root/gpu/command_buffer/service/async_pixel_transfer_manager_egl.cc

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DEFINITIONS

This source file includes following definitions.
  1. CheckErrors
  2. DoTexImage2D
  3. DoTexSubImage2D
  4. DoFullTexSubImage2D
  5. SetGlParametersForEglImageTexture
  6. PerformNotifyCompletion
  7. Init
  8. CleanUp
  9. transfer_message_loop_proxy
  10. use_image_preserved_
  11. TransferIsInProgress
  12. BindTransfer
  13. CreateEglImage
  14. CreateEglImageOnUploadThread
  15. CreateEglImageOnMainThreadIfNeeded
  16. WaitForLastUpload
  17. MarkAsTransferIsInProgress
  18. MarkAsCompleted
  19. WaitForTransferCompletion
  20. PerformAsyncTexImage2D
  21. PerformAsyncTexSubImage2D
  22. BindTransfer
  23. TransferIsInProgress
  24. WaitForTransferCompletion
  25. AsyncTexImage2D
  26. AsyncTexSubImage2D
  27. IsPowerOfTwo
  28. IsMultipleOfEight
  29. DimensionsSupportImgFastPath
  30. WorkAroundAsyncTexImage2D
  31. WorkAroundAsyncTexSubImage2D
  32. BindCompletedAsyncTransfers
  33. AsyncNotifyCompletion
  34. GetTextureUploadCount
  35. GetTotalTextureUploadTime
  36. ProcessMorePendingTransfers
  37. NeedsProcessMorePendingTransfers
  38. WaitAllAsyncTexImage2D
  39. CreatePixelTransferDelegateImpl

// Copyright 2013 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.

#include "gpu/command_buffer/service/async_pixel_transfer_manager_egl.h"

#include <list>
#include <string>

#include "base/bind.h"
#include "base/debug/trace_event.h"
#include "base/debug/trace_event_synthetic_delay.h"
#include "base/lazy_instance.h"
#include "base/logging.h"
#include "base/memory/ref_counted.h"
#include "base/synchronization/waitable_event.h"
#include "base/threading/thread.h"
#include "gpu/command_buffer/service/async_pixel_transfer_delegate.h"
#include "ui/gl/gl_context.h"
#include "ui/gl/gl_surface_egl.h"
#include "ui/gl/scoped_binders.h"

namespace gpu {

namespace {

bool CheckErrors(const char* file, int line) {
  EGLint eglerror;
  GLenum glerror;
  bool success = true;
  while ((eglerror = eglGetError()) != EGL_SUCCESS) {
     LOG(ERROR) << "Async transfer EGL error at "
                << file << ":" << line << " " << eglerror;
     success = false;
  }
  while ((glerror = glGetError()) != GL_NO_ERROR) {
     LOG(ERROR) << "Async transfer OpenGL error at "
                << file << ":" << line << " " << glerror;
     success = false;
  }
  return success;
}
#define CHECK_GL() CheckErrors(__FILE__, __LINE__)

const char kAsyncTransferThreadName[] = "AsyncTransferThread";

// Regular glTexImage2D call.
void DoTexImage2D(const AsyncTexImage2DParams& tex_params, void* data) {
  glTexImage2D(
      GL_TEXTURE_2D, tex_params.level, tex_params.internal_format,
      tex_params.width, tex_params.height,
      tex_params.border, tex_params.format, tex_params.type, data);
}

// Regular glTexSubImage2D call.
void DoTexSubImage2D(const AsyncTexSubImage2DParams& tex_params, void* data) {
  glTexSubImage2D(
      GL_TEXTURE_2D, tex_params.level,
      tex_params.xoffset, tex_params.yoffset,
      tex_params.width, tex_params.height,
      tex_params.format, tex_params.type, data);
}

