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 |
new file mode 100644 |
index 0000000000000000000000000000000000000000..5f233c47a9d29f0984d2a05dfd3998a8d4b1b188 |
--- /dev/null |
+++ b/media/tools/player_x11/gl_video_renderer.cc |
@@ -0,0 +1,251 @@ |
+// 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, |
+ 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, |
+ -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" |
+ "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[] = |
+ "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"; |
+ |
+// Buffer size for compile errors. |
+static const unsigned int kErrorSize = 4096; |
+ |
+GlVideoRenderer::GlVideoRenderer(Display* display, Window window) |
+ : display_(display), |
+ window_(window), |
+ gl_context_(NULL) { |
+} |
+ |
+GlVideoRenderer::~GlVideoRenderer() { |
+ glXMakeCurrent(display_, 0, NULL); |
+ 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()); |
+ |
+ // Convert YUV frame to RGB. |
+ DCHECK(video_frame->format() == media::VideoFrame::YV12 || |
+ video_frame->format() == media::VideoFrame::I420 || |
+ 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) { |
+ unsigned int width = video_frame->stride(i); |
+ unsigned int height = video_frame->rows(i); |
+ glActiveTexture(GL_TEXTURE0 + i); |
+ 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); |
+} |