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Side by Side Diff: media/tools/shader_bench/gl_painter.cc

Issue 4873002: Benchmark tool for GPU-accelerated video rendering (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src
Patch Set: Cleaned up Window/Painter interface a little Created 10 years, 1 month ago
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1 // Copyright (c) 2010 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
4
5 #include "app/gfx/gl/gl_context.h"
6 #include "media/tools/shader_bench/gl_painter.h"
7
8 // Matrix used for the YUV to RGB conversion.
9 static const float kYUV2RGB[9] = {
10 1.f, 0.f, 1.403f,
11 1.f, -.344f, -.714f,
12 1.f, 1.772f, 0.f,
13 };
14
15 static const float kYUV2RGB_TRANS[9] = {
16 1.f, 1.f, 1.f,
17 0.f, -.344f, 1.772f,
18 1.403f, -.714f, 0.f,
19 };
20
21 // Pass-through vertex shader.
22 static const char kVertexShader[] =
23 "precision highp float;\n"
24 "precision highp int;\n"
25 "varying vec2 interp_tc;\n"
26 "\n"
27 "attribute vec4 in_pos;\n"
28 "attribute vec2 in_tc;\n"
29 "\n"
30 "void main() {\n"
31 " interp_tc = in_tc;\n"
32 " gl_Position = in_pos;\n"
33 "}\n";
34
35 // YUV to RGB pixel shader. Loads a pixel from each plane and pass through the
36 // matrix.
37 static const char kFragmentShader[] =
38 "precision mediump float;\n"
39 "precision mediump int;\n"
40 "varying vec2 interp_tc;\n"
41 "\n"
42 "uniform sampler2D y_tex;\n"
43 "uniform sampler2D u_tex;\n"
44 "uniform sampler2D v_tex;\n"
45 "uniform mat3 yuv2rgb;\n"
46 "\n"
47 "void main() {\n"
48 " float y = texture2D(y_tex, interp_tc).x;\n"
49 " float u = texture2D(u_tex, interp_tc).r - .5;\n"
50 " float v = texture2D(v_tex, interp_tc).r - .5;\n"
51 " vec3 rgb = yuv2rgb * vec3(y, u, v);\n"
52 " gl_FragColor = vec4(rgb, 1);\n"
53 "}\n";
54
55 GLPainter::GLPainter()
56 : program_id_(-1) {
57 }
58
59 GLPainter::~GLPainter() {
60 if (program_id_) {
61 glDeleteProgram(program_id_);
62 glDeleteTextures(media::VideoFrame::kNumYUVPlanes, textures_);
63 }
64 }
65
66 void GLPainter::Initialize(int width, int height) {
67 //TODO(vrk): assert context_;
68 // Create 3 textures, one for each plane, and bind them to different
69 // texture units.
70 glGenTextures(media::VideoFrame::kNumYUVPlanes, textures_);
71
72 for (unsigned int i = 0; i < media::VideoFrame::kNumYUVPlanes; ++i) {
73 unsigned int texture_width = (i == media::VideoFrame::kYPlane) ?
74 width : width / 2;
75 unsigned int texture_height = (i == media::VideoFrame::kYPlane) ?
76 height : height / 2;
77 glActiveTexture(GL_TEXTURE0 + i);
78 glBindTexture(GL_TEXTURE_2D, textures_[i]);
79 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
80 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
81 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
82 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
83 glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, texture_width, texture_height, 0,
Alpha Left Google 2010/11/15 20:43:51 nit: 80 chars.
84 GL_LUMINANCE, GL_UNSIGNED_BYTE, 0);
85 }
86
87 GLuint program = CreateShaderProgram(context_, kVertexShader, kFragmentShader) ;
88
89 // Bind parameters.
90 glUniform1i(glGetUniformLocation(program, "y_tex"), 0);
91 glUniform1i(glGetUniformLocation(program, "u_tex"), 1);
92 glUniform1i(glGetUniformLocation(program, "v_tex"), 2);
93 int yuv2rgb_location = glGetUniformLocation(program, "yuv2rgb");
94
95 // DesktopGL supports transpose matrices.
96 if (gfx::GetGLImplementation() == gfx::kGLImplementationDesktopGL)
97 glUniformMatrix3fv(yuv2rgb_location, 1, GL_TRUE, kYUV2RGB);
98 else
99 glUniformMatrix3fv(yuv2rgb_location, 1, GL_FALSE, kYUV2RGB_TRANS);
100
101 program_id_ = program;
102 }
103
104 void GLPainter::Paint(scoped_refptr<media::VideoFrame> video_frame) {
105 //TODO(vrk): assert context_;
106 for (unsigned int i = 0; i < media::VideoFrame::kNumYUVPlanes; ++i) {
107 unsigned int width = (i == media::VideoFrame::kYPlane) ?
108 video_frame->width() : video_frame->width() / 2;
109 unsigned int height = (i == media::VideoFrame::kYPlane) ?
110 video_frame->height() : video_frame->height() / 2;
111 glBindTexture(GL_TEXTURE_2D, textures_[i]);
fbarchard 2010/11/12 17:49:17 glBindTexture is slow. It will cause the glDrawAr
112 glPixelStorei(GL_UNPACK_ROW_LENGTH, video_frame->stride(i));
113 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height,
114 GL_LUMINANCE, GL_UNSIGNED_BYTE, video_frame->data(i));
Alpha Left Google 2010/11/15 20:43:51 nit: indentation.
115 }
116
117 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
118 context_->SwapBuffers();
fbarchard 2010/11/12 17:49:17 SwapBuffers is slow. Are you sure you want to ben
119 }
120
121 void GLPainter::SetGLContext(gfx::GLContext* context) {
122 context_ = context;
123 }
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