| Index: media/tools/shader_bench/gpu_color_painter.cc
|
| diff --git a/media/tools/shader_bench/gpu_color_painter.cc b/media/tools/shader_bench/gpu_color_painter.cc
|
| new file mode 100644
|
| index 0000000000000000000000000000000000000000..94195a7a3caec594698efcae43543b05d42f18bb
|
| --- /dev/null
|
| +++ b/media/tools/shader_bench/gpu_color_painter.cc
|
| @@ -0,0 +1,118 @@
|
| +// Copyright (c) 2010 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 "app/gfx/gl/gl_context.h"
|
| +#include "media/tools/shader_bench/gpu_color_painter.h"
|
| +
|
| +// 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,
|
| +};
|
| +
|
| +// 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"
|
| + "\n"
|
| + "void main() {\n"
|
| + " float y = texture2D(y_tex, interp_tc).x;\n"
|
| + " float u = texture2D(u_tex, interp_tc).r - .5;\n"
|
| + " float v = texture2D(v_tex, interp_tc).r - .5;\n"
|
| + " vec3 rgb = yuv2rgb * vec3(y, u, v);\n"
|
| + " gl_FragColor = vec4(rgb, 1);\n"
|
| + "}\n";
|
| +
|
| +GPUColorWithLuminancePainter::GPUColorWithLuminancePainter()
|
| + : program_id_(-1) {
|
| +}
|
| +
|
| +GPUColorWithLuminancePainter::~GPUColorWithLuminancePainter() {
|
| + if (program_id_) {
|
| + glDeleteProgram(program_id_);
|
| + glDeleteTextures(media::VideoFrame::kNumYUVPlanes, textures_);
|
| + }
|
| +}
|
| +
|
| +void GPUColorWithLuminancePainter::Initialize(int width, int height) {
|
| + // Create 3 textures, one for each plane, and bind them to different
|
| + // texture units.
|
| + glGenTextures(media::VideoFrame::kNumYUVPlanes, textures_);
|
| +
|
| + for (unsigned int i = 0; i < media::VideoFrame::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_LUMINANCE, texture_width, texture_height,
|
| + 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, 0);
|
| + }
|
| +
|
| + GLuint program =
|
| + CreateShaderProgram(context_, kVertexShader, kFragmentShader);
|
| +
|
| + // Bind parameters.
|
| + glUniform1i(glGetUniformLocation(program, "y_tex"), 0);
|
| + glUniform1i(glGetUniformLocation(program, "u_tex"), 1);
|
| + glUniform1i(glGetUniformLocation(program, "v_tex"), 2);
|
| + int yuv2rgb_location = glGetUniformLocation(program, "yuv2rgb");
|
| +
|
| + // DesktopGL supports transpose matrices.
|
| + if (gfx::GetGLImplementation() == gfx::kGLImplementationDesktopGL)
|
| + glUniformMatrix3fv(yuv2rgb_location, 1, GL_TRUE, kYUV2RGB);
|
| + else
|
| + glUniformMatrix3fv(yuv2rgb_location, 1, GL_FALSE, kYUV2RGB_TRANS);
|
| +
|
| + program_id_ = program;
|
| +}
|
| +
|
| +void GPUColorWithLuminancePainter::Paint(
|
| + scoped_refptr<media::VideoFrame> video_frame) {
|
| + for (unsigned int i = 0; i < media::VideoFrame::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, height,
|
| + GL_LUMINANCE, GL_UNSIGNED_BYTE, video_frame->data(i));
|
| + }
|
| +
|
| + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
| + context_->SwapBuffers();
|
| +}
|
|
|