// Full glTexSubImage2D call, from glTexImage2D params.
void DoFullTexSubImage2D(const AsyncTexImage2DParams& tex_params, void* data) {
  glTexSubImage2D(
      GL_TEXTURE_2D, tex_params.level,
      0, 0, tex_params.width, tex_params.height,
      tex_params.format, tex_params.type, data);
}

void SetGlParametersForEglImageTexture() {
  // These params are needed for EGLImage creation to succeed on several
  // Android devices. I couldn't find this requirement in the EGLImage
  // extension spec, but several devices fail without it.
  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}

void PerformNotifyCompletion(
    AsyncMemoryParams mem_params,
    scoped_refptr<AsyncPixelTransferCompletionObserver> observer) {
  TRACE_EVENT0("gpu", "PerformNotifyCompletion");
  observer->DidComplete(mem_params);
}

class TransferThread : public base::Thread {
 public:
  TransferThread() : base::Thread(kAsyncTransferThreadName) {
    Start();
#if defined(OS_ANDROID) || defined(OS_LINUX)
    SetPriority(base::kThreadPriority_Background);
#endif
  }
  virtual ~TransferThread() {
    Stop();
  }

  virtual void Init() OVERRIDE {
    gfx::GLShareGroup* share_group = NULL;
    surface_ = new gfx::PbufferGLSurfaceEGL(gfx::Size(1, 1));
    surface_->Initialize();
    context_ = gfx::GLContext::CreateGLContext(
        share_group, surface_.get(), gfx::PreferDiscreteGpu);
    bool is_current = context_->MakeCurrent(surface_.get());
    DCHECK(is_current);
  }

  virtual void CleanUp() OVERRIDE {
    surface_ = NULL;
    context_->ReleaseCurrent(surface_.get());
    context_ = NULL;
  }

 private:
  scoped_refptr<gfx::GLContext> context_;
  scoped_refptr<gfx::GLSurface> surface_;

  DISALLOW_COPY_AND_ASSIGN(TransferThread);
};

base::LazyInstance<TransferThread>
    g_transfer_thread = LAZY_INSTANCE_INITIALIZER;

base::MessageLoopProxy* transfer_message_loop_proxy() {
  return g_transfer_thread.Pointer()->message_loop_proxy().get();
}

// Class which holds async pixel transfers state (EGLImage).
// The EGLImage is accessed by either thread, but everything
// else accessed only on the main thread.
class TransferStateInternal
    : public base::RefCountedThreadSafe<TransferStateInternal> {
 public:
  TransferStateInternal(GLuint texture_id,
                        const AsyncTexImage2DParams& define_params,
                        bool wait_for_uploads,
                        bool wait_for_creation,
                        bool use_image_preserved)
      : texture_id_(texture_id),
        thread_texture_id_(0),
        transfer_completion_(true, true),
        egl_image_(EGL_NO_IMAGE_KHR),
        wait_for_uploads_(wait_for_uploads),
        wait_for_creation_(wait_for_creation),
        use_image_preserved_(use_image_preserved) {
    define_params_ = define_params;
  }

  bool TransferIsInProgress() {
    return !transfer_completion_.IsSignaled();
  }

  void BindTransfer() {
    TRACE_EVENT2("gpu", "BindAsyncTransfer glEGLImageTargetTexture2DOES",
                 "width", define_params_.width,
                 "height", define_params_.height);
    DCHECK(texture_id_);
    if (EGL_NO_IMAGE_KHR == egl_image_)
      return;

    glBindTexture(GL_TEXTURE_2D, texture_id_);
    glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, egl_image_);
    bind_callback_.Run();

    DCHECK(CHECK_GL());
  }

  void CreateEglImage(GLuint texture_id) {
    TRACE_EVENT0("gpu", "eglCreateImageKHR");
    DCHECK(texture_id);
    DCHECK_EQ(egl_image_, EGL_NO_IMAGE_KHR);

    EGLDisplay egl_display = eglGetCurrentDisplay();
    EGLContext egl_context = eglGetCurrentContext();
    EGLenum egl_target = EGL_GL_TEXTURE_2D_KHR;
    EGLClientBuffer egl_buffer =
        reinterpret_cast<EGLClientBuffer>(texture_id);

    EGLint image_preserved = use_image_preserved_ ? EGL_TRUE : EGL_FALSE;
    EGLint egl_attrib_list[] = {
        EGL_GL_TEXTURE_LEVEL_KHR, 0, // mip-level.
        EGL_IMAGE_PRESERVED_KHR, image_preserved,
        EGL_NONE
    };
    egl_image_ = eglCreateImageKHR(
        egl_display,
        egl_context,
        egl_target,
        egl_buffer,
        egl_attrib_list);

