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+/*
+ * Copyright (C) 2013 The Android Open Source Project
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+#ifndef GRAPHIC_BUFFER_SOURCE_H_
+
+#define GRAPHIC_BUFFER_SOURCE_H_
+
+#include <gui/IGraphicBufferProducer.h>
+#include <gui/BufferQueue.h>
+#include <utils/RefBase.h>
+
+#include <OMX_Core.h>
+#include "../include/OMXNodeInstance.h"
+#include <media/stagefright/foundation/ABase.h>
+
+namespace android {
+
+/*
+ * This class is used to feed OMX codecs from a Surface via BufferQueue.
+ *
+ * Instances of the class don't run on a dedicated thread. Instead,
+ * various events trigger data movement:
+ *
+ * - Availability of a new frame of data from the BufferQueue (notified
+ * via the onFrameAvailable callback).
+ * - The return of a codec buffer (via OnEmptyBufferDone).
+ * - Application signaling end-of-stream.
+ * - Transition to or from "executing" state.
+ *
+ * Frames of data (and, perhaps, the end-of-stream indication) can arrive
+ * before the codec is in the "executing" state, so we need to queue
+ * things up until we're ready to go.
+ */
+class GraphicBufferSource : public BufferQueue::ConsumerListener {
+public:
+ GraphicBufferSource(OMXNodeInstance* nodeInstance,
+ uint32_t bufferWidth, uint32_t bufferHeight);
+ virtual ~GraphicBufferSource();
+
+ // We can't throw an exception if the constructor fails, so we just set
+ // this and require that the caller test the value.
+ status_t initCheck() const {
+ return mInitCheck;
+ }
+
+ // Returns the handle to the producer side of the BufferQueue. Buffers
+ // queued on this will be received by GraphicBufferSource.
+ sp<IGraphicBufferProducer> getIGraphicBufferProducer() const {
+ return mBufferQueue;
+ }
+
+ // This is called when OMX transitions to OMX_StateExecuting, which means
+ // we can start handing it buffers. If we already have buffers of data
+ // sitting in the BufferQueue, this will send them to the codec.
+ void omxExecuting();
+
+ // This is called when OMX transitions to OMX_StateIdle. If we were
+ // previously executing, this means we're about to be shut down. (We
+ // also enter Idle on the way up.)
+ void omxIdling();
+
+ // A "codec buffer", i.e. a buffer that can be used to pass data into
+ // the encoder, has been allocated. (This call does not call back into
+ // OMXNodeInstance.)
+ void addCodecBuffer(OMX_BUFFERHEADERTYPE* header);
+
+ // Called from OnEmptyBufferDone. If we have a BQ buffer available,
+ // fill it with a new frame of data; otherwise, just mark it as available.
+ void codecBufferEmptied(OMX_BUFFERHEADERTYPE* header);
+
+ // This is called after the last input frame has been submitted. We
+ // need to submit an empty buffer with the EOS flag set. If we don't
+ // have a codec buffer ready, we just set the mEndOfStream flag.
+ void signalEndOfInputStream();
+
+protected:
+ // BufferQueue::ConsumerListener interface, called when a new frame of
+ // data is available. If we're executing and a codec buffer is
+ // available, we acquire the buffer, copy the GraphicBuffer reference
+ // into the codec buffer, and call Empty[This]Buffer. If we're not yet
+ // executing or there's no codec buffer available, we just increment
+ // mNumFramesAvailable and return.
+ virtual void onFrameAvailable();
+
+ // BufferQueue::ConsumerListener interface, called when the client has
+ // released one or more GraphicBuffers. We clear out the appropriate
+ // set of mBufferSlot entries.
+ virtual void onBuffersReleased();
+
+private:
+ // Keep track of codec input buffers. They may either be available
+ // (mGraphicBuffer == NULL) or in use by the codec.
+ struct CodecBuffer {
+ OMX_BUFFERHEADERTYPE* mHeader;
+ sp<GraphicBuffer> mGraphicBuffer;
+ };
+
+ // Returns the index of an available codec buffer. If none are
+ // available, returns -1. Mutex must be held by caller.
+ int findAvailableCodecBuffer_l();
+
+ // Returns true if a codec buffer is available.
+ bool isCodecBufferAvailable_l() {
+ return findAvailableCodecBuffer_l() >= 0;
+ }
+
+ // Finds the mCodecBuffers entry that matches. Returns -1 if not found.
+ int findMatchingCodecBuffer_l(const OMX_BUFFERHEADERTYPE* header);
+
+ // Fills a codec buffer with a frame from the BufferQueue. This must
+ // only be called when we know that a frame of data is ready (i.e. we're
+ // in the onFrameAvailable callback, or if we're in codecBufferEmptied
+ // and mNumFramesAvailable is nonzero). Returns without doing anything if
+ // we don't have a codec buffer available.
+ status_t fillCodecBuffer_l();
+
+ // Marks the mCodecBuffers entry as in-use, copies the GraphicBuffer
+ // reference into the codec buffer, and submits the data to the codec.
+ status_t submitBuffer_l(sp<GraphicBuffer>& graphicBuffer,
+ int64_t timestamp, int cbi);
+
+ // Submits an empty buffer, with the EOS flag set. Returns without
+ // doing anything if we don't have a codec buffer available.
+ void submitEndOfInputStream_l();
+
+ // Lock, covers all member variables.
+ mutable Mutex mMutex;
+
+ // Used to report constructor failure.
+ status_t mInitCheck;
+
+ // Pointer back to the object that contains us. We send buffers here.
+ OMXNodeInstance* mNodeInstance;
+
+ // Set by omxExecuting() / omxIdling().
+ bool mExecuting;
+
+ // We consume graphic buffers from this.
+ sp<BufferQueue> mBufferQueue;
+
+ // Number of frames pending in BufferQueue that haven't yet been
+ // forwarded to the codec.
+ size_t mNumFramesAvailable;
+
+ // Set to true if we want to send end-of-stream after we run out of
+ // frames in BufferQueue.
+ bool mEndOfStream;
+ bool mEndOfStreamSent;
+
+ // Cache of GraphicBuffers from the buffer queue. When the codec
+ // is done processing a GraphicBuffer, we can use this to map back
+ // to a slot number.
+ sp<GraphicBuffer> mBufferSlot[BufferQueue::NUM_BUFFER_SLOTS];
+
+ // Tracks codec buffers.
+ Vector<CodecBuffer> mCodecBuffers;
+
+ DISALLOW_EVIL_CONSTRUCTORS(GraphicBufferSource);
+};
+
+} // namespace android
+
+#endif // GRAPHIC_BUFFER_SOURCE_H_