FrameConsumptionManager.java
/*
* Copyright 2023 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.
*/
package androidx.media3.effect;
import android.util.Pair;
import androidx.annotation.GuardedBy;
import androidx.annotation.Nullable;
import androidx.media3.common.C;
import androidx.media3.common.GlTextureInfo;
import androidx.media3.common.VideoFrameProcessor;
import java.util.ArrayDeque;
import java.util.Queue;
/**
* Manages queueing frames and sending them to a given {@link GlShaderProgram
* consumingGlShaderProgram} at a consumable pace.
*
* <p>Frames are stored as a {@link GlTextureInfo} with a {@code presentationTimeUs}.
*/
/* package */ final class FrameConsumptionManager implements GlShaderProgram.InputListener {
private final GlShaderProgram consumingGlShaderProgram;
private final VideoFrameProcessingTaskExecutor videoFrameProcessingTaskExecutor;
@GuardedBy("this")
private final Queue<Pair<GlTextureInfo, Long>> availableFrames;
@GuardedBy("this")
private int consumingGlShaderProgramInputCapacity;
/**
* Creates a new instance.
*
* @param consumingGlShaderProgram The {@link GlShaderProgram} that frames are queued to.
* @param videoFrameProcessingTaskExecutor The {@link VideoFrameProcessingTaskExecutor}.
*/
public FrameConsumptionManager(
GlShaderProgram consumingGlShaderProgram,
VideoFrameProcessingTaskExecutor videoFrameProcessingTaskExecutor) {
this.consumingGlShaderProgram = consumingGlShaderProgram;
this.videoFrameProcessingTaskExecutor = videoFrameProcessingTaskExecutor;
availableFrames = new ArrayDeque<>();
}
@Override
public synchronized void onReadyToAcceptInputFrame() {
@Nullable Pair<GlTextureInfo, Long> pendingFrame = availableFrames.poll();
if (pendingFrame == null) {
consumingGlShaderProgramInputCapacity++;
return;
}
videoFrameProcessingTaskExecutor.submit(
() ->
consumingGlShaderProgram.queueInputFrame(
/* inputTexture= */ pendingFrame.first,
/* presentationTimeUs= */ pendingFrame.second));
@Nullable Pair<GlTextureInfo, Long> nextPendingFrame = availableFrames.peek();
if (nextPendingFrame != null && nextPendingFrame.second == C.TIME_END_OF_SOURCE) {
videoFrameProcessingTaskExecutor.submit(
consumingGlShaderProgram::signalEndOfCurrentInputStream);
availableFrames.remove();
}
}
@Override
public synchronized void onFlush() {
consumingGlShaderProgramInputCapacity = 0;
availableFrames.clear();
}
public synchronized void queueInputFrame(GlTextureInfo texture, long presentationTimeUs) {
if (consumingGlShaderProgramInputCapacity > 0) {
videoFrameProcessingTaskExecutor.submit(
() ->
consumingGlShaderProgram.queueInputFrame(
/* inputTexture= */ texture, presentationTimeUs));
consumingGlShaderProgramInputCapacity--;
} else {
availableFrames.add(Pair.create(texture, presentationTimeUs));
}
}
/**
* Notifies the {@link GlShaderProgram consumingGlShaderProgram} that the current input stream is
* finished once all the pending frames are queued.
*/
public synchronized void signalEndOfCurrentStream() {
if (!availableFrames.isEmpty()) {
availableFrames.add(Pair.create(GlTextureInfo.UNSET, C.TIME_END_OF_SOURCE));
} else {
videoFrameProcessingTaskExecutor.submit(
consumingGlShaderProgram::signalEndOfCurrentInputStream);
}
}
/** See {@link VideoFrameProcessor#getPendingInputFrameCount}. */
public synchronized int getPendingFrameCount() {
return availableFrames.size();
}
}