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// Copyright 2016 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.
#ifndef MEDIA_GPU_GPU_VIDEO_DECODE_ACCELERATOR_FACTORY_H_
#define MEDIA_GPU_GPU_VIDEO_DECODE_ACCELERATOR_FACTORY_H_
#include <memory>
#include "base/callback.h"
#include "base/threading/thread_checker.h"
#include "gpu/config/gpu_driver_bug_workarounds.h"
#include "gpu/config/gpu_info.h"
#include "gpu/config/gpu_preferences.h"
#include "media/base/android_overlay_mojo_factory.h"
#include "media/gpu/buildflags.h"
#include "media/gpu/gpu_video_decode_accelerator_helpers.h"
#include "media/gpu/media_gpu_export.h"
#include "media/video/video_decode_accelerator.h"
namespace gl {
class GLContext;
class GLImage;
}
namespace gpu {
struct GpuPreferences;
namespace gles2 {
class ContextGroup;
}
}
namespace media {
class MediaLog;
class MEDIA_GPU_EXPORT GpuVideoDecodeAcceleratorFactory {
public:
~GpuVideoDecodeAcceleratorFactory();
// Return current GLContext.
using GetGLContextCallback = base::RepeatingCallback<gl::GLContext*(void)>;
// Make the applicable GL context current. To be called by VDAs before
// executing any GL calls. Return true on success, false otherwise.
using MakeGLContextCurrentCallback = base::RepeatingCallback<bool(void)>;
// Bind |image| to |client_texture_id| given |texture_target|. If
// |can_bind_to_sampler| is true, then the image may be used as a sampler
// directly, otherwise a copy to a staging buffer is required.
// Return true on success, false otherwise.
using BindGLImageCallback =
base::RepeatingCallback<bool(uint32_t client_texture_id,
uint32_t texture_target,
const scoped_refptr<gl::GLImage>& image,
bool can_bind_to_sampler)>;
// Return a ContextGroup*, if one is available.
using GetContextGroupCallback =
base::RepeatingCallback<gpu::gles2::ContextGroup*(void)>;
static std::unique_ptr<GpuVideoDecodeAcceleratorFactory> Create(
const GetGLContextCallback& get_gl_context_cb,
const MakeGLContextCurrentCallback& make_context_current_cb,
const BindGLImageCallback& bind_image_cb);
static std::unique_ptr<GpuVideoDecodeAcceleratorFactory>
CreateWithGLES2Decoder(
const GetGLContextCallback& get_gl_context_cb,
const MakeGLContextCurrentCallback& make_context_current_cb,
const BindGLImageCallback& bind_image_cb,
const GetContextGroupCallback& get_context_group_cb,
const AndroidOverlayMojoFactoryCB& overlay_factory_cb,
const CreateAbstractTextureCallback& create_abstract_texture_cb);
static std::unique_ptr<GpuVideoDecodeAcceleratorFactory> CreateWithNoGL();
static gpu::VideoDecodeAcceleratorCapabilities GetDecoderCapabilities(
const gpu::GpuPreferences& gpu_preferences,
const gpu::GpuDriverBugWorkarounds& workarounds);
std::unique_ptr<VideoDecodeAccelerator> CreateVDA(
VideoDecodeAccelerator::Client* client,
const VideoDecodeAccelerator::Config& config,
const gpu::GpuDriverBugWorkarounds& workarounds,
const gpu::GpuPreferences& gpu_preferences,
MediaLog* media_log = nullptr);
private:
GpuVideoDecodeAcceleratorFactory(
const GetGLContextCallback& get_gl_context_cb,
const MakeGLContextCurrentCallback& make_context_current_cb,
const BindGLImageCallback& bind_image_cb,
const GetContextGroupCallback& get_context_group_cb,
const AndroidOverlayMojoFactoryCB& overlay_factory_cb,
const CreateAbstractTextureCallback& create_abstract_texture_cb);
#if defined(OS_WIN)
std::unique_ptr<VideoDecodeAccelerator> CreateD3D11VDA(
const gpu::GpuDriverBugWorkarounds& workarounds,
const gpu::GpuPreferences& gpu_preferences,
MediaLog* media_log) const;
std::unique_ptr<VideoDecodeAccelerator> CreateDXVAVDA(
const gpu::GpuDriverBugWorkarounds& workarounds,
const gpu::GpuPreferences& gpu_preferences,
MediaLog* media_log) const;
#endif
#if BUILDFLAG(USE_V4L2_CODEC)
std::unique_ptr<VideoDecodeAccelerator> CreateV4L2VDA(
const gpu::GpuDriverBugWorkarounds& workarounds,
const gpu::GpuPreferences& gpu_preferences,
MediaLog* media_log) const;
std::unique_ptr<VideoDecodeAccelerator> CreateV4L2SVDA(
const gpu::GpuDriverBugWorkarounds& workarounds,
const gpu::GpuPreferences& gpu_preferences,
MediaLog* media_log) const;
#endif
#if BUILDFLAG(USE_VAAPI)
std::unique_ptr<VideoDecodeAccelerator> CreateVaapiVDA(
const gpu::GpuDriverBugWorkarounds& workarounds,
const gpu::GpuPreferences& gpu_preferences,
MediaLog* media_log) const;
#endif
#if defined(OS_MACOSX)
std::unique_ptr<VideoDecodeAccelerator> CreateVTVDA(
const gpu::GpuDriverBugWorkarounds& workarounds,
const gpu::GpuPreferences& gpu_preferences,
MediaLog* media_log) const;
#endif
#if defined(OS_ANDROID)
std::unique_ptr<VideoDecodeAccelerator> CreateAndroidVDA(
const gpu::GpuDriverBugWorkarounds& workarounds,
const gpu::GpuPreferences& gpu_preferences,
MediaLog* media_log) const;
#endif
const GetGLContextCallback get_gl_context_cb_;
const MakeGLContextCurrentCallback make_context_current_cb_;
const BindGLImageCallback bind_image_cb_;
const GetContextGroupCallback get_context_group_cb_;
const AndroidOverlayMojoFactoryCB overlay_factory_cb_;
const CreateAbstractTextureCallback create_abstract_texture_cb_;
base::ThreadChecker thread_checker_;
DISALLOW_IMPLICIT_CONSTRUCTORS(GpuVideoDecodeAcceleratorFactory);
};
} // namespace media
#endif // MEDIA_GPU_GPU_VIDEO_DECODE_ACCELERATOR_FACTORY_H_