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      1 // Copyright (c) 2012 The Chromium Authors. All rights reserved.
      2 // Use of this source code is governed by a BSD-style license that can be
      3 // found in the LICENSE file.
      4 
      5 #ifndef CONTENT_COMMON_GPU_MEDIA_DXVA_VIDEO_DECODE_ACCELERATOR_H_
      6 #define CONTENT_COMMON_GPU_MEDIA_DXVA_VIDEO_DECODE_ACCELERATOR_H_
      7 
      8 #include <d3d9.h>
      9 #include <dxva2api.h>
     10 #include <list>
     11 #include <map>
     12 #include <mfidl.h>
     13 #include <vector>
     14 
     15 #include "base/compiler_specific.h"
     16 #include "base/memory/linked_ptr.h"
     17 #include "base/threading/non_thread_safe.h"
     18 #include "base/win/scoped_comptr.h"
     19 #include "content/common/content_export.h"
     20 #include "media/video/video_decode_accelerator.h"
     21 
     22 interface IMFSample;
     23 interface IDirect3DSurface9;
     24 
     25 namespace content {
     26 
     27 // Class to provide a DXVA 2.0 based accelerator using the Microsoft Media
     28 // foundation APIs via the VideoDecodeAccelerator interface.
     29 // This class lives on a single thread and DCHECKs that it is never accessed
     30 // from any other.
     31 class CONTENT_EXPORT DXVAVideoDecodeAccelerator
     32     : public media::VideoDecodeAccelerator,
     33       NON_EXPORTED_BASE(public base::NonThreadSafe) {
     34  public:
     35   enum State {
     36     kUninitialized,   // un-initialized.
     37     kNormal,          // normal playing state.
     38     kResetting,       // upon received Reset(), before ResetDone()
     39     kStopped,         // upon output EOS received.
     40     kFlushing,        // upon flush request received.
     41   };
     42 
     43   // Does not take ownership of |client| which must outlive |*this|.
     44   explicit DXVAVideoDecodeAccelerator(
     45       media::VideoDecodeAccelerator::Client* client,
     46       const base::Callback<bool(void)>& make_context_current);
     47   virtual ~DXVAVideoDecodeAccelerator();
     48 
     49   // media::VideoDecodeAccelerator implementation.
     50   virtual bool Initialize(media::VideoCodecProfile profile) OVERRIDE;
     51   virtual void Decode(const media::BitstreamBuffer& bitstream_buffer) OVERRIDE;
     52   virtual void AssignPictureBuffers(
     53       const std::vector<media::PictureBuffer>& buffers) OVERRIDE;
     54   virtual void ReusePictureBuffer(int32 picture_buffer_id) OVERRIDE;
     55   virtual void Flush() OVERRIDE;
     56   virtual void Reset() OVERRIDE;
     57   virtual void Destroy() OVERRIDE;
     58 
     59   // Initialization work needed before the process is sandboxed.
     60   // This includes:-
     61   // 1. Loads the dlls like mf/mfplat/d3d9, etc required for decoding.
     62   // 2. Setting up the device manager instance which is shared between all
     63   //    decoder instances.
     64   static void PreSandboxInitialization();
     65 
     66  private:
     67   typedef void* EGLConfig;
     68   typedef void* EGLSurface;
     69   // Creates and initializes an instance of the D3D device and the
     70   // corresponding device manager. The device manager instance is eventually
     71   // passed to the IMFTransform interface implemented by the h.264 decoder.
     72   static bool CreateD3DDevManager();
     73 
     74   // Creates, initializes and sets the media types for the h.264 decoder.
     75   bool InitDecoder();
     76 
     77   // Validates whether the h.264 decoder supports hardware video acceleration.
     78   bool CheckDecoderDxvaSupport();
     79 
     80   // Returns information about the input and output streams. This includes
     81   // alignment information, decoder support flags, minimum sample size, etc.
     82   bool GetStreamsInfoAndBufferReqs();
     83 
     84   // Registers the input and output media types on the h.264 decoder. This
     85   // includes the expected input and output formats.
     86   bool SetDecoderMediaTypes();
     87 
     88   // Registers the input media type for the h.264 decoder.
     89   bool SetDecoderInputMediaType();
     90 
     91   // Registers the output media type for the h.264 decoder.
     92   bool SetDecoderOutputMediaType(const GUID& subtype);
     93 
     94   // Passes a command message to the decoder. This includes commands like
     95   // start of stream, end of stream, flush, drain the decoder, etc.
     96   bool SendMFTMessage(MFT_MESSAGE_TYPE msg, int32 param);
     97 
     98   // The bulk of the decoding happens here. This function handles errors,
     99   // format changes and processes decoded output.
    100   void DoDecode();
    101 
    102   // Invoked when we have a valid decoded output sample. Retrieves the D3D
    103   // surface and maintains a copy of it which is passed eventually to the
    104   // client when we have a picture buffer to copy the surface contents to.
