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// Copyright 2019 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_V4L2_V4L2_VIDEO_DECODER_BACKEND_H_
#define MEDIA_GPU_V4L2_V4L2_VIDEO_DECODER_BACKEND_H_
#include "base/memory/scoped_refptr.h"
#include "media/base/decode_status.h"
#include "media/base/video_decoder.h"
#include "media/gpu/chromeos/dmabuf_video_frame_pool.h"
#include "ui/gfx/geometry/rect.h"
namespace media {
class DmabufVideoFramePool;
class V4L2Device;
class V4L2Queue;
class V4L2ReadableBuffer;
using V4L2ReadableBufferRef = scoped_refptr<V4L2ReadableBuffer>;
// Abstract class that performs the low-level V4L2 decoding tasks depending
// on the decoding API chosen (stateful or stateless).
//
// The backend receives encoded buffers via EnqueueDecodeTask() and is
// responsible for acquiring the V4L2 resources (output and capture buffers,
// etc) and sending them to the V4L2 driver. When a decoded buffer is dequeued,
// |OutputBufferDequeued| is automatically called from the decoder.
//
// The backend can call into some of the decoder methods, notably OutputFrame()
// to send a |VideoFrame| to the decoder's client, and Error() to signal that
// an unrecoverable error has occurred.
//
// This class must run entirely inside the decoder thread. All overridden
// methods must check that they are called from sequence_checker_.
class V4L2VideoDecoderBackend {
public:
// Interface for the backend to call back into the decoder it is serving.
// All methods must be called from the same sequence as the backend.
class Client {
public:
// Inform that an unrecoverable error has occurred in the backend.
virtual void OnBackendError() = 0;
// Returns true is we are in a state that allows decoding to proceed.
virtual bool IsDecoding() const = 0;
// Start flushing. No new decoding requests will be processed until
// CompleteFlush() is called.
virtual void InitiateFlush() = 0;
// Inform the flushing is complete.
virtual void CompleteFlush() = 0;
// Stop the stream to reallocate the CAPTURE buffers. Can only be done
// between calls to |InitiateFlush| and |CompleteFlush|.
virtual void ChangeResolution(gfx::Size pic_size,
gfx::Rect visible_rect,
size_t num_output_frames) = 0;
// Convert the frame and call the output callback.
virtual void OutputFrame(scoped_refptr<VideoFrame> frame,
const gfx::Rect& visible_rect,
base::TimeDelta timestamp) = 0;
// Get the video frame pool without passing the ownership.
virtual DmabufVideoFramePool* GetVideoFramePool() const = 0;
};
V4L2VideoDecoderBackend(const V4L2VideoDecoderBackend&) = delete;
V4L2VideoDecoderBackend& operator=(const V4L2VideoDecoderBackend&) = delete;
virtual ~V4L2VideoDecoderBackend();
virtual bool Initialize() = 0;
// Schedule |buffer| to be processed, with bitstream ID |bitstream_id|.
// The backend must call |decode_cb| once the buffer is not used anymore.
virtual void EnqueueDecodeTask(scoped_refptr<DecoderBuffer> buffer,
VideoDecoder::DecodeCB decode_cb,
int32_t bitstream_id) = 0;
// Called by the decoder when it has dequeued a buffer from the CAPTURE queue.
virtual void OnOutputBufferDequeued(V4L2ReadableBufferRef buf) = 0;
// Backend can overload this method if it needs to do specific work when
// the device task is called.
virtual void OnServiceDeviceTask(bool event) {}
// Called whenever the V4L2 stream is stopped (|Streamoff| called on either
// the CAPTURE queue alone or on both queues). |input_queue_stopped| is
// true if the input queue has been requested to stop.
virtual void OnStreamStopped(bool input_queue_stopped) = 0;
// Called when the resolution has been decided, in case the backend needs
// to do something specific beyond applying these parameters to the CAPTURE
// queue.
virtual bool ApplyResolution(const gfx::Size& pic_size,
const gfx::Rect& visible_rect,
const size_t num_output_frames) = 0;
// Called when ChangeResolution is done. |success| indicates whether there is
// any error occurs during the resolution change.
virtual void OnChangeResolutionDone(bool success) = 0;
// Clear all pending decoding tasks and call all pending decode callbacks
// with |status| as argument.
virtual void ClearPendingRequests(DecodeStatus status) = 0;
// Whether we should stop the input queue when changing resolution. Stateless
// decoders require this, but stateful ones need the input queue to keep
// running. Although not super elegant, this is required to express that
// difference.
virtual bool StopInputQueueOnResChange() const = 0;
protected:
V4L2VideoDecoderBackend(Client* const client,
scoped_refptr<V4L2Device> device);
// The decoder we are serving. |client_| is the owner of this backend
// instance, and is guaranteed to live longer than it. Thus it is safe to use
// a raw pointer here.
Client* const client_;
// V4L2 device to use.
scoped_refptr<V4L2Device> device_;
// Input and output queued from which to get buffers.
scoped_refptr<V4L2Queue> input_queue_;
scoped_refptr<V4L2Queue> output_queue_;
SEQUENCE_CHECKER(sequence_checker_);
};
} // namespace media
#endif // MEDIA_GPU_V4L2_V4L2_VIDEO_DECODER_BACKEND_H_