1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271
|
// 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.
#include "components/viz/service/display/overlay_processor_android.h"
#include <memory>
#include <utility>
#include <vector>
#include "base/synchronization/waitable_event.h"
#include "components/viz/common/quads/texture_draw_quad.h"
#include "components/viz/service/display/display_compositor_memory_and_task_controller.h"
#include "components/viz/service/display/overlay_processor_on_gpu.h"
#include "components/viz/service/display/overlay_strategy_underlay.h"
#include "components/viz/service/display/skia_output_surface.h"
#include "gpu/command_buffer/service/scheduler_sequence.h"
#include "ui/gfx/geometry/rect_conversions.h"
namespace viz {
OverlayProcessorAndroid::OverlayProcessorAndroid(
DisplayCompositorMemoryAndTaskController* display_controller)
: OverlayProcessorUsingStrategy(),
gpu_task_scheduler_(display_controller->gpu_task_scheduler()) {
// Promoting video to overlay with SurfaceView overlays requires recreation of
// main SurfaceView and Display. This leads to the situation when we
// consider video overlay not being efficient for the first frame after we
// updated SurfaceView and video gets demoted back to composition. To avoid
// this, we disable heuristics that filter out not efficient quads but still
// sort them by potential power savings.
prioritization_config_.changing_threshold = false;
prioritization_config_.damage_rate_threshold = false;
// In unittests, we don't have the gpu_task_scheduler_ set up, but still want
// to test ProcessForOverlays functionalities where we are making overlay
// candidates correctly.
if (gpu_task_scheduler_) {
gpu::ScopedAllowScheduleGpuTask allow_schedule_gpu_task;
// TODO(weiliangc): Eventually move the on gpu initialization to another
// static function.
base::WaitableEvent event(base::WaitableEvent::ResetPolicy::MANUAL,
base::WaitableEvent::InitialState::NOT_SIGNALED);
auto callback = base::BindOnce(
&OverlayProcessorAndroid::InitializeOverlayProcessorOnGpu,
base::Unretained(this), display_controller->controller_on_gpu(),
&event);
gpu_task_scheduler_->ScheduleGpuTask(
std::move(callback), /*sync_token_fences=*/{}, gpu::SyncToken());
event.Wait();
}
// For Android, we do not have the ability to skip an overlay, since the
// texture is already in a SurfaceView. Ideally, we would honor a 'force
// overlay' flag that FromDrawQuad would also check.
// For now, though, just skip the opacity check. We really have no idea if
// the underlying overlay is opaque anyway; the candidate is referring to
// a dummy resource that has no relation to what the overlay contains.
// https://crbug.com/842931 .
strategies_.push_back(std::make_unique<OverlayStrategyUnderlay>(
this, OverlayStrategyUnderlay::OpaqueMode::AllowTransparentCandidates));
overlay_candidates_.clear();
}
OverlayProcessorAndroid::~OverlayProcessorAndroid() {
if (processor_on_gpu_) {
gpu::ScopedAllowScheduleGpuTask allow_schedule_gpu_task;
// If we have a |gpu_task_scheduler_|, we must have started initializing
// a |processor_on_gpu_| on the |gpu_task_scheduler_|.
base::WaitableEvent event(base::WaitableEvent::ResetPolicy::MANUAL,
base::WaitableEvent::InitialState::NOT_SIGNALED);
auto callback =
base::BindOnce(&OverlayProcessorAndroid::DestroyOverlayProcessorOnGpu,
base::Unretained(this), &event);
gpu_task_scheduler_->ScheduleGpuTask(
std::move(callback), /*sync_token_fences=*/{}, gpu::SyncToken());
event.Wait();
}
}
void OverlayProcessorAndroid::InitializeOverlayProcessorOnGpu(
gpu::DisplayCompositorMemoryAndTaskControllerOnGpu*
display_controller_on_gpu,
base::WaitableEvent* event) {
processor_on_gpu_ =
std::make_unique<OverlayProcessorOnGpu>(display_controller_on_gpu);
DCHECK(event);
event->Signal();
}
void OverlayProcessorAndroid::DestroyOverlayProcessorOnGpu(
base::WaitableEvent* event) {
processor_on_gpu_ = nullptr;
DCHECK(event);
event->Signal();
}
bool OverlayProcessorAndroid::IsOverlaySupported() const {
return true;
}
bool OverlayProcessorAndroid::NeedsSurfaceDamageRectList() const {
return false;
}
void OverlayProcessorAndroid::ScheduleOverlays(
DisplayResourceProvider* resource_provider) {
if (!processor_on_gpu_)
return;
// Even if we don't have anything to overlay, still generate overlay locks for
// empty frame.
pending_overlay_locks_.emplace_back();
// Early out if we don't have any overlay candidates.
if (overlay_candidates_.empty())
return;
auto& locks = pending_overlay_locks_.back();
std::vector<gpu::SyncToken> locks_sync_tokens;
for (auto& candidate : overlay_candidates_) {
locks.emplace_back(resource_provider, candidate.resource_id);
locks_sync_tokens.push_back(locks.back().sync_token());
}
auto task = base::BindOnce(&OverlayProcessorOnGpu::ScheduleOverlays,
base::Unretained(processor_on_gpu_.get()),
std::move(overlay_candidates_));
gpu_task_scheduler_->ScheduleGpuTask(std::move(task), locks_sync_tokens,
gpu::SyncToken());
overlay_candidates_.clear();
}
void OverlayProcessorAndroid::OverlayPresentationComplete() {
// If there is not |processor_on_gpu_| to send information to, we won't have
// overlay resources locked, and don't need to clear the locks.
