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 |
new file mode 100644 |
index 0000000000000000000000000000000000000000..cb89e091537b1478e2e15468670ff2c9ed7738bf |
--- /dev/null |
+++ b/media/tools/shader_bench/gpu_color_painter_exp.cc |
@@ -0,0 +1,130 @@ |
+// 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/tools/shader_bench/gpu_color_painter_exp.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, |
+}; |
+ |
+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(media::VideoFrame::kNumYUVPlanes, textures_); |
+ } |
+} |
+ |
+void GPUColorRGBALumHackPainter::Initialize(int width, int height) { |
+ glGenTextures(3, 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_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 < 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 / 4, height, |
+ GL_RGBA, GL_UNSIGNED_BYTE, video_frame->data(i)); |
+ } |
+ |
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); |
+ context()->SwapBuffers(); |
+} |