| Index: media/tools/player_x11/gl_video_renderer.cc
|
| diff --git a/media/tools/player_x11/gl_video_renderer.cc b/media/tools/player_x11/gl_video_renderer.cc
|
| deleted file mode 100644
|
| index 5f233c47a9d29f0984d2a05dfd3998a8d4b1b188..0000000000000000000000000000000000000000
|
| --- a/media/tools/player_x11/gl_video_renderer.cc
|
| +++ /dev/null
|
| @@ -1,251 +0,0 @@
|
| -// Copyright (c) 2012 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/player_x11/gl_video_renderer.h"
|
| -
|
| -#include <X11/Xutil.h>
|
| -
|
| -#include "base/bind.h"
|
| -#include "base/message_loop/message_loop.h"
|
| -#include "media/base/buffers.h"
|
| -#include "media/base/video_frame.h"
|
| -#include "media/base/yuv_convert.h"
|
| -#include "ui/gl/gl_surface.h"
|
| -
|
| -enum { kNumYUVPlanes = 3 };
|
| -
|
| -static GLXContext InitGLContext(Display* display, Window window) {
|
| - // Some versions of NVIDIA's GL libGL.so include a broken version of
|
| - // dlopen/dlsym, and so linking it into chrome breaks it. So we dynamically
|
| - // load it, and use glew to dynamically resolve symbols.
|
| - // See http://code.google.com/p/chromium/issues/detail?id=16800
|
| - if (!gfx::GLSurface::InitializeOneOff()) {
|
| - LOG(ERROR) << "GLSurface::InitializeOneOff failed";
|
| - return NULL;
|
| - }
|
| -
|
| - XWindowAttributes attributes;
|
| - XGetWindowAttributes(display, window, &attributes);
|
| - XVisualInfo visual_info_template;
|
| - visual_info_template.visualid = XVisualIDFromVisual(attributes.visual);
|
| - int visual_info_count = 0;
|
| - XVisualInfo* visual_info_list = XGetVisualInfo(display, VisualIDMask,
|
| - &visual_info_template,
|
| - &visual_info_count);
|
| - GLXContext context = NULL;
|
| - for (int i = 0; i < visual_info_count && !context; ++i) {
|
| - context = glXCreateContext(display, visual_info_list + i, 0,
|
| - True /* Direct rendering */);
|
| - }
|
| -
|
| - XFree(visual_info_list);
|
| - if (!context) {
|
| - return NULL;
|
| - }
|
| -
|
| - if (!glXMakeCurrent(display, window, context)) {
|
| - glXDestroyContext(display, context);
|
| - return NULL;
|
| - }
|
| -
|
| - return context;
|
| -}
|
| -
|
| -// Matrix used for the YUV to RGB conversion.
|
| -static const float kYUV2RGB[9] = {
|
| - 1.f, 0.f, 1.403f,
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| - 1.f, -.344f, -.714f,
|
| - 1.f, 1.772f, 0.f,
|
| -};
|
| -
|
| -// Vertices for a full screen quad.
|
| -static const float kVertices[8] = {
|
| - -1.f, 1.f,
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| - -1.f, -1.f,
|
| - 1.f, 1.f,
|
| - 1.f, -1.f,
|
| -};
|
| -
|
| -// Pass-through vertex shader.
|
| -static const char kVertexShader[] =
|
| - "varying vec2 interp_tc;\n"
|
| - "\n"
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| - "attribute vec4 in_pos;\n"
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| - "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[] =
|
| - "varying vec2 interp_tc;\n"
|
| - "\n"
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| - "uniform sampler2D y_tex;\n"
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| - "uniform sampler2D u_tex;\n"
|
| - "uniform sampler2D v_tex;\n"
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| - "uniform mat3 yuv2rgb;\n"
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| - "\n"
|
| - "void main() {\n"
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| - " float y = texture2D(y_tex, interp_tc).x;\n"
|
| - " float u = texture2D(u_tex, interp_tc).r - .5;\n"
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| - " float v = texture2D(v_tex, interp_tc).r - .5;\n"
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| - " vec3 rgb = yuv2rgb * vec3(y, u, v);\n"
|
| - " gl_FragColor = vec4(rgb, 1);\n"
|
| - "}\n";
|
| -
|
| -// Buffer size for compile errors.
|
| -static const unsigned int kErrorSize = 4096;
|
| -
|
| -GlVideoRenderer::GlVideoRenderer(Display* display, Window window)
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| - : display_(display),
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| - window_(window),
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| - gl_context_(NULL) {
|
| -}
|
| -
|
| -GlVideoRenderer::~GlVideoRenderer() {
|
| - glXMakeCurrent(display_, 0, NULL);
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| - glXDestroyContext(display_, gl_context_);
|
| -}
|
| -
|
| -void GlVideoRenderer::Paint(
|
| - const scoped_refptr<media::VideoFrame>& video_frame) {
|
| - if (!gl_context_)
|
| - Initialize(video_frame->coded_size(), video_frame->visible_rect());
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| -
|
| - // Convert YUV frame to RGB.