    105   bool ProcessOutputSample(IMFSample* sample);
    106 
    107   // Processes pending output samples by copying them to available picture
    108   // slots.
    109   void ProcessPendingSamples();
    110 
    111   // Helper function to notify the accelerator client about the error.
    112   void StopOnError(media::VideoDecodeAccelerator::Error error);
    113 
    114   // Transitions the decoder to the uninitialized state. The decoder will stop
    115   // accepting requests in this state.
    116   void Invalidate();
    117 
    118   // Notifies the client that the input buffer identifed by input_buffer_id has
    119   // been processed.
    120   void NotifyInputBufferRead(int input_buffer_id);
    121 
    122   // Notifies the client that initialize was completed.
    123   void NotifyInitializeDone();
    124 
    125   // Notifies the client that the decoder was flushed.
    126   void NotifyFlushDone();
    127 
    128   // Notifies the client that the decoder was reset.
    129   void NotifyResetDone();
    130 
    131   // Requests picture buffers from the client.
    132   void RequestPictureBuffers(int width, int height);
    133 
    134   // Notifies the client about the availability of a picture.
    135   void NotifyPictureReady(const media::Picture& picture);
    136 
    137   // Sends pending input buffer processed acks to the client if we don't have
    138   // output samples waiting to be processed.
    139   void NotifyInputBuffersDropped();
    140 
    141   // Decodes pending input buffers.
    142   void DecodePendingInputBuffers();
    143 
    144   // Helper for handling the Flush operation.
    145   void FlushInternal();
    146 
    147   // Helper for handling the Decode operation.
    148   void DecodeInternal(const base::win::ScopedComPtr<IMFSample>& input_sample);
    149 
    150   // To expose client callbacks from VideoDecodeAccelerator.
    151   media::VideoDecodeAccelerator::Client* client_;
    152 
    153   base::win::ScopedComPtr<IMFTransform> decoder_;
    154 
    155   // These interface pointers are initialized before the process is sandboxed.
    156   // They are not released when the GPU process exits. This is ok for now
    157   // because the GPU process does not exit normally on Windows. It is always
    158   // terminated. The device manager instance is shared among all decoder
    159   // instances. This is OK because there is internal locking performed by the
    160   // device manager.
    161   static IDirect3DDeviceManager9* device_manager_;
    162   static IDirect3DDevice9Ex* device_;
    163   static IDirect3DQuery9* query_;
    164   static IDirect3D9Ex* d3d9_;
    165 
    166   // The EGL config to use for decoded frames.
    167   EGLConfig egl_config_;
    168 
    169   // Current state of the decoder.
    170   State state_;
    171 
    172   MFT_INPUT_STREAM_INFO input_stream_info_;
    173   MFT_OUTPUT_STREAM_INFO output_stream_info_;
    174 
    175   // Contains information about a decoded sample.
    176   struct PendingSampleInfo {
    177     PendingSampleInfo(int32 buffer_id, IMFSample* sample);
    178     ~PendingSampleInfo();
    179 
    180     int32 input_buffer_id;
    181     base::win::ScopedComPtr<IMFSample> output_sample;
    182   };
    183 
    184   typedef std::list<PendingSampleInfo> PendingOutputSamples;
    185 
    186   // List of decoded output samples.
    187   PendingOutputSamples pending_output_samples_;
    188 
    189   struct DXVAPictureBuffer;
    190 
    191   // This map maintains the picture buffers passed the client for decoding.
    192   // The key is the picture buffer id.
    193   typedef std::map<int32, linked_ptr<DXVAPictureBuffer> > OutputBuffers;
    194   OutputBuffers output_picture_buffers_;
    195 
    196   // Set to true if we requested picture slots from the client.
    197   bool pictures_requested_;
    198 
    199   // Ideally the reset token would be a stack variable which is used while
    200   // creating the device manager. However it seems that the device manager
    201   // holds onto the token and attempts to access it if the underlying device
    202   // changes.
    203   // TODO(ananta): This needs to be verified.
    204   static uint32 dev_manager_reset_token_;
    205 
    206   // Counter which holds the number of input packets before a successful
    207   // decode.
    208   int inputs_before_decode_;
    209 
    210   // Set to true if all necessary initialization needed before the GPU process
    211   // is sandboxed is done.
    212   // This includes the following:
    213   // 1. All required decoder dlls were successfully loaded.
    214   // 2. The device manager initialization completed.
    215   static bool pre_sandbox_init_done_;
    216 
    217   // List of input samples waiting to be processed.
    218   typedef std::list<base::win::ScopedComPtr<IMFSample>> PendingInputs;
    219   PendingInputs pending_input_buffers_;
    220 
    221   // Callback to set the correct gl context.
    222   base::Callback<bool(void)> make_context_current_;
    223 };
    224 
    225 }  // namespace content
    226 
    227 #endif  // CONTENT_COMMON_GPU_MEDIA_DXVA_VIDEO_DECODE_ACCELERATOR_H_
    228