    DLOG_IF(ERROR, EGL_NO_IMAGE_KHR == egl_image_)
        << "eglCreateImageKHR failed";
  }

  void CreateEglImageOnUploadThread() {
    CreateEglImage(thread_texture_id_);
  }

  void CreateEglImageOnMainThreadIfNeeded() {
    if (egl_image_ == EGL_NO_IMAGE_KHR) {
      CreateEglImage(texture_id_);
      if (wait_for_creation_) {
        TRACE_EVENT0("gpu", "glFinish creation");
        glFinish();
      }
    }
  }

  void WaitForLastUpload() {
    // This glFinish is just a safe-guard for if uploads have some
    // GPU action that needs to occur. We could use fences and try
    // to do this less often. However, on older drivers fences are
    // not always reliable (eg. Mali-400 just blocks forever).
    if (wait_for_uploads_) {
      TRACE_EVENT0("gpu", "glFinish");
      glFinish();
    }
  }

  void MarkAsTransferIsInProgress() {
    TRACE_EVENT_SYNTHETIC_DELAY_BEGIN("gpu.AsyncTexImage");
    transfer_completion_.Reset();
  }

  void MarkAsCompleted() {
    TRACE_EVENT_SYNTHETIC_DELAY_END("gpu.AsyncTexImage");
    transfer_completion_.Signal();
  }

  void WaitForTransferCompletion() {
    TRACE_EVENT0("gpu", "WaitForTransferCompletion");
    // TODO(backer): Deschedule the channel rather than blocking the main GPU
    // thread (crbug.com/240265).
    transfer_completion_.Wait();
  }

  void PerformAsyncTexImage2D(
      AsyncTexImage2DParams tex_params,
      AsyncMemoryParams mem_params,
      scoped_refptr<AsyncPixelTransferUploadStats> texture_upload_stats) {
    TRACE_EVENT2("gpu",
                 "PerformAsyncTexImage",
                 "width",
                 tex_params.width,
                 "height",
                 tex_params.height);
    DCHECK(!thread_texture_id_);
    DCHECK_EQ(0, tex_params.level);
    if (EGL_NO_IMAGE_KHR != egl_image_) {
      MarkAsCompleted();
      return;
    }

    void* data = mem_params.GetDataAddress();

    base::TimeTicks begin_time;
    if (texture_upload_stats.get())
      begin_time = base::TimeTicks::HighResNow();

    {
      TRACE_EVENT0("gpu", "glTexImage2D no data");
      glGenTextures(1, &thread_texture_id_);
      glActiveTexture(GL_TEXTURE0);
      glBindTexture(GL_TEXTURE_2D, thread_texture_id_);

      SetGlParametersForEglImageTexture();

      // If we need to use image_preserved, we pass the data with
      // the allocation. Otherwise we use a NULL allocation to
      // try to avoid any costs associated with creating the EGLImage.
      if (use_image_preserved_)
        DoTexImage2D(tex_params, data);
      else
        DoTexImage2D(tex_params, NULL);
    }

    CreateEglImageOnUploadThread();

    {
      TRACE_EVENT0("gpu", "glTexSubImage2D with data");

      // If we didn't use image_preserved, we haven't uploaded
      // the data yet, so we do this with a full texSubImage.
      if (!use_image_preserved_)
        DoFullTexSubImage2D(tex_params, data);
    }

    WaitForLastUpload();
    MarkAsCompleted();

    DCHECK(CHECK_GL());
    if (texture_upload_stats.get()) {
      texture_upload_stats->AddUpload(base::TimeTicks::HighResNow() -
                                      begin_time);
    }
  }

  void PerformAsyncTexSubImage2D(
      AsyncTexSubImage2DParams tex_params,
      AsyncMemoryParams mem_params,
      scoped_refptr<AsyncPixelTransferUploadStats> texture_upload_stats) {
    TRACE_EVENT2("gpu",
                 "PerformAsyncTexSubImage2D",
                 "width",
                 tex_params.width,
                 "height",
                 tex_params.height);

