Index: media/tools/shader_bench/cpu_color_painter.cc |
diff --git a/media/tools/shader_bench/cpu_color_painter.cc b/media/tools/shader_bench/cpu_color_painter.cc |
new file mode 100644 |
index 0000000000000000000000000000000000000000..61347eaea98e6b67eec6b5b3fa029040c060b9f1 |
--- /dev/null |
+++ b/media/tools/shader_bench/cpu_color_painter.cc |
@@ -0,0 +1,92 @@ |
+// 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 "media/base/yuv_convert.h" |
+#include "media/tools/shader_bench/cpu_color_painter.h" |
+ |
+// 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"; |
+ |
+// RGB pixel shader. |
+static const char kFragmentShader[] = |
+ "precision mediump float;\n" |
+ "precision mediump int;\n" |
+ "varying vec2 interp_tc;\n" |
+ "\n" |
+ "uniform sampler2D rgba_tex;\n" |
+ "\n" |
+ "void main() {\n" |
+ " vec4 texColor = texture2D(rgba_tex, interp_tc);" |
+ " gl_FragColor = vec4(texColor.z, texColor.y, texColor.x, texColor.w);\n" |
+ "}\n"; |
+ |
+CPUColorPainter::CPUColorPainter() |
+ : program_id_(-1) { |
+} |
+ |
+CPUColorPainter::~CPUColorPainter() { |
+ if (program_id_) { |
+ glDeleteProgram(program_id_); |
+ glDeleteTextures(media::VideoFrame::kNumRGBPlanes, textures_); |
+ } |
+} |
+ |
+void CPUColorPainter::Initialize(int width, int height) { |
+ glGenTextures(media::VideoFrame::kNumRGBPlanes, textures_); |
+ glActiveTexture(GL_TEXTURE0); |
+ glBindTexture(GL_TEXTURE_2D, textures_[0]); |
+ 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, width, height, 0, |
+ GL_RGBA, GL_UNSIGNED_BYTE, 0); |
+ |
+ GLuint program = CreateShaderProgram(kVertexShader, kFragmentShader); |
+ |
+ // Bind parameters. |
+ glUniform1i(glGetUniformLocation(program, "rgba_tex"), 0); |
+ program_id_ = program; |
+} |
+ |
+void CPUColorPainter::Paint(scoped_refptr<media::VideoFrame> video_frame) { |
+ // Convert to RGBA frame. |
+ scoped_refptr<media::VideoFrame> rgba_frame; |
+ media::VideoFrame::CreateFrame(media::VideoFrame::RGBA, |
+ video_frame->width(), |
+ video_frame->height(), |
+ base::TimeDelta(), |
+ base::TimeDelta(), |
+ &rgba_frame); |
+ |
+ media::ConvertYUVToRGB32(video_frame->data(media::VideoFrame::kYPlane), |
+ video_frame->data(media::VideoFrame::kUPlane), |
+ video_frame->data(media::VideoFrame::kVPlane), |
+ rgba_frame->data(0), |
+ video_frame->width(), |
+ video_frame->height(), |
+ video_frame->stride(media::VideoFrame::kYPlane), |
+ video_frame->stride(media::VideoFrame::kUPlane), |
+ rgba_frame->stride(0), |
+ media::YV12); |
+ |
+ glBindTexture(GL_TEXTURE_2D, textures_[0]); |
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, rgba_frame->width(), |
+ rgba_frame->height(), GL_RGBA, GL_UNSIGNED_BYTE, |
+ rgba_frame->data(0)); |
+ |
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); |
+ context()->SwapBuffers(); |
+} |