blob: 5974b47ddd8f85f3d8fca8e16db118211cd04bde [file] [log] [blame]
// 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.
#ifndef MEDIA_GPU_VAAPI_VIDEO_DECODE_ACCELERATOR_H_
#define MEDIA_GPU_VAAPI_VIDEO_DECODE_ACCELERATOR_H_
#include <stddef.h>
#include <stdint.h>
#include <list>
#include <map>
#include <memory>
#include <utility>
#include <vector>
#include "base/containers/queue.h"
#include "base/logging.h"
#include "base/macros.h"
#include "base/memory/linked_ptr.h"
#include "base/memory/ref_counted.h"
#include "base/memory/weak_ptr.h"
#include "base/single_thread_task_runner.h"
#include "base/synchronization/condition_variable.h"
#include "base/synchronization/lock.h"
#include "base/threading/thread.h"
#include "media/base/bitstream_buffer.h"
#include "media/gpu/gpu_video_decode_accelerator_helpers.h"
#include "media/gpu/media_gpu_export.h"
#include "media/gpu/shared_memory_region.h"
#include "media/gpu/vaapi_wrapper.h"
#include "media/video/picture.h"
#include "media/video/video_decode_accelerator.h"
namespace gl {
class GLImage;
}
namespace media {
class AcceleratedVideoDecoder;
class VaapiPicture;
// 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 MEDIA_GPU_EXPORT VaapiVideoDecodeAccelerator
: public VideoDecodeAccelerator {
public:
// Wrapper of a VASurface with id and visible area.
class VaapiDecodeSurface;
VaapiVideoDecodeAccelerator(
const MakeGLContextCurrentCallback& make_context_current_cb,
const BindGLImageCallback& bind_image_cb);
~VaapiVideoDecodeAccelerator() override;
// VideoDecodeAccelerator implementation.
bool Initialize(const Config& config, Client* client) override;
void Decode(const BitstreamBuffer& bitstream_buffer) override;
void AssignPictureBuffers(const std::vector<PictureBuffer>& buffers) override;
#if defined(USE_OZONE)
void ImportBufferForPicture(
int32_t picture_buffer_id,
const gfx::GpuMemoryBufferHandle& gpu_memory_buffer_handle) override;
#endif
void ReusePictureBuffer(int32_t picture_buffer_id) override;
void Flush() override;
void Reset() override;
void Destroy() override;
bool TryToSetupDecodeOnSeparateThread(
const base::WeakPtr<Client>& decode_client,
const scoped_refptr<base::SingleThreadTaskRunner>& decode_task_runner)
override;
static VideoDecodeAccelerator::SupportedProfiles GetSupportedProfiles();
private:
friend class VaapiVideoDecodeAcceleratorTest;
class VaapiH264Accelerator;
class VaapiVP8Accelerator;
class VaapiVP9Accelerator;
// An input buffer with id provided by the client and awaiting consumption.
class InputBuffer;
// Notify the client that an error has occurred and decoding cannot continue.
void NotifyError(Error error);
// Queue a input buffer for decode.
void QueueInputBuffer(const 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();
// Wait for more surfaces to become available. Return true once they do or
// false if an early exit has been requested (due to an initiated
// reset/flush/destroy).
bool WaitForSurfaces_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 to be executed once we have a |va_surface| to be output and
// an available |picture| to use for output.
// Puts contents of |va_surface| into given |picture|, releases the surface
// and passes the resulting picture to client to output the given
// |visible_rect| part of it.
void OutputPicture(const scoped_refptr<VASurface>& va_surface,
int32_t input_id,
gfx::Rect visible_rect,
VaapiPicture* 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();
//
// Below methods are used by accelerator implementations.
//
// Decode of |dec_surface| is ready to be submitted and all codec-specific
// settings are set in hardware.
bool DecodeSurface(const scoped_refptr<VaapiDecodeSurface>& 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 have
// to be outputted in the same order as SurfaceReady is called.
