gecko-dev/gfx/webrender_bindings/RenderAndroidSurfaceTexture...

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/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* vim: set ts=8 sts=2 et sw=2 tw=80: */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#include "RenderAndroidSurfaceTextureHost.h"
#include "mozilla/gfx/Logging.h"
#include "mozilla/webrender/RenderThread.h"
#include "GLContext.h"
namespace mozilla {
namespace wr {
RenderAndroidSurfaceTextureHost::RenderAndroidSurfaceTextureHost(
const java::GeckoSurfaceTexture::GlobalRef& aSurfTex, gfx::IntSize aSize,
gfx::SurfaceFormat aFormat, bool aContinuousUpdate)
: mSurfTex(aSurfTex),
mSize(aSize),
mFormat(aFormat),
mContinuousUpdate(aContinuousUpdate),
mPrepareStatus(STATUS_NONE),
mAttachedToGLContext(false) {
MOZ_COUNT_CTOR_INHERITED(RenderAndroidSurfaceTextureHost, RenderTextureHost);
if (mSurfTex) {
mSurfTex->IncrementUse();
}
}
RenderAndroidSurfaceTextureHost::~RenderAndroidSurfaceTextureHost() {
MOZ_ASSERT(RenderThread::IsInRenderThread());
MOZ_COUNT_DTOR_INHERITED(RenderAndroidSurfaceTextureHost, RenderTextureHost);
// The SurfaceTexture gets destroyed when its use count reaches zero.
if (mSurfTex) {
mSurfTex->DecrementUse();
}
}
wr::WrExternalImage RenderAndroidSurfaceTextureHost::Lock(
uint8_t aChannelIndex, gl::GLContext* aGL, wr::ImageRendering aRendering) {
MOZ_ASSERT(aChannelIndex == 0);
MOZ_ASSERT((mPrepareStatus == STATUS_PREPARED) ||
(!mSurfTex->IsSingleBuffer() &&
mPrepareStatus == STATUS_UPDATE_TEX_IMAGE_NEEDED));
if (mGL.get() != aGL) {
// This should not happen. On android, SharedGL is used.
MOZ_ASSERT_UNREACHABLE("Unexpected GL context");
return InvalidToWrExternalImage();
}
if (!mSurfTex || !mGL || !mGL->MakeCurrent()) {
return InvalidToWrExternalImage();
}
MOZ_ASSERT(mAttachedToGLContext);
if (!mAttachedToGLContext) {
return InvalidToWrExternalImage();
}
if (IsFilterUpdateNecessary(aRendering)) {
// Cache new rendering filter.
mCachedRendering = aRendering;
ActivateBindAndTexParameteri(mGL, LOCAL_GL_TEXTURE0,
LOCAL_GL_TEXTURE_EXTERNAL_OES,
mSurfTex->GetTexName(), aRendering);
}
if (mContinuousUpdate) {
MOZ_ASSERT(!mSurfTex->IsSingleBuffer());
mSurfTex->UpdateTexImage();
} else if (mPrepareStatus == STATUS_UPDATE_TEX_IMAGE_NEEDED) {
MOZ_ASSERT(!mSurfTex->IsSingleBuffer());
// When SurfaceTexture is not single buffer mode, call UpdateTexImage() once
// just before rendering. During playing video, one SurfaceTexture is used
// for all RenderAndroidSurfaceTextureHosts of video.
mSurfTex->UpdateTexImage();
mPrepareStatus = STATUS_PREPARED;
}
return NativeTextureToWrExternalImage(mSurfTex->GetTexName(), 0, 0,
mSize.width, mSize.height);
}
void RenderAndroidSurfaceTextureHost::Unlock() {}
bool RenderAndroidSurfaceTextureHost::EnsureAttachedToGLContext() {
// During handling WebRenderError, GeckoSurfaceTexture should not be attached
// to GLContext.
if (RenderThread::Get()->IsHandlingWebRenderError()) {
return false;
}
if (mAttachedToGLContext) {
return true;
}
if (!mGL) {
mGL = RenderThread::Get()->SharedGL();
}
if (!mSurfTex || !mGL || !mGL->MakeCurrent()) {
return false;
}
if (!mSurfTex->IsAttachedToGLContext((int64_t)mGL.get())) {
GLuint texName;
mGL->fGenTextures(1, &texName);
ActivateBindAndTexParameteri(mGL, LOCAL_GL_TEXTURE0,
LOCAL_GL_TEXTURE_EXTERNAL_OES, texName,
mCachedRendering);
if (NS_FAILED(mSurfTex->AttachToGLContext((int64_t)mGL.get(), texName))) {
MOZ_ASSERT(0);
mGL->fDeleteTextures(1, &texName);
return false;
}
}
mAttachedToGLContext = true;
return true;
}
void RenderAndroidSurfaceTextureHost::PrepareForUse() {
// When SurfaceTexture is single buffer mode, UpdateTexImage needs to be
// called only once for each publish. If UpdateTexImage is called more
// than once, it causes hang on puglish side. And UpdateTexImage needs to
// be called on render thread, since the SurfaceTexture is consumed on render
// thread.
MOZ_ASSERT(RenderThread::IsInRenderThread());
MOZ_ASSERT(mPrepareStatus == STATUS_NONE);
if (mContinuousUpdate || !mSurfTex) {
return;
}
mPrepareStatus = STATUS_MIGHT_BE_USED_BY_WR;
if (mSurfTex->IsSingleBuffer()) {
EnsureAttachedToGLContext();
// When SurfaceTexture is single buffer mode, it is OK to call
// UpdateTexImage() here.
mSurfTex->UpdateTexImage();
mPrepareStatus = STATUS_PREPARED;
}
}
void RenderAndroidSurfaceTextureHost::NotifyForUse() {
MOZ_ASSERT(RenderThread::IsInRenderThread());
if (mPrepareStatus == STATUS_MIGHT_BE_USED_BY_WR) {
// This happens when SurfaceTexture of video is rendered on WebRender.
// There is a case that SurfaceTexture is not rendered on WebRender, instead
// it is rendered to WebGL and the SurfaceTexture should not be attached to
// gl context of WebRender. It is ugly. But it is same as Compositor
// rendering.
MOZ_ASSERT(!mSurfTex->IsSingleBuffer());
if (!EnsureAttachedToGLContext()) {
return;
}
mPrepareStatus = STATUS_UPDATE_TEX_IMAGE_NEEDED;
}
}
void RenderAndroidSurfaceTextureHost::NotifyNotUsed() {
MOZ_ASSERT(RenderThread::IsInRenderThread());
if (!mSurfTex) {
MOZ_ASSERT(mPrepareStatus == STATUS_NONE);
return;
}
if (mSurfTex->IsSingleBuffer()) {
MOZ_ASSERT(mPrepareStatus == STATUS_PREPARED);
MOZ_ASSERT(mAttachedToGLContext);
// Release SurfaceTexture's buffer to client side.
mGL->MakeCurrent();
mSurfTex->ReleaseTexImage();
} else if (mPrepareStatus == STATUS_UPDATE_TEX_IMAGE_NEEDED) {
MOZ_ASSERT(mAttachedToGLContext);
// This could happen when video frame was skipped. UpdateTexImage() neeeds
// to be called for adjusting SurfaceTexture's buffer status.
mSurfTex->UpdateTexImage();
}
mPrepareStatus = STATUS_NONE;
}
} // namespace wr
} // namespace mozilla