    DCHECK_NE(EGL_NO_IMAGE_KHR, egl_image_);
    DCHECK_EQ(0, tex_params.level);

    void* data = mem_params.GetDataAddress();

    base::TimeTicks begin_time;
    if (texture_upload_stats.get())
      begin_time = base::TimeTicks::HighResNow();

    if (!thread_texture_id_) {
      TRACE_EVENT0("gpu", "glEGLImageTargetTexture2DOES");
      glGenTextures(1, &thread_texture_id_);
      glActiveTexture(GL_TEXTURE0);
      glBindTexture(GL_TEXTURE_2D, thread_texture_id_);
      glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, egl_image_);
    } else {
      glActiveTexture(GL_TEXTURE0);
      glBindTexture(GL_TEXTURE_2D, thread_texture_id_);
    }
    {
      TRACE_EVENT0("gpu", "glTexSubImage2D");
      DoTexSubImage2D(tex_params, data);
    }
    WaitForLastUpload();
    MarkAsCompleted();

    DCHECK(CHECK_GL());
    if (texture_upload_stats.get()) {
      texture_upload_stats->AddUpload(base::TimeTicks::HighResNow() -
                                      begin_time);
    }
  }

 protected:
  friend class base::RefCountedThreadSafe<TransferStateInternal>;
  friend class gpu::AsyncPixelTransferDelegateEGL;

  static void DeleteTexture(GLuint id) {
    glDeleteTextures(1, &id);
  }

  virtual ~TransferStateInternal() {
    if (egl_image_ != EGL_NO_IMAGE_KHR) {
      EGLDisplay display = eglGetCurrentDisplay();
      eglDestroyImageKHR(display, egl_image_);
    }
    if (thread_texture_id_) {
      transfer_message_loop_proxy()->PostTask(FROM_HERE,
          base::Bind(&DeleteTexture, thread_texture_id_));
    }
  }

  // The 'real' texture.
  GLuint texture_id_;

  // The EGLImage sibling on the upload thread.
  GLuint thread_texture_id_;

  // Definition params for texture that needs binding.
  AsyncTexImage2DParams define_params_;

  // Indicates that an async transfer is in progress.
  base::WaitableEvent transfer_completion_;

  // It would be nice if we could just create a new EGLImage for
  // every upload, but I found that didn't work, so this stores
  // one for the lifetime of the texture.
  EGLImageKHR egl_image_;

  // Callback to invoke when AsyncTexImage2D is complete
  // and the client can safely use the texture. This occurs
  // during BindCompletedAsyncTransfers().
  base::Closure bind_callback_;

  // Customize when we block on fences (these are work-arounds).
  bool wait_for_uploads_;
  bool wait_for_creation_;
  bool use_image_preserved_;
};

}  // namespace

// Class which handles async pixel transfers using EGLImageKHR and another
// upload thread
class AsyncPixelTransferDelegateEGL
    : public AsyncPixelTransferDelegate,
      public base::SupportsWeakPtr<AsyncPixelTransferDelegateEGL> {
 public:
  AsyncPixelTransferDelegateEGL(
      AsyncPixelTransferManagerEGL::SharedState* shared_state,
      GLuint texture_id,
      const AsyncTexImage2DParams& define_params);
  virtual ~AsyncPixelTransferDelegateEGL();

  void BindTransfer() { state_->BindTransfer(); }

  // Implement AsyncPixelTransferDelegate:
  virtual void AsyncTexImage2D(
      const AsyncTexImage2DParams& tex_params,
      const AsyncMemoryParams& mem_params,
      const base::Closure& bind_callback) OVERRIDE;
  virtual void AsyncTexSubImage2D(
      const AsyncTexSubImage2DParams& tex_params,
      const AsyncMemoryParams& mem_params) OVERRIDE;
  virtual bool TransferIsInProgress() OVERRIDE;
  virtual void WaitForTransferCompletion() OVERRIDE;

 private:
  // Returns true if a work-around was used.
  bool WorkAroundAsyncTexImage2D(
      const AsyncTexImage2DParams& tex_params,
      const AsyncMemoryParams& mem_params,
      const base::Closure& bind_callback);
  bool WorkAroundAsyncTexSubImage2D(
      const AsyncTexSubImage2DParams& tex_params,
      const AsyncMemoryParams& mem_params);

  // A raw pointer is safe because the SharedState is owned by the Manager,
  // which owns this Delegate.
  AsyncPixelTransferManagerEGL::SharedState* shared_state_;
  scoped_refptr<TransferStateInternal> state_;

  DISALLOW_COPY_AND_ASSIGN(AsyncPixelTransferDelegateEGL);
};