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| - DCHECK(video_frame->format() == media::VideoFrame::YV12 ||
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| - video_frame->format() == media::VideoFrame::I420 ||
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| - video_frame->format() == media::VideoFrame::YV16);
|
| - DCHECK(video_frame->stride(media::VideoFrame::kUPlane) ==
|
| - video_frame->stride(media::VideoFrame::kVPlane));
|
| -
|
| - if (glXGetCurrentContext() != gl_context_ ||
|
| - glXGetCurrentDrawable() != window_) {
|
| - glXMakeCurrent(display_, window_, gl_context_);
|
| - }
|
| - for (unsigned int i = 0; i < kNumYUVPlanes; ++i) {
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| - unsigned int width = video_frame->stride(i);
|
| - unsigned int height = video_frame->rows(i);
|
| - glActiveTexture(GL_TEXTURE0 + i);
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| - glPixelStorei(GL_UNPACK_ROW_LENGTH, video_frame->stride(i));
|
| - glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, width, height, 0,
|
| - GL_LUMINANCE, GL_UNSIGNED_BYTE, video_frame->data(i));
|
| - }
|
| -
|
| - glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
| - glXSwapBuffers(display_, window_);
|
| -}
|
| -
|
| -void GlVideoRenderer::Initialize(gfx::Size coded_size, gfx::Rect visible_rect) {
|
| - CHECK(!gl_context_);
|
| - VLOG(0) << "Initializing GL Renderer...";
|
| -
|
| - // Resize the window to fit that of the video.
|
| - XResizeWindow(display_, window_, visible_rect.width(), visible_rect.height());
|
| -
|
| - gl_context_ = InitGLContext(display_, window_);
|
| - CHECK(gl_context_) << "Failed to initialize GL context";
|
| -
|
| - // Create 3 textures, one for each plane, and bind them to different
|
| - // texture units.
|
| - glGenTextures(3, 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);
|
| - glEnable(GL_TEXTURE_2D);
|
| -
|
| - glActiveTexture(GL_TEXTURE1);
|
| - glBindTexture(GL_TEXTURE_2D, textures_[1]);
|
| - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
| - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
| - glEnable(GL_TEXTURE_2D);
|
| -
|
| - glActiveTexture(GL_TEXTURE2);
|
| - glBindTexture(GL_TEXTURE_2D, textures_[2]);
|
| - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
| - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
| - glEnable(GL_TEXTURE_2D);
|
| -
|
| - GLuint program = glCreateProgram();
|
| -
|
| - // Create our YUV->RGB shader.
|
| - GLuint vertex_shader = glCreateShader(GL_VERTEX_SHADER);
|
| - const char* vs_source = kVertexShader;
|
| - int vs_size = sizeof(kVertexShader);
|
| - glShaderSource(vertex_shader, 1, &vs_source, &vs_size);
|
| - glCompileShader(vertex_shader);
|
| - int result = GL_FALSE;
|
| - glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &result);
|
| - if (!result) {
|
| - char log[kErrorSize];
|
| - int len = 0;
|
| - glGetShaderInfoLog(vertex_shader, kErrorSize - 1, &len, log);
|
| - log[kErrorSize - 1] = 0;
|
| - LOG(FATAL) << log;
|
| - }
|
| - glAttachShader(program, vertex_shader);
|
| - glDeleteShader(vertex_shader);
|
| -
|
| - GLuint fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
|
| - const char* ps_source = kFragmentShader;
|
| - int ps_size = sizeof(kFragmentShader);
|
| - glShaderSource(fragment_shader, 1, &ps_source, &ps_size);
|
| - glCompileShader(fragment_shader);
|
| - result = GL_FALSE;
|
| - glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &result);
|
| - if (!result) {
|
| - char log[kErrorSize];
|
| - int len = 0;
|
| - glGetShaderInfoLog(fragment_shader, kErrorSize - 1, &len, log);
|
| - log[kErrorSize - 1] = 0;
|
| - LOG(FATAL) << log;
|
| - }
|
| - glAttachShader(program, fragment_shader);
|
| - glDeleteShader(fragment_shader);
|
| -
|
| - glLinkProgram(program);
|
| - result = GL_FALSE;
|
| - glGetProgramiv(program, GL_LINK_STATUS, &result);
|
| - if (!result) {
|
| - char log[kErrorSize];
|
| - int len = 0;
|
| - glGetProgramInfoLog(program, kErrorSize - 1, &len, log);
|
| - log[kErrorSize - 1] = 0;
|
| - LOG(FATAL) << log;
|
| - }
|
| - glUseProgram(program);
|
| - glDeleteProgram(program);
|
| -
|
| - // 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");
|
| - glUniformMatrix3fv(yuv2rgb_location, 1, GL_TRUE, kYUV2RGB);
|
| -
|
| - int pos_location = glGetAttribLocation(program, "in_pos");
|
| - glEnableVertexAttribArray(pos_location);
|
| - glVertexAttribPointer(pos_location, 2, GL_FLOAT, GL_FALSE, 0, kVertices);
|
| -
|
| - int tc_location = glGetAttribLocation(program, "in_tc");
|
| - glEnableVertexAttribArray(tc_location);
|
| - float verts[8];
|
| - float x0 = static_cast<float>(visible_rect.x()) / coded_size.width();
|
| - float y0 = static_cast<float>(visible_rect.y()) / coded_size.height();
|
| - float x1 = static_cast<float>(visible_rect.right()) / coded_size.width();
|
| - float y1 = static_cast<float>(visible_rect.bottom()) / coded_size.height();
|
| - verts[0] = x0; verts[1] = y0;
|
| - verts[2] = x0; verts[3] = y1;
|
| - verts[4] = x1; verts[5] = y0;
|
| - verts[6] = x1; verts[7] = y1;
|
| - glVertexAttribPointer(tc_location, 2, GL_FLOAT, GL_FALSE, 0, verts);
|
| -
|
| - // We are getting called on a thread. Release the context so that it can be
|
| - // made current on the main thread.
|
| - glXMakeCurrent(display_, 0, NULL);
|
| -}
|
|
|