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Unified Diff: content/common/gpu/media/dxva_video_decode_accelerator.cc

Issue 11369229: Don't wait endlessly for flushing the batched queries sent to the GPU driver during H/W decode (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src/
Patch Set: Created 8 years, 1 month ago
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Index: content/common/gpu/media/dxva_video_decode_accelerator.cc
===================================================================
--- content/common/gpu/media/dxva_video_decode_accelerator.cc (revision 167994)
+++ content/common/gpu/media/dxva_video_decode_accelerator.cc (working copy)
@@ -72,6 +72,11 @@
log << ", HRESULT: 0x" << std::hex << result, \
error_code, ret);
+// Maximum number of iterations we allow before aborting the attempt to flush
+// the batched queries to the driver and allow torn/corrupt frames to be
+// rendered.
+enum { kMaxIterationsForD3DFlush = 10 };
+
static IMFSample* CreateEmptySample() {
base::win::ScopedComPtr<IMFSample> sample;
HRESULT hr = MFCreateSample(sample.Receive());
@@ -236,6 +241,7 @@
D3DPOOL_DEFAULT,
picture_buffer->decoding_texture_.Receive(),
&share_handle);
+
RETURN_ON_HR_FAILURE(hr, "Failed to create texture",
linked_ptr<DXVAPictureBuffer>(NULL));
return picture_buffer;
@@ -324,16 +330,29 @@
// 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);
+
+ // 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.
+ // We have seen the GetData call for flushing the command buffer fail to
+ // return success occassionally on multi core machines, leading to an
+ // infinite loop.
+ // Workaround is to have an upper limit of 10 on the number of iterations to
+ // wait for the Flush to finish.
+ int iterations = 0;
+ while ((query_->GetData(NULL, 0, D3DGETDATA_FLUSH) == S_FALSE) &&
+ ++iterations < kMaxIterationsForD3DFlush) {
+ Sleep(1); // Poor-man's Yield().
+ }
eglBindTexImage(
static_cast<EGLDisplay*>(eglGetDisplay(EGL_DEFAULT_DISPLAY)),
decoding_surface_,
EGL_BACK_BUFFER);
-
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glBindTexture(GL_TEXTURE_2D, current_texture);
return true;
@@ -415,7 +434,6 @@
// CopyOutputSampleDataToPictureBuffer).
hr = query_->Issue(D3DISSUE_END);
RETURN_ON_HR_FAILURE(hr, "Failed to issue END test query", false);
-
return true;
}
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