AsyncPixelTransferDelegateEGL::AsyncPixelTransferDelegateEGL(
    AsyncPixelTransferManagerEGL::SharedState* shared_state,
    GLuint texture_id,
    const AsyncTexImage2DParams& define_params)
    : shared_state_(shared_state) {
  // We can't wait on uploads on imagination (it can take 200ms+).
  // In practice, they are complete when the CPU glTexSubImage2D completes.
  bool wait_for_uploads = !shared_state_->is_imagination;

  // Qualcomm runs into texture corruption problems if the same texture is
  // uploaded to with both async and normal uploads. Synchronize after EGLImage
  // creation on the main thread as a work-around.
  bool wait_for_creation = shared_state_->is_qualcomm;

  // Qualcomm has a race when using image_preserved=FALSE,
  // which can result in black textures even after the first upload.
  // Since using FALSE is mainly for performance (to avoid layout changes),
  // but Qualcomm itself doesn't seem to get any performance benefit,
  // we just using image_preservedd=TRUE on Qualcomm as a work-around.
  bool use_image_preserved =
      shared_state_->is_qualcomm || shared_state_->is_imagination;

  state_ = new TransferStateInternal(texture_id,
                                   define_params,
                                   wait_for_uploads,
                                   wait_for_creation,
                                   use_image_preserved);
}

AsyncPixelTransferDelegateEGL::~AsyncPixelTransferDelegateEGL() {}

bool AsyncPixelTransferDelegateEGL::TransferIsInProgress() {
  return state_->TransferIsInProgress();
}

void AsyncPixelTransferDelegateEGL::WaitForTransferCompletion() {
  if (state_->TransferIsInProgress()) {
#if defined(OS_ANDROID) || defined(OS_LINUX)
    g_transfer_thread.Pointer()->SetPriority(base::kThreadPriority_Display);
#endif

    state_->WaitForTransferCompletion();
    DCHECK(!state_->TransferIsInProgress());

#if defined(OS_ANDROID) || defined(OS_LINUX)
    g_transfer_thread.Pointer()->SetPriority(base::kThreadPriority_Background);
#endif
  }
}

void AsyncPixelTransferDelegateEGL::AsyncTexImage2D(
    const AsyncTexImage2DParams& tex_params,
    const AsyncMemoryParams& mem_params,
    const base::Closure& bind_callback) {
  if (WorkAroundAsyncTexImage2D(tex_params, mem_params, bind_callback))
    return;

  DCHECK(!state_->TransferIsInProgress());
  DCHECK_EQ(state_->egl_image_, EGL_NO_IMAGE_KHR);
  DCHECK_EQ(static_cast<GLenum>(GL_TEXTURE_2D), tex_params.target);
  DCHECK_EQ(tex_params.level, 0);

  // Mark the transfer in progress and save the late bind
  // callback, so we can notify the client when it is bound.
  shared_state_->pending_allocations.push_back(AsWeakPtr());
  state_->bind_callback_ = bind_callback;

  // Mark the transfer in progress.
  state_->MarkAsTransferIsInProgress();

  // Duplicate the shared memory so there is no way we can get
  // a use-after-free of the raw pixels.
  transfer_message_loop_proxy()->PostTask(FROM_HERE,
      base::Bind(
          &TransferStateInternal::PerformAsyncTexImage2D,
          state_,
          tex_params,
          mem_params,
          shared_state_->texture_upload_stats));

  DCHECK(CHECK_GL());
}

void AsyncPixelTransferDelegateEGL::AsyncTexSubImage2D(
    const AsyncTexSubImage2DParams& tex_params,
    const AsyncMemoryParams& mem_params) {
  TRACE_EVENT2("gpu", "AsyncTexSubImage2D",
               "width", tex_params.width,
               "height", tex_params.height);
  if (WorkAroundAsyncTexSubImage2D(tex_params, mem_params))
    return;
  DCHECK(!state_->TransferIsInProgress());
  DCHECK_EQ(static_cast<GLenum>(GL_TEXTURE_2D), tex_params.target);
  DCHECK_EQ(tex_params.level, 0);

  // Mark the transfer in progress.
  state_->MarkAsTransferIsInProgress();

