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Unified Diff: media/tools/shader_bench/cpu_color_painter.cc

Issue 4873002: Benchmark tool for GPU-accelerated video rendering (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src
Patch Set: Fixed nits Created 10 years, 1 month ago
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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();
+}
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