Chromium Code Reviews| Index: content/common/gpu/media/dxva_video_decode_accelerator.cc |
| =================================================================== |
| --- content/common/gpu/media/dxva_video_decode_accelerator.cc (revision 167469) |
| +++ content/common/gpu/media/dxva_video_decode_accelerator.cc (working copy) |
| @@ -384,7 +384,17 @@ |
| base::win::ScopedComPtr<IDirect3DSurface9> d3d_surface; |
| HRESULT hr = decoding_texture_->GetSurfaceLevel(0, d3d_surface.Receive()); |
| RETURN_ON_HR_FAILURE(hr, "Failed to get surface from texture", false); |
| + |
| + // Ideally, this should be done immediately before the draw call that uses |
| + // the texture. Flush it once here though. |
| + hr = query_->Issue(D3DISSUE_END); |
|
ananta
2012/11/14 03:06:48
Issuing the query upfront causes the loop below to
|
| + RETURN_ON_HR_FAILURE(hr, "Failed to issue END", false); |
| + // The BeginScene/EndScene calls below indicate the start/end of rendering. |
| + // It is an effort to ensure that pending rendering operations are flushed. |
| + hr = device_->BeginScene(); |
| + RETURN_ON_HR_FAILURE(hr, "BeginScene failed", false); |
| + |
| hr = device_->StretchRect(dest_surface, |
| NULL, |
| d3d_surface, |
| @@ -392,15 +402,21 @@ |
| D3DTEXF_NONE); |
| RETURN_ON_HR_FAILURE(hr, "Colorspace conversion via StretchRect failed", |
| false); |
| - // Ideally, this should be done immediately before the draw call that uses |
| - // the texture. Flush it once here though. |
| - hr = query_->Issue(D3DISSUE_END); |
| - RETURN_ON_HR_FAILURE(hr, "Failed to issue END", false); |
| - do { |
| - hr = query_->GetData(NULL, 0, D3DGETDATA_FLUSH); |
| - if (hr == S_FALSE) |
| - Sleep(1); // Poor-man's Yield(). |
| - } while (hr == S_FALSE); |
| + |
| + hr = device_->EndScene(); |
| + RETURN_ON_HR_FAILURE(hr, "EndScene failed", false); |
| + |
| + // The DXVA decoder has its own device which it uses for decoding. ANGLE |
| + // has its own device which we don't have access to. |
| + // The above code attempts to copy the decoded picture into a surface |
| + // which is owned by ANGLE. As there are multiple devices involved in |
| + // this, the StretchRect call above is not synchronous. |
| + // We attempt to flush the batched operations to ensure that the picture is |
| + // copied to the surface owned by ANGLE. |
| + // We need to do this in a loop and call flush multiple times. |
| + while (query_->GetData(NULL, 0, D3DGETDATA_FLUSH) == S_FALSE) { |
| + Sleep(1); // Poor-man's Yield(). |
| + } |
| eglBindTexImage( |
| static_cast<EGLDisplay*>(eglGetDisplay(EGL_DEFAULT_DISPLAY)), |
| decoding_surface_, |