  // If this wasn't async allocated, we don't have an EGLImage yet.
  // Create the EGLImage if it hasn't already been created.
  state_->CreateEglImageOnMainThreadIfNeeded();

  // Duplicate the shared memory so there are no way we can get
  // a use-after-free of the raw pixels.
  transfer_message_loop_proxy()->PostTask(FROM_HERE,
      base::Bind(
          &TransferStateInternal::PerformAsyncTexSubImage2D,
          state_,
          tex_params,
          mem_params,
          shared_state_->texture_upload_stats));

  DCHECK(CHECK_GL());
}

namespace {
bool IsPowerOfTwo (unsigned int x) {
  return ((x != 0) && !(x & (x - 1)));
}

bool IsMultipleOfEight(unsigned int x) {
  return (x & 7) == 0;
}

bool DimensionsSupportImgFastPath(int width, int height) {
  // Multiple of eight, but not a power of two.
  return IsMultipleOfEight(width) &&
         IsMultipleOfEight(height) &&
         !(IsPowerOfTwo(width) &&
           IsPowerOfTwo(height));
}
}  // namespace

// It is very difficult to stream uploads on Imagination GPUs:
// - glTexImage2D defers a swizzle/stall until draw-time
// - glTexSubImage2D will sleep for 16ms on a good day, and 100ms
//   or longer if OpenGL is in heavy use by another thread.
// The one combination that avoids these problems requires:
// a.) Allocations/Uploads must occur on different threads/contexts.
// b.) Texture size must be non-power-of-two.
// When using a+b, uploads will be incorrect/corrupt unless:
// c.) Texture size must be a multiple-of-eight.
//
// To achieve a.) we allocate synchronously on the main thread followed
// by uploading on the upload thread. When b/c are not true we fall back
// on purely synchronous allocation/upload on the main thread.

bool AsyncPixelTransferDelegateEGL::WorkAroundAsyncTexImage2D(
    const AsyncTexImage2DParams& tex_params,
    const AsyncMemoryParams& mem_params,
    const base::Closure& bind_callback) {
  if (!shared_state_->is_imagination)
    return false;

  // On imagination we allocate synchronously all the time, even
  // if the dimensions support fast uploads. This is for part a.)
  // above, so allocations occur on a different thread/context as uploads.
  void* data = mem_params.GetDataAddress();
  SetGlParametersForEglImageTexture();

  {
    TRACE_EVENT0("gpu", "glTexImage2D with data");
    DoTexImage2D(tex_params, data);
  }

  // The allocation has already occured, so mark it as finished
  // and ready for binding.
  CHECK(!state_->TransferIsInProgress());

  // If the dimensions support fast async uploads, create the
  // EGLImage for future uploads. The late bind should not
  // be needed since the EGLImage was created from the main thread
  // texture, but this is required to prevent an imagination driver crash.
  if (DimensionsSupportImgFastPath(tex_params.width, tex_params.height)) {
    state_->CreateEglImageOnMainThreadIfNeeded();
    shared_state_->pending_allocations.push_back(AsWeakPtr());
    state_->bind_callback_ = bind_callback;
  }

  DCHECK(CHECK_GL());
  return true;
}

bool AsyncPixelTransferDelegateEGL::WorkAroundAsyncTexSubImage2D(
    const AsyncTexSubImage2DParams& tex_params,
    const AsyncMemoryParams& mem_params) {
  if (!shared_state_->is_imagination)
    return false;

  // If the dimensions support fast async uploads, we can use the
  // normal async upload path for uploads.
  if (DimensionsSupportImgFastPath(tex_params.width, tex_params.height))
    return false;

  // Fall back on a synchronous stub as we don't have a known fast path.
  // Also, older ICS drivers crash when we do any glTexSubImage2D on the
  // same thread. To work around this we do glTexImage2D instead. Since
  // we didn't create an EGLImage for this texture (see above), this is
  // okay, but it limits this API to full updates for now.
  DCHECK(!state_->egl_image_);
  DCHECK_EQ(tex_params.xoffset, 0);
  DCHECK_EQ(tex_params.yoffset, 0);
  DCHECK_EQ(state_->define_params_.width, tex_params.width);
  DCHECK_EQ(state_->define_params_.height, tex_params.height);
  DCHECK_EQ(state_->define_params_.level, tex_params.level);
  DCHECK_EQ(state_->define_params_.format, tex_params.format);
  DCHECK_EQ(state_->define_params_.type, tex_params.type);

