissPictureBuffer()
// and signal |done| after finishing.
void DismissPictures(std::vector<int32> picture_buffer_ids,
base::WaitableEvent* done);
// Task to finish initialization on decoder_thread_.
void InitializeTask();
// Surface set change (resolution change) flow.
// If we have no surfaces allocated, just allocate them and return.
// Otherwise mark us as pending for surface set change.
void InitiateSurfaceSetChange();
// If a surface set change is pending and we are ready, stop the device,
// destroy outputs, releasing resources and dismissing pictures as required,
// followed by allocating a new set for the new resolution/DPB size
// as provided by decoder. Finally, try to resume decoding.
void FinishSurfaceSetChangeIfNeeded();
void NotifyError(Error error);
void DestroyTask();
// Sets the state to kError and notifies client if needed.
void SetErrorState(Error error);
// Flush flow when requested by client.
// When Flush() is called, it posts a FlushTask, which checks the input queue.
// If nothing is pending for decode on decoder_input_queue_, we call
// InitiateFlush() directly. Otherwise, we push a dummy BitstreamBufferRef
// onto the decoder_input_queue_ to schedule a flush. When we reach it later
// on, we call InitiateFlush() to perform it at the correct time.
void FlushTask();
// Tell the decoder to flush all frames, reset it and mark us as scheduled
// for flush, so that we can finish it once all pending decodes are finished.
void InitiateFlush();
// If all pending frames are decoded and we are waiting to flush, perform it.
// This will send all pending pictures to client and notify the client that
// flush is complete and puts us in a state ready to resume.
void FinishFlushIfNeeded();
// Reset flow when requested by client.
// Drop all inputs and reset the decoder and mark us as pending for reset.
void ResetTask();
// If all pending frames are decoded and we are waiting to reset, perform it.
// This drops all pending outputs (client is not interested anymore),
// notifies the client we are done and puts us in a state ready to resume.
void FinishResetIfNeeded();
// Process pending events if any.
void ProcessPendingEventsIfNeeded();
// Performed on decoder_thread_ as a consequence of poll() on decoder_thread_
// returning an event.
void ServiceDeviceTask();
// Schedule poll if we have any buffers queued and the poll thread
// is not stopped (on surface set change).
void SchedulePollIfNeeded();
// Attempt to start/stop device_poll_thread_.
bool StartDevicePoll();
bool StopDevicePoll(bool keep_input_state);
// Ran on device_poll_thread_ to wait for device events.
void DevicePollTask(bool poll_device);
enum State {
// We are in this state until Initialize() returns successfully.
// We can't post errors to the client in this state yet.
kUninitialized,
// Initialize() returned successfully.
kInitialized,
// This state allows making progress decoding more input stream.
kDecoding,
// Transitional state when we are not decoding any more stream, but are
// performing flush, reset, resolution change or are destroying ourselves.
kIdle,
// Error state, set when sending NotifyError to client.
kError,
};
// Buffer id for flush buffer, queued by FlushTask().
const int kFlushBufferId = -2;
// Handler for Decode() on decoder_thread_.
void DecodeTask(const media::BitstreamBuffer& bitstream_buffer);
// Schedule a new DecodeBufferTask if we are decoding.
void ScheduleDecodeBufferTaskIfNeeded();
// Main decoder loop. Keep decoding the current buffer in decoder_, asking
// for more stream via TrySetNewBistreamBuffer() if decoder_ requests so,
// and handle other returns from it appropriately.
void DecodeBufferTask();
// Check decoder_input_queue_ for any available buffers to decode and
// set the decoder_current_bitstream_buffer_ to the next buffer if one is
// available, taking it off the queue. Also set the current stream pointer
// in decoder_, and return true.
// Return false if no buffers are pending on decoder_input_queue_.
bool TrySetNewBistreamBuffer();
// Auto-destruction reference for EGLSync (for message-passing).
struct EGLSyncKHRRef;
void ReusePictureBufferTask(int32 picture_buffer_id,
scoped_ptr<EGLSyncKHRRef> egl_sync_ref);
// Called to actually send |dec_surface| to the client, after it is decoded
// preserving the order in which it was scheduled via SurfaceReady().
void OutputSurface(const scoped_refptr<V4L2DecodeSurface>& dec_surface);
// Goes over the |decoder_display_queue_| and sends all buffers from the
// front of the queue that are already decoded to the client, in order.
void TryOutputSurfaces();
// Creates a new decode surface or returns nullptr if one is not available.
scoped_refptr<V4L2DecodeSurface> CreateSurface();
// Send decoded pictures to PictureReady.
void SendPictureReady();
// Callback that indicates a picture has been cleared.
void PictureCleared();
size_t input_planes_count_;
size_t output_planes_count_;
// GPU Child thread message loop.
const scoped_refptr<base::MessageLoopProxy> child_message_loop_proxy_;
// IO thread message loop.
scoped_refptr<base::MessageLoopProxy> io_message_loop_proxy_;
// WeakPtr<> pointing to |this| for use in posting tasks from the decoder or
// device worker threads back to the child thread.
base::WeakPtr<V4L2SliceVideoDecodeAccelerator> weak_this_;
// To expose client callbacks from VideoDecodeAccelerator.
