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media / gpu / android / maybe_render_early_manager.h [blame]
// Copyright 2019 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef MEDIA_GPU_ANDROID_MAYBE_RENDER_EARLY_MANAGER_H_
#define MEDIA_GPU_ANDROID_MAYBE_RENDER_EARLY_MANAGER_H_
#include <memory>
#include <optional>
#include <vector>
#include "base/memory/scoped_refptr.h"
#include "base/task/sequenced_task_runner.h"
#include "media/gpu/android/codec_image.h" // For CodecImage::BlockingMode
#include "media/gpu/media_gpu_export.h"
namespace media {
class CodecImageHolder;
class CodecSurfaceBundle;
// Manager for rendering images speculatively. Tries to advance images to the
// back buffer, then to the front buffer, once those slots are unoccupied.
class MEDIA_GPU_EXPORT MaybeRenderEarlyManager {
public:
MaybeRenderEarlyManager() = default;
MaybeRenderEarlyManager(const MaybeRenderEarlyManager&) = delete;
MaybeRenderEarlyManager& operator=(const MaybeRenderEarlyManager&) = delete;
virtual ~MaybeRenderEarlyManager() = default;
// Sets the surface bundle that future images will use.
virtual void SetSurfaceBundle(
scoped_refptr<CodecSurfaceBundle> surface_bundle) = 0;
// Adds |codec_image_holder| and tries to render early.
//
// Note that CodecImage should be some other abstraction that handles
// front / backbuffer rendering. However, for now, CodecImage does that.
virtual void AddCodecImage(
scoped_refptr<CodecImageHolder> codec_image_holder) = 0;
// Try to render codec images early. It's okay if no work can be done.
virtual void MaybeRenderEarly() = 0;
// Create a default instance that uses |gpu_task_runner| to render early.
// Note that the returned object should be accessed from the thread that
// created it.
static std::unique_ptr<MaybeRenderEarlyManager> Create(
scoped_refptr<base::SequencedTaskRunner> gpu_task_runner,
scoped_refptr<gpu::RefCountedLock> drdc_lock);
};
namespace internal {
// Tries to render CodecImages to their backing surfaces when it's valid to do
// so. This lets us release codec buffers back to their codecs as soon as
// possible so that decoding can progress smoothly.
// Templated on the image type for testing.
template <typename Image>
void MEDIA_GPU_EXPORT MaybeRenderEarly(
std::vector<raw_ptr<Image, VectorExperimental>>* image_vector_ptr) {
auto& images = *image_vector_ptr;
if (images.empty())
return;
// Find the latest image rendered to the front buffer (if any).
std::optional<size_t> front_buffer_index;
for (int i = images.size() - 1; i >= 0; --i) {
if (images[i]->was_rendered_to_front_buffer()) {
front_buffer_index = i;
break;
}
}
// If there's no image in the front buffer we can safely render one.
if (!front_buffer_index.has_value()) {
// Iterate until we successfully render one to skip over invalidated images.
for (size_t i = 0; i < images.size(); ++i) {
if (images[i]->RenderToFrontBuffer()) {
front_buffer_index = i;
break;
}
}
// If we couldn't render anything there's nothing more to do.
if (!front_buffer_index.has_value())
return;
}
// Try to render the image following the front buffer to the back buffer.
size_t back_buffer_index = *front_buffer_index + 1;
if (back_buffer_index < images.size() &&
images[back_buffer_index]->is_texture_owner_backed()) {
// Try to render to the back buffer, but don't wait for any previous frame.
// While this does make it more likely that we'll have to wait the next time
// we draw, it does prevent us from waiting on frames we don't plan to draw.
images[back_buffer_index]->RenderToTextureOwnerBackBuffer();
}
}
} // namespace internal
} // namespace media
#endif // MEDIA_GPU_ANDROID_MAYBE_RENDER_EARLY_MANAGER_H_