if (!processor_on_gpu_)
return;
// This is a signal from Display::DidReceiveSwapBuffersAck. We use this to
// help clear locks on resources from the old frame.
committed_overlay_locks_.clear();
std::swap(committed_overlay_locks_, pending_overlay_locks_.front());
pending_overlay_locks_.pop_front();
}
void OverlayProcessorAndroid::CheckOverlaySupportImpl(
const OverlayProcessorInterface::OutputSurfaceOverlayPlane* primary_plane,
OverlayCandidateList* candidates) {
// For pre-SurfaceControl Android we should not have output surface as overlay
// plane.
DCHECK(!primary_plane);
// There should only be at most a single overlay candidate: the
// video quad.
// There's no check that the presented candidate is really a video frame for
// a fullscreen video. Instead it's assumed that if a quad is marked as
// overlayable, it's a fullscreen video quad.
DCHECK_LE(candidates->size(), 1u);
if (!candidates->empty()) {
OverlayCandidate& candidate = candidates->front();
// This quad either will be promoted, or would be if it were backed by a
// SurfaceView. Record that it should get a promotion hint.
promotion_hint_info_map_[candidate.resource_id] = candidate.display_rect;
if (!candidate.is_video_in_surface_view) {
// This quad would be promoted if it were backed by a SurfaceView. Since
// it isn't, we can't promote it.
return;
}
candidate.display_rect =
gfx::RectF(gfx::ToEnclosingRect(candidate.display_rect));
candidate.overlay_handled = true;
candidate.plane_z_order = -1;
// This quad will be promoted. We clear the promotable hints here, since
// we can only promote a single quad. Otherwise, somebody might try to
// back one of the promotable quads with a SurfaceView, and either it or
// |candidate| would have to fall back to a texture.
promotion_hint_info_map_.clear();
promotion_hint_info_map_[candidate.resource_id] = candidate.display_rect;
}
}
gfx::Rect OverlayProcessorAndroid::GetOverlayDamageRectForOutputSurface(
const OverlayCandidate& overlay) const {
return ToEnclosedRect(overlay.display_rect);
}
void OverlayProcessorAndroid::TakeOverlayCandidates(
OverlayCandidateList* candidate_list) {
overlay_candidates_.swap(*candidate_list);
candidate_list->clear();
}
void OverlayProcessorAndroid::NotifyOverlayPromotion(
DisplayResourceProvider* resource_provider,
const CandidateList& candidates,
const QuadList& quad_list) {
// If we don't have a processor_on_gpu_, there is nothing to send the overlay
// promotions to.
if (!processor_on_gpu_) {
promotion_hint_info_map_.clear();
return;
}
// Set of resources that have requested a promotion hint that also have quads
// that use them.
ResourceIdSet promotion_hint_requestor_set;
for (auto* quad : quad_list) {
if (quad->material != DrawQuad::Material::kTextureContent)
continue;
const TextureDrawQuad* texture_quad = TextureDrawQuad::MaterialCast(quad);
ResourceId id = texture_quad->resource_id;
if (!resource_provider->DoesResourceWantPromotionHint(id))
continue;
promotion_hint_requestor_set.insert(id);
}
if (promotion_hint_requestor_set.empty()) {
promotion_hint_info_map_.clear();
return;
}
base::flat_set<gpu::Mailbox> promotion_denied;
base::flat_map<gpu::Mailbox, gfx::Rect> possible_promotions;
DCHECK(candidates.empty() || candidates.size() == 1u);
std::vector<
std::unique_ptr<DisplayResourceProvider::ScopedReadLockSharedImage>>
locks;
for (auto& request : promotion_hint_requestor_set) {
// If we successfully promote one candidate, then that promotion hint
// should be sent later when we schedule the overlay.
if (!candidates.empty() && candidates.front().resource_id == request)
continue;
locks.emplace_back(
std::make_unique<DisplayResourceProvider::ScopedReadLockSharedImage>(
resource_provider, request));
auto iter = promotion_hint_info_map_.find(request);
if (iter != promotion_hint_info_map_.end()) {
// This is a possible promotion.
possible_promotions.emplace(locks.back()->mailbox(),
gfx::ToEnclosedRect(iter->second));
} else {
promotion_denied.insert(locks.back()->mailbox());
}
}
std::vector<gpu::SyncToken> locks_sync_tokens;
for (auto& read_lock : locks)
locks_sync_tokens.push_back(read_lock->sync_token());
if (gpu_task_scheduler_) {
auto task = base::BindOnce(&OverlayProcessorOnGpu::NotifyOverlayPromotions,
base::Unretained(processor_on_gpu_.get()),
std::move(promotion_denied),
std::move(possible_promotions));
gpu_task_scheduler_->ScheduleGpuTask(std::move(task), locks_sync_tokens,
gpu::SyncToken());
}
promotion_hint_info_map_.clear();
}
} // namespace viz
|