Bug 1236112 - Block on d3d9 video frames to complete before returning them from the decoder. r=cpearce

This commit is contained in:
Matt Woodrow 2016-03-09 10:34:49 +13:00
parent 1502dabf39
commit 60b2f060b1
4 changed files with 37 additions and 58 deletions

View File

@ -48,6 +48,7 @@
#include "TimeUnits.h"
#include "VideoSegment.h"
#include "VideoUtils.h"
#include "gfxPrefs.h"
namespace mozilla {
@ -2424,7 +2425,7 @@ MediaDecoderStateMachine::CheckFrameValidity(VideoData* aData)
MOZ_ASSERT(OnTaskQueue());
// Update corrupt-frames statistics
if (aData->mImage && !aData->mImage->IsValid()) {
if (aData->mImage && !aData->mImage->IsValid() && !gfxPrefs::HardwareVideoDecodingForceEnabled()) {
FrameStatistics& frameStats = *mFrameStats;
frameStats.NotifyCorruptFrame();
// If more than 10% of the last 30 frames have been corrupted, then try disabling

View File

@ -423,12 +423,40 @@ D3D9DXVA2Manager::CopyToImage(IMFSample* aSample,
getter_AddRefs(surface));
NS_ENSURE_TRUE(SUCCEEDED(hr), hr);
RefPtr<D3D9SurfaceImage> image = new D3D9SurfaceImage(mFirstFrame);
RefPtr<D3D9SurfaceImage> image = new D3D9SurfaceImage();
hr = image->AllocateAndCopy(mTextureClientAllocator, surface, aRegion);
NS_ENSURE_TRUE(SUCCEEDED(hr), hr);
// Flush the draw command now, so that by the time we come to draw this
// image, we're less likely to need to wait for the draw operation to
// complete.
RefPtr<IDirect3DQuery9> query;
hr = mDevice->CreateQuery(D3DQUERYTYPE_EVENT, getter_AddRefs(query));
NS_ENSURE_TRUE(SUCCEEDED(hr), hr);
hr = query->Issue(D3DISSUE_END);
NS_ENSURE_TRUE(SUCCEEDED(hr), hr);
bool valid = false;
int iterations = 0;
while (iterations < (mFirstFrame ? 100 : 10)) {
hr = query->GetData(nullptr, 0, D3DGETDATA_FLUSH);
if (hr == S_FALSE) {
Sleep(1);
iterations++;
continue;
}
if (hr == S_OK) {
valid = true;
}
break;
}
mFirstFrame = false;
if (!valid) {
image->Invalidate();
}
image.forget(aOutImage);
return S_OK;
}

View File

@ -15,11 +15,10 @@ namespace mozilla {
namespace layers {
D3D9SurfaceImage::D3D9SurfaceImage(bool aIsFirstFrame)
D3D9SurfaceImage::D3D9SurfaceImage()
: Image(nullptr, ImageFormat::D3D9_RGB32_TEXTURE)
, mSize(0, 0)
, mValid(false)
, mIsFirstFrame(aIsFirstFrame)
, mValid(true)
{}
D3D9SurfaceImage::~D3D9SurfaceImage()
@ -73,52 +72,11 @@ D3D9SurfaceImage::AllocateAndCopy(D3D9RecycleAllocator* aAllocator,
hr = device->StretchRect(surface, &src, textureSurface, nullptr, D3DTEXF_NONE);
NS_ENSURE_TRUE(SUCCEEDED(hr), hr);
// Flush the draw command now, so that by the time we come to draw this
// image, we're less likely to need to wait for the draw operation to
// complete.
RefPtr<IDirect3DQuery9> query;
hr = device->CreateQuery(D3DQUERYTYPE_EVENT, getter_AddRefs(query));
NS_ENSURE_TRUE(SUCCEEDED(hr), hr);
hr = query->Issue(D3DISSUE_END);
NS_ENSURE_TRUE(SUCCEEDED(hr), hr);
mTextureClient = textureClient;
mSize = aRegion.Size();
mQuery = query;
return S_OK;
}
bool
D3D9SurfaceImage::IsValid()
{
EnsureSynchronized();
return mValid;
}
void
D3D9SurfaceImage::EnsureSynchronized()
{
RefPtr<IDirect3DQuery9> query = mQuery;
if (!query) {
// Not setup, or already synchronized.
return;
}
int iterations = 0;
while (iterations < (mIsFirstFrame ? 100 : 10)) {
HRESULT hr = query->GetData(nullptr, 0, D3DGETDATA_FLUSH);
if (hr == S_FALSE) {
Sleep(1);
iterations++;
continue;
}
if (hr == S_OK) {
mValid = true;
}
break;
}
mQuery = nullptr;
}
const D3DSURFACE_DESC&
D3D9SurfaceImage::GetDesc() const
{
@ -136,7 +94,6 @@ D3D9SurfaceImage::GetTextureClient(CompositableClient* aClient)
{
MOZ_ASSERT(mTextureClient);
MOZ_ASSERT(mTextureClient->GetAllocator() == aClient->GetForwarder());
EnsureSynchronized();
return mTextureClient;
}
@ -153,9 +110,6 @@ D3D9SurfaceImage::GetAsSourceSurface()
return nullptr;
}
// Ensure that the texture is ready to be used.
EnsureSynchronized();
DXGID3D9TextureData* texData = static_cast<DXGID3D9TextureData*>(mTextureClient->GetInternalData());
// Readback the texture from GPU memory into system memory, so that
// we can copy it into the Cairo image. This is expensive.

View File

@ -47,7 +47,7 @@ protected:
// resource is ready to use.
class D3D9SurfaceImage : public Image {
public:
explicit D3D9SurfaceImage(bool aIsFirstFrame);
explicit D3D9SurfaceImage();
virtual ~D3D9SurfaceImage();
HRESULT AllocateAndCopy(D3D9RecycleAllocator* aAllocator,
@ -63,19 +63,15 @@ public:
virtual TextureClient* GetTextureClient(CompositableClient* aClient) override;
virtual bool IsValid() override;
virtual bool IsValid() override { return mValid; }
void Invalidate() { mValid = false; }
private:
// Blocks the calling thread until the copy operation started in SetData()
// is complete, whereupon the texture is safe to use.
void EnsureSynchronized();
gfx::IntSize mSize;
RefPtr<IDirect3DQuery9> mQuery;
RefPtr<TextureClient> mTextureClient;
bool mValid;
bool mIsFirstFrame;
};
} // namepace layers