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Unified Diff: content/common/gpu/media/vaapi_video_decode_accelerator.h

Issue 9814001: Add VAVDA, the VAAPI Video Decode Accelerator for Intel CPUs. (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src
Patch Set: Created 8 years, 7 months ago
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Index: content/common/gpu/media/vaapi_video_decode_accelerator.h
diff --git a/content/common/gpu/media/vaapi_video_decode_accelerator.h b/content/common/gpu/media/vaapi_video_decode_accelerator.h
new file mode 100644
index 0000000000000000000000000000000000000000..aa1838917ecb6067703f9194f896984b5058011e
--- /dev/null
+++ b/content/common/gpu/media/vaapi_video_decode_accelerator.h
@@ -0,0 +1,207 @@
+// 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 CONTENT_COMMON_GPU_MEDIA_VAAPI_VIDEO_DECODE_ACCELERATOR_H_
+#define CONTENT_COMMON_GPU_MEDIA_VAAPI_VIDEO_DECODE_ACCELERATOR_H_
+
+#include "vaapi_h264_decoder.h"
+
+#include <queue>
+#include <utility>
+#include <vector>
+
+#include <GL/glx.h>
+
+#include "base/logging.h"
+#include "base/memory/ref_counted.h"
+#include "base/message_loop.h"
+#include "base/shared_memory.h"
+#include "base/synchronization/condition_variable.h"
+#include "base/synchronization/lock.h"
+#include "base/threading/non_thread_safe.h"
+#include "base/threading/thread.h"
+#include "media/base/bitstream_buffer.h"
+#include "media/video/picture.h"
+#include "media/video/video_decode_accelerator.h"
+
+// 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.
+class VaapiVideoDecodeAccelerator : public media::VideoDecodeAccelerator {
+ public:
+
+ VaapiVideoDecodeAccelerator(Client* client);
+
+ // media::VideoDecodeAccelerator implementation.
+ virtual bool Initialize(media::VideoCodecProfile profile) OVERRIDE;
+ virtual void Decode(const media::BitstreamBuffer& bitstream_buffer) OVERRIDE;
+ virtual void AssignPictureBuffers(
+ const std::vector<media::PictureBuffer>& buffers) OVERRIDE;
+ virtual void ReusePictureBuffer(int32 picture_buffer_id) OVERRIDE;
+ virtual void Flush() OVERRIDE;
+ virtual void Reset() OVERRIDE;
+ virtual void Destroy() OVERRIDE;
+
+ // Used by user of this class to pass X/GLX state.
+ void SetGlxState(Display* x_display, GLXContext glx_context);
+
+ private:
+ virtual ~VaapiVideoDecodeAccelerator();
+
+ void NotifyInitializeDone();
+
+ // Notify the client that the input buffer has been consumed.
+ void NotifyInputBufferRead(int input_buffer_id);
+
+ // Ensure data has been synced with the output texture and notify
+ // the client it is ready for displaying.
+ void SyncAndNotifyPictureReady(int32 input_id, int32 output_id);
+
+ // Posted by the decoder thread to notify VAVDA that the decoder has
+ // initially parsed the stream and is ready to decode. If the pictures have
+ // not yet been requested, it will request the client to provide |num_pics|
+ // textures of given |size| and wait for them, otherwise will post
+ // a DecodeTask directly.
+ void ReadyToDecode(int num_pics, const gfx::Size& size);
+
+ // Notify the client that an error has occurred and decoding cannot continue.
+ void NotifyError(Error error);
+
+ // Map the received input buffer into this process' address space and
+ // queue it for decode.
+ void MapAndQueueNewInputBuffer(
+ const media::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();
+
+ // Signal the client that the current buffer has been read and can be
+ // returned. Will also release the mapping.
+ void ReturnCurrInputBuffer();
+
+ // Get and set up one or more output buffers in the decoder. This will sleep
+ // if no buffers are available. Return true if buffers have been set up or
+ // false if an early exit has been requested (due to initiated
+ // reset/flush/destroy).
+ bool GetOutputBuffers();
+
+ // Initial decode task: get the decoder to the point in the stream from which
+ // it can start/continue decoding. Does not require output buffers and does
+ // not produce output frames. Called either when starting with a new stream
+ // or when playback is to be resumed following a seek.
+ void InitialDecodeTask();
+
+ // Decoding task. Will continue decoding given input buffers and sleep
+ // waiting for input/output as needed. Will exit if a 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();
+
+ // Scheduled on the decoder thread after receiving a Destroy() call from the
+ // client, executed after the current decoding task finishes decoding the
+ // current frame, ignoring any remaining inputs. Cleans up the decoder and
+ // frees all resources.
+ void DestroyTask();
+
+ // Scheduled by DestroyTask after it's done destroying the decoder, puts
+ // VAVDA into an uninitialized state.
+ void FinishDestroy();
+
+ // Client-provided X/GLX state.
+ Display* x_display_;
+ GLXContext glx_context_;
+
+ // VAVDA state.
+ enum State {
+ // Initialize() not called yet or failed.
+ kUninitialized,
+ // Initialize() succeeded, no initial decode and no pictures requested.
+ kInitialized,
+ // Initial decode finished, requested pictures and waiting for them.
+ kPicturesRequested,
+ // Everything initialized, pictures received and assigned, in decoding.
+ kDecoding,
+ // Resetting, waiting for decoder to finish current task and cleanup.
+ kResetting,
+ // Flushing, waiting for decoder to finish current task and cleanup.
+ kFlushing,
+ // Idle, decoder in state ready to resume decoding.
+ kIdle,
+ // Destroying, waiting for the decoder to finish current task.
+ kDestroying,
+ };
+
+ State state_;
+
+ // Protects input and output buffer queues and state_.
+ base::Lock lock_;
+
+ // An input buffer awaiting consumption, provided by the client.
+ struct InputBuffer {
+ int32 id;
+ size_t size;
+ scoped_ptr<base::SharedMemory> shm;
+ };
+
+ // Queue for incoming input buffers.
+ typedef std::queue<linked_ptr<InputBuffer> > InputBuffers;
+ InputBuffers input_buffers_;
+ // Signalled when input buffers are queued onto the input_buffers_ queue.
+ base::ConditionVariable input_ready_;
+
+ // Current input buffer at decoder.
+ linked_ptr<InputBuffer> curr_input_buffer_;
+
+ // Queue for incoming input buffers.
+ typedef std::queue<int32> OutputBuffers;
+ OutputBuffers output_buffers_;
+ // Signalled when output buffers are queued onto the output_buffers_ queue.
+ base::ConditionVariable output_ready_;
+
+ // ChildThread's message loop
+ MessageLoop* message_loop_;
+
+ // To expose client callbacks from VideoDecodeAccelerator.
+ // NOTE: all calls to this object *MUST* be executed on message_loop_.
+ Client* client_;
+
+ base::Thread decoder_thread_;
+ content::VaapiH264Decoder decoder_;
+
+ // Callback passed to the decoder, which it will use to signal readiness
+ // of an output picture to be displayed.
+ void OutputPicCallback(int32 input_id, int32 output_id);
+
+ DISALLOW_COPY_AND_ASSIGN(VaapiVideoDecodeAccelerator);
+};
+
+#endif // CONTENT_COMMON_GPU_MEDIA_VAAPI_VIDEO_DECODE_ACCELERATOR_H_
+

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