// On Intel, we don't have to explicitly maintain the ordering however, as the
// driver will maintain ordering, as well as dependencies, and will process
// each submitted command in order, and run each command only if its
// dependencies are ready.
void SurfaceReady(const scoped_refptr<VaapiDecodeSurface>& dec_surface);
// Return a new VaapiDecodeSurface for decoding into, or nullptr if not
// available.
scoped_refptr<VaapiDecodeSurface> CreateSurface();
// VAVDA state.
enum State {
// Initialize() not called yet or failed.
kUninitialized,
// DecodeTask running.
kDecoding,
// Resetting, waiting for decoder to finish current task and cleanup.
kResetting,
// Idle, decoder in state ready to start/resume decoding.
kIdle,
// Destroying, waiting for the decoder to finish current task.
kDestroying,
};
// Protects input buffer and surface queues and state_.
base::Lock lock_;
State state_;
Config::OutputMode output_mode_;
// Queue of available InputBuffers (picture_buffer_ids).
base::queue<std::unique_ptr<InputBuffer>> input_buffers_;
// Signalled when input buffers are queued onto |input_buffers_| queue.
base::ConditionVariable input_ready_;
// Current input buffer at decoder.
std::unique_ptr<InputBuffer> curr_input_buffer_;
// Queue for incoming output buffers (texture ids).
using OutputBuffers = base::queue<int32_t>;
OutputBuffers output_buffers_;
scoped_refptr<VaapiWrapper> vaapi_wrapper_;
// TODO(mcasas): Use a VaapiPicture factory instead, https://crbug.com/784507.
base::Callback<std::unique_ptr<VaapiPicture>(
const scoped_refptr<VaapiWrapper>&,
const MakeGLContextCurrentCallback&,
const BindGLImageCallback&,
int32_t,
const gfx::Size&,
uint32_t,
uint32_t)>
create_vaapi_picture_callback_;
// All allocated Pictures, regardless of their current state. Pictures are
// allocated once using |create_vaapi_picture_callback_| and destroyed at the
// end of decode. Comes after |vaapi_wrapper_| to ensure all pictures are
// destroyed before said |vaapi_wrapper_| is destroyed.
using Pictures = std::map<int32_t, std::unique_ptr<VaapiPicture>>;
Pictures pictures_;
// Return a VaapiPicture associated with given client-provided id.
VaapiPicture* PictureById(int32_t 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 Picture (i.e. texture) ready
// to use, we'll execute the callback passing the Picture. 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 Pictures 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().
using OutputCB = base::Callback<void(VaapiPicture*)>;
base::queue<OutputCB> pending_output_cbs_;
// ChildThread's task runner.
scoped_refptr<base::SingleThreadTaskRunner> task_runner_;
// 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 task_runner_.
std::unique_ptr<base::WeakPtrFactory<Client>> client_ptr_factory_;
base::WeakPtr<Client> client_;
// Accelerators come after vaapi_wrapper_ to ensure they are destroyed first.
std::unique_ptr<VaapiH264Accelerator> h264_accelerator_;
std::unique_ptr<VaapiVP8Accelerator> vp8_accelerator_;
std::unique_ptr<VaapiVP9Accelerator> vp9_accelerator_;
// After *_accelerator_ to ensure correct destruction order.
std::unique_ptr<AcceleratedVideoDecoder> 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::SingleThreadTaskRunner> decoder_thread_task_runner_;
int num_frames_at_client_;
// 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 and their
// format.
size_t requested_num_pics_;
gfx::Size requested_pic_size_;
gfx::BufferFormat output_format_;
// Callback to make GL context current.
MakeGLContextCurrentCallback make_context_current_cb_;
// Callback to bind a GLImage to a given texture.
BindGLImageCallback bind_image_cb_;
// The WeakPtrFactory for |weak_this_|.
base::WeakPtrFactory<VaapiVideoDecodeAccelerator> weak_this_factory_;
DISALLOW_COPY_AND_ASSIGN(VaapiVideoDecodeAccelerator);
};
} // namespace media
#endif // MEDIA_GPU_VAAPI_VIDEO_DECODE_ACCELERATOR_H_