  void* data = mem_params.GetDataAddress();
  base::TimeTicks begin_time;
  if (shared_state_->texture_upload_stats.get())
    begin_time = base::TimeTicks::HighResNow();
  {
    TRACE_EVENT0("gpu", "glTexSubImage2D");
    // Note we use define_params_ instead of tex_params.
    // The DCHECKs above verify this is always the same.
    DoTexImage2D(state_->define_params_, data);
  }
  if (shared_state_->texture_upload_stats.get()) {
    shared_state_->texture_upload_stats
        ->AddUpload(base::TimeTicks::HighResNow() - begin_time);
  }

  DCHECK(CHECK_GL());
  return true;
}

AsyncPixelTransferManagerEGL::SharedState::SharedState()
    // TODO(reveman): Skip this if --enable-gpu-benchmarking is not present.
    : texture_upload_stats(new AsyncPixelTransferUploadStats) {
  std::string vendor;
  vendor = reinterpret_cast<const char*>(glGetString(GL_VENDOR));
  is_imagination = vendor.find("Imagination") != std::string::npos;
  is_qualcomm = vendor.find("Qualcomm") != std::string::npos;
}

AsyncPixelTransferManagerEGL::SharedState::~SharedState() {}

AsyncPixelTransferManagerEGL::AsyncPixelTransferManagerEGL() {}

AsyncPixelTransferManagerEGL::~AsyncPixelTransferManagerEGL() {}

void AsyncPixelTransferManagerEGL::BindCompletedAsyncTransfers() {
  scoped_ptr<gfx::ScopedTextureBinder> texture_binder;

  while(!shared_state_.pending_allocations.empty()) {
    if (!shared_state_.pending_allocations.front().get()) {
      shared_state_.pending_allocations.pop_front();
      continue;
    }
    AsyncPixelTransferDelegateEGL* delegate =
        shared_state_.pending_allocations.front().get();
    // Terminate early, as all transfers finish in order, currently.
    if (delegate->TransferIsInProgress())
      break;

    if (!texture_binder)
      texture_binder.reset(new gfx::ScopedTextureBinder(GL_TEXTURE_2D, 0));

    // If the transfer is finished, bind it to the texture
    // and remove it from pending list.
    delegate->BindTransfer();
    shared_state_.pending_allocations.pop_front();
  }
}

void AsyncPixelTransferManagerEGL::AsyncNotifyCompletion(
    const AsyncMemoryParams& mem_params,
    AsyncPixelTransferCompletionObserver* observer) {
  // Post a PerformNotifyCompletion task to the upload thread. This task
  // will run after all async transfers are complete.
  transfer_message_loop_proxy()->PostTask(
      FROM_HERE,
      base::Bind(&PerformNotifyCompletion,
                 mem_params,
                 make_scoped_refptr(observer)));
}

uint32 AsyncPixelTransferManagerEGL::GetTextureUploadCount() {
  return shared_state_.texture_upload_stats->GetStats(NULL);
}

base::TimeDelta AsyncPixelTransferManagerEGL::GetTotalTextureUploadTime() {
  base::TimeDelta total_texture_upload_time;
  shared_state_.texture_upload_stats->GetStats(&total_texture_upload_time);
  return total_texture_upload_time;
}

void AsyncPixelTransferManagerEGL::ProcessMorePendingTransfers() {
}

bool AsyncPixelTransferManagerEGL::NeedsProcessMorePendingTransfers() {
  return false;
}

void AsyncPixelTransferManagerEGL::WaitAllAsyncTexImage2D() {
  if (shared_state_.pending_allocations.empty())
    return;

  AsyncPixelTransferDelegateEGL* delegate =
      shared_state_.pending_allocations.back().get();
  if (delegate)
    delegate->WaitForTransferCompletion();
}

AsyncPixelTransferDelegate*
AsyncPixelTransferManagerEGL::CreatePixelTransferDelegateImpl(
    gles2::TextureRef* ref,
    const AsyncTexImage2DParams& define_params) {
  return new AsyncPixelTransferDelegateEGL(
      &shared_state_, ref->service_id(), define_params);
}

}  // namespace gpu

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