Index: media/tools/shader_bench/gpu_color_painter_exp.cc |
diff --git a/media/tools/shader_bench/gpu_color_painter_exp.cc b/media/tools/shader_bench/gpu_color_painter_exp.cc |
deleted file mode 100644 |
index 860c1bf97bd79617efbdc3d29a420d5b52c67f5a..0000000000000000000000000000000000000000 |
--- a/media/tools/shader_bench/gpu_color_painter_exp.cc |
+++ /dev/null |
@@ -1,132 +0,0 @@ |
-// Copyright (c) 2011 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 "media/tools/shader_bench/gpu_color_painter_exp.h" |
- |
-enum { kNumYUVPlanes = 3 }; |
- |
-// Matrix used for the YUV to RGB conversion. |
-static const float kYUV2RGB[9] = { |
- 1.f, 0.f, 1.403f, |
- 1.f, -.344f, -.714f, |
- 1.f, 1.772f, 0.f, |
-}; |
- |
-static const float kYUV2RGB_TRANS[9] = { |
- 1.f, 1.f, 1.f, |
- 0.f, -.344f, 1.772f, |
- 1.403f, -.714f, 0.f, |
-}; |
- |
-const float attributeSelector[4] = { |
- 1.f, 10.f, 100.f, 1000.f, |
-}; |
- |
-// Pass-through vertex shader. |
-static const char kVertexShader[] = |
- "precision highp float;\n" |
- "precision highp int;\n" |
- "varying vec2 interp_tc;\n" |
- "\n" |
- "attribute vec4 in_pos;\n" |
- "attribute vec2 in_tc;\n" |
- "\n" |
- "void main() {\n" |
- " interp_tc = in_tc;\n" |
- " gl_Position = in_pos;\n" |
- "}\n"; |
- |
-// YUV to RGB pixel shader. Loads a pixel from each plane and pass through the |
-// matrix. |
-static const char kFragmentShader[] = |
- "precision mediump float;\n" |
- "precision mediump int;\n" |
- "varying vec2 interp_tc;\n" |
- "\n" |
- "uniform sampler2D y_tex;\n" |
- "uniform sampler2D u_tex;\n" |
- "uniform sampler2D v_tex;\n" |
- "uniform mat3 yuv2rgb;\n" |
- "uniform vec4 attrib_vector; \n" |
- "uniform int texture_width; \n" |
- "\n" |
- "void main() {\n" |
- " float x_pos = interp_tc.x * float(texture_width); \n" |
- " float y_index = floor(mod(x_pos, 4.0)); \n" |
- " float y_denom = pow(10.0, y_index); \n" |
- " vec4 attrib_y = mod(floor(attrib_vector / y_denom), 10.0); \n" |
- " float uv_index = floor(mod(floor(x_pos / 4.0), 4.0)); \n" |
- " float uv_denom = pow(10.0, uv_index); \n" |
- " vec4 attrib_uv = mod(floor(attrib_vector / uv_denom), 10.0); \n" |
- " vec4 texel_y = texture2D(y_tex, interp_tc); \n" |
- " vec4 texel_u = texture2D(u_tex, interp_tc); \n" |
- " vec4 texel_v = texture2D(v_tex, interp_tc); \n" |
- " float y = dot(attrib_y, texel_y); \n" |
- " float u = dot(attrib_uv, texel_u) - 0.5; \n" |
- " float v = dot(attrib_uv, texel_v) - 0.5; \n" |
- " vec3 rgb = yuv2rgb * vec3(y, u, v);\n" |
- " gl_FragColor = vec4(rgb, 1);\n" |
- "}\n"; |
- |
-GPUColorRGBALumHackPainter::GPUColorRGBALumHackPainter() |
- : program_id_(-1) { |
-} |
- |
-GPUColorRGBALumHackPainter::~GPUColorRGBALumHackPainter() { |
- if (program_id_) { |
- glDeleteProgram(program_id_); |
- glDeleteTextures(kNumYUVPlanes, textures_); |
- } |
-} |
- |
-void GPUColorRGBALumHackPainter::Initialize(int width, int height) { |
- glGenTextures(3, textures_); |
- for (unsigned int i = 0; i < kNumYUVPlanes; ++i) { |
- unsigned int texture_width = (i == media::VideoFrame::kYPlane) ? |
- width : width / 2; |
- unsigned int texture_height = (i == media::VideoFrame::kYPlane) ? |
- height : height / 2; |
- glActiveTexture(GL_TEXTURE0 + i); |
- glBindTexture(GL_TEXTURE_2D, textures_[i]); |
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texture_width / 4, texture_height, |
- 0, GL_RGBA, GL_UNSIGNED_BYTE, 0); |
- } |
- |
- GLuint program = CreateShaderProgram(kVertexShader, kFragmentShader); |
- |
- // Bind parameters. |
- glUniform1i(glGetUniformLocation(program, "y_tex"), 0); |
- glUniform1i(glGetUniformLocation(program, "u_tex"), 1); |
- glUniform1i(glGetUniformLocation(program, "v_tex"), 2); |
- glUniform1i(glGetUniformLocation(program, "texture_width"), width); |
- int yuv2rgb_location = glGetUniformLocation(program, "yuv2rgb"); |
- if (gfx::GetGLImplementation() == gfx::kGLImplementationDesktopGL) |
- glUniformMatrix3fv(yuv2rgb_location, 1, GL_TRUE, kYUV2RGB); |
- else |
- glUniformMatrix3fv(yuv2rgb_location, 1, GL_FALSE, kYUV2RGB_TRANS); |
- int attrib_location = glGetUniformLocation(program, "attrib_vector"); |
- glUniform4fv(attrib_location, 1, attributeSelector); |
- |
- program_id_ = program; |
-} |
- |
-void GPUColorRGBALumHackPainter::Paint( |
- scoped_refptr<media::VideoFrame> video_frame) { |
- for (unsigned int i = 0; i < kNumYUVPlanes; ++i) { |
- unsigned int width = (i == media::VideoFrame::kYPlane) ? |
- video_frame->width() : video_frame->width() / 2; |
- unsigned int height = (i == media::VideoFrame::kYPlane) ? |
- video_frame->height() : video_frame->height() / 2; |
- glBindTexture(GL_TEXTURE_2D, textures_[i]); |
- glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width / 4, height, |
- GL_RGBA, GL_UNSIGNED_BYTE, video_frame->data(i)); |
- } |
- |
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); |
- surface()->SwapBuffers(); |
-} |