Chromium Code Reviews| 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 +72,10 @@ |
| 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. |
|
Ami GONE FROM CHROMIUM
2012/11/15 21:57:49
s/driver/driver (and allow torn/corrupt frames to
ananta
2012/11/15 23:13:45
Done.
|
| +enum { kMaxIterationsForD3DFlush = 10 }; |
| + |
| static IMFSample* CreateEmptySample() { |
| base::win::ScopedComPtr<IMFSample> sample; |
| HRESULT hr = MFCreateSample(sample.Receive()); |
| @@ -236,6 +240,7 @@ |
| 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 +329,29 @@ |
| // 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 a upper limit of 10 on the number of iterations we |
|
Ami GONE FROM CHROMIUM
2012/11/15 21:57:49
s/a upper/an upper/
ananta
2012/11/15 23:13:45
Done.
|
| + // 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 +433,6 @@ |
| // CopyOutputSampleDataToPictureBuffer). |
| hr = query_->Issue(D3DISSUE_END); |
| RETURN_ON_HR_FAILURE(hr, "Failed to issue END test query", false); |
| - |
| return true; |
| } |