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1 // Copyright (c) 2012 The Chromium Authors. All rights reserved. | 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 | 2 // Use of this source code is governed by a BSD-style license that can be |
3 // found in the LICENSE file. | 3 // found in the LICENSE file. |
4 | 4 |
5 #include "content/renderer/media/renderer_gpu_video_decoder_factories.h" | 5 #include "content/renderer/media/renderer_gpu_video_decoder_factories.h" |
6 | 6 |
7 #include "base/bind.h" | 7 #include "base/bind.h" |
8 #include "base/synchronization/waitable_event.h" | 8 #include "base/synchronization/waitable_event.h" |
9 #include "content/common/child_thread.h" | 9 #include "content/common/child_thread.h" |
10 #include "content/common/gpu/client/gpu_channel_host.h" | 10 #include "content/common/gpu/client/gpu_channel_host.h" |
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68 profile, client); | 68 profile, client); |
69 } else { | 69 } else { |
70 *vda = NULL; | 70 *vda = NULL; |
71 } | 71 } |
72 waiter->Signal(); | 72 waiter->Signal(); |
73 } | 73 } |
74 | 74 |
75 bool RendererGpuVideoDecoderFactories::CreateTextures( | 75 bool RendererGpuVideoDecoderFactories::CreateTextures( |
76 int32 count, const gfx::Size& size, | 76 int32 count, const gfx::Size& size, |
77 std::vector<uint32>* texture_ids, | 77 std::vector<uint32>* texture_ids, |
78 uint32* texture_target) { | 78 uint32 texture_target) { |
79 DCHECK_NE(MessageLoop::current(), message_loop_); | 79 DCHECK_NE(MessageLoop::current(), message_loop_); |
80 bool success = false; | 80 bool success = false; |
81 base::WaitableEvent waiter(false, false); | 81 base::WaitableEvent waiter(false, false); |
82 message_loop_->PostTask(FROM_HERE, base::Bind( | 82 message_loop_->PostTask(FROM_HERE, base::Bind( |
83 &RendererGpuVideoDecoderFactories::AsyncCreateTextures, this, | 83 &RendererGpuVideoDecoderFactories::AsyncCreateTextures, this, |
84 count, size, texture_ids, texture_target, &success, &waiter)); | 84 count, size, texture_ids, texture_target, &success, &waiter)); |
85 waiter.Wait(); | 85 waiter.Wait(); |
86 return success; | 86 return success; |
87 } | 87 } |
88 | 88 |
89 void RendererGpuVideoDecoderFactories::AsyncCreateTextures( | 89 void RendererGpuVideoDecoderFactories::AsyncCreateTextures( |
90 int32 count, const gfx::Size& size, std::vector<uint32>* texture_ids, | 90 int32 count, const gfx::Size& size, std::vector<uint32>* texture_ids, |
91 uint32* texture_target, bool* success, base::WaitableEvent* waiter) { | 91 uint32 texture_target, bool* success, base::WaitableEvent* waiter) { |
92 DCHECK_EQ(MessageLoop::current(), message_loop_); | 92 DCHECK_EQ(MessageLoop::current(), message_loop_); |
| 93 DCHECK(texture_target); |
93 if (!context_) { | 94 if (!context_) { |
94 *success = false; | 95 *success = false; |
95 waiter->Signal(); | 96 waiter->Signal(); |
96 return; | 97 return; |
97 } | 98 } |
98 gpu::gles2::GLES2Implementation* gles2 = context_->GetImplementation(); | 99 gpu::gles2::GLES2Implementation* gles2 = context_->GetImplementation(); |
99 texture_ids->resize(count); | 100 texture_ids->resize(count); |
100 gles2->GenTextures(count, &texture_ids->at(0)); | 101 gles2->GenTextures(count, &texture_ids->at(0)); |
101 *texture_target = GL_TEXTURE_2D; | |
102 for (int i = 0; i < count; ++i) { | 102 for (int i = 0; i < count; ++i) { |
103 gles2->ActiveTexture(GL_TEXTURE0); | 103 gles2->ActiveTexture(GL_TEXTURE0); |
104 uint32 texture_id = texture_ids->at(i); | 104 uint32 texture_id = texture_ids->at(i); |
105 gles2->BindTexture(*texture_target, texture_id); | 105 gles2->BindTexture(texture_target, texture_id); |
106 gles2->TexParameteri(*texture_target, GL_TEXTURE_MIN_FILTER, GL_LINEAR); | 106 gles2->TexParameteri(texture_target, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
107 gles2->TexParameteri(*texture_target, GL_TEXTURE_MAG_FILTER, GL_LINEAR); | 107 gles2->TexParameteri(texture_target, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
108 gles2->TexParameterf(*texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | 108 gles2->TexParameterf(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
109 gles2->TexParameterf(*texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | 109 gles2->TexParameterf(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
110 gles2->TexImage2D(*texture_target, 0, GL_RGBA, size.width(), size.height(), | 110 gles2->TexImage2D(texture_target, 0, GL_RGBA, size.width(), size.height(), |
111 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); | 111 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); |
112 } | 112 } |
113 // We need a glFlush here to guarantee the decoder (in the GPU process) can | 113 // We need a glFlush here to guarantee the decoder (in the GPU process) can |
114 // use the texture ids we return here. Since textures are expected to be | 114 // use the texture ids we return here. Since textures are expected to be |
115 // reused, this should not be unacceptably expensive. | 115 // reused, this should not be unacceptably expensive. |
116 gles2->Flush(); | 116 gles2->Flush(); |
117 DCHECK_EQ(gles2->GetError(), static_cast<GLenum>(GL_NO_ERROR)); | 117 DCHECK_EQ(gles2->GetError(), static_cast<GLenum>(GL_NO_ERROR)); |
118 *success = true; | 118 *success = true; |
119 waiter->Signal(); | 119 waiter->Signal(); |
120 } | 120 } |
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145 waiter.Wait(); | 145 waiter.Wait(); |
146 return shm; | 146 return shm; |
147 } | 147 } |
148 | 148 |
149 void RendererGpuVideoDecoderFactories::AsyncCreateSharedMemory( | 149 void RendererGpuVideoDecoderFactories::AsyncCreateSharedMemory( |
150 size_t size, base::SharedMemory** shm, base::WaitableEvent* waiter) { | 150 size_t size, base::SharedMemory** shm, base::WaitableEvent* waiter) { |
151 DCHECK_EQ(MessageLoop::current(), ChildThread::current()->message_loop()); | 151 DCHECK_EQ(MessageLoop::current(), ChildThread::current()->message_loop()); |
152 *shm = ChildThread::current()->AllocateSharedMemory(size); | 152 *shm = ChildThread::current()->AllocateSharedMemory(size); |
153 waiter->Signal(); | 153 waiter->Signal(); |
154 } | 154 } |
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