// NOTE: all calls to these objects *MUST* be executed on
// child_message_loop_proxy_.
scoped_ptr<base::WeakPtrFactory<VideoDecodeAccelerator::Client>>
client_ptr_factory_;
base::WeakPtr<VideoDecodeAccelerator::Client> client_;
// Callbacks to |io_client_| must be executed on |io_message_loop_proxy_|.
base::WeakPtr<Client> io_client_;
// V4L2 device in use.
scoped_refptr<V4L2Device> device_;
// Thread to communicate with the device on.
base::Thread decoder_thread_;
scoped_refptr<base::MessageLoopProxy> decoder_thread_proxy_;
// Thread used to poll the device for events.
base::Thread device_poll_thread_;
// Input queue state.
bool input_streamon_;
// Number of input buffers enqueued to the device.
int input_buffer_queued_count_;
// Input buffers ready to use; LIFO since we don't care about ordering.
std::list<int> free_input_buffers_;
// Mapping of int index to an input buffer record.
std::vector<InputRecord> input_buffer_map_;
// Output queue state.
bool output_streamon_;
// Number of output buffers enqueued to the device.
int output_buffer_queued_count_;
// Output buffers ready to use.
std::list<int> free_output_buffers_;
// Mapping of int index to an output buffer record.
std::vector<OutputRecord> output_buffer_map_;
media::VideoCodecProfile video_profile_;
uint32_t output_format_fourcc_;
gfx::Size visible_size_;
gfx::Size coded_size_;
struct BitstreamBufferRef;
// Input queue of stream buffers coming from the client.
std::queue<linked_ptr<BitstreamBufferRef>> decoder_input_queue_;
// BitstreamBuffer currently being processed.
scoped_ptr<BitstreamBufferRef> decoder_current_bitstream_buffer_;
// Queue storing decode surfaces ready to be output as soon as they are
// decoded. The surfaces must be output in order they are queued.
std::queue<scoped_refptr<V4L2DecodeSurface>> decoder_display_queue_;
// Decoder state.
State state_;
// If any of these are true, we are waiting for the device to finish decoding
// all previously-queued frames, so we can finish the flush/reset/surface
// change flows. These can stack.
bool decoder_flushing_;
bool decoder_resetting_;
bool surface_set_change_pending_;
// Hardware accelerators.
// TODO(posciak): Try to have a superclass here if possible.
scoped_ptr<V4L2H264Accelerator> h264_accelerator_;
scoped_ptr<V4L2VP8Accelerator> vp8_accelerator_;
// Codec-specific software decoder in use.
scoped_ptr<AcceleratedVideoDecoder> decoder_;
// Surfaces queued to device to keep references to them while decoded.
using V4L2DecodeSurfaceByOutputId =
std::map<int, scoped_refptr<V4L2DecodeSurface>>;
V4L2DecodeSurfaceByOutputId surfaces_at_device_;
// Surfaces sent to client to keep references to them while displayed.
using V4L2DecodeSurfaceByPictureBufferId =
std::map<int32, scoped_refptr<V4L2DecodeSurface>>;
V4L2DecodeSurfaceByPictureBufferId surfaces_at_display_;
// Record for decoded pictures that can be sent to PictureReady.
struct PictureRecord;
// Pictures that are ready but not sent to PictureReady yet.
std::queue<PictureRecord> pending_picture_ready_;
// The number of pictures that are sent to PictureReady and will be cleared.
int picture_clearing_count_;
// Used by the decoder thread to wait for AssignPictureBuffers to arrive
// to avoid races with potential Reset requests.
base::WaitableEvent pictures_assigned_;
// Make the GL context current callback.
base::Callback<bool(void)> make_context_current_;
// EGL state
EGLDisplay egl_display_;
EGLContext egl_context_;
// The WeakPtrFactory for |weak_this_|.
base::WeakPtrFactory<V4L2SliceVideoDecodeAccelerator> weak_this_factory_;
DISALLOW_COPY_AND_ASSIGN(V4L2SliceVideoDecodeAccelerator);
};
class V4L2H264Picture;
class V4L2VP8Picture;
} // namespace content
#endif // CONTENT_COMMON_GPU_MEDIA_V4L2_SLICE_VIDEO_DECODE_ACCELERATOR_H_