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Unified Diff: content/renderer/pepper/video_decoder_shim.cc

Issue 1111653004: Replace SW YUV conversion with higher quality Shader+FBO in pepper video path. (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: Fix coding style issues. Created 5 years, 8 months ago
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Index: content/renderer/pepper/video_decoder_shim.cc
diff --git a/content/renderer/pepper/video_decoder_shim.cc b/content/renderer/pepper/video_decoder_shim.cc
index 35594a8e3a609ac7fbefd241b8aa3a8fe66a2b42..b9281cf64a3a40120026dba391eaf90668e669e9 100644
--- a/content/renderer/pepper/video_decoder_shim.cc
+++ b/content/renderer/pepper/video_decoder_shim.cc
@@ -9,6 +9,7 @@
#include <GLES2/gl2extchromium.h>
#include "base/bind.h"
+#include "base/logging.h"
#include "base/numerics/safe_conversions.h"
#include "base/single_thread_task_runner.h"
#include "cc/blink/context_provider_web_context.h"
@@ -28,6 +29,571 @@
namespace content {
+//
+// YUV->RGB converter class using a shader and FBO
+//
+class YUVConverter {
+ public:
+ YUVConverter(const scoped_refptr<cc_blink::ContextProviderWebContext>&);
+ ~YUVConverter();
+ bool Initialize();
+ void Convert(const scoped_refptr<media::VideoFrame>& frame, GLuint tex_out);
+
+ private:
+ GLuint CreateShader();
+ GLuint CompileShader(const char* name, GLuint type, const char* code);
+ GLuint CreateProgram(const char* name, GLuint vshader, GLuint fshader);
+ bool SetUniform(GLuint program, const char* name, int value);
+ bool SetUniform(GLuint program, const char* name, float value);
+ GLuint CreateTexture();
+
+ scoped_refptr<cc_blink::ContextProviderWebContext> context_provider_;
+ gpu::gles2::GLES2Interface* gl_;
+ GLuint frame_buffer_;
+ GLuint vtx_buffer_;
+ GLuint program_;
+
+ GLuint y_texture_;
+ GLuint u_texture_;
+ GLuint v_texture_;
+
+ GLuint internal_format_;
+ GLuint format_;
+
+ GLuint y_width_;
+ GLuint y_height_;
+
+ GLuint uv_width_;
+ GLuint uv_height_;
+
+ GLfloat clamp_value_;
+ GLuint clamp_width_;
+ GLint clamp_width_loc_;
+
+ DISALLOW_COPY_AND_ASSIGN(YUVConverter);
+};
+
+YUVConverter::YUVConverter(
+ const scoped_refptr<cc_blink::ContextProviderWebContext>& ctx_p)
+ : context_provider_(ctx_p),
+ gl_(context_provider_->ContextGL()),
+ frame_buffer_(0),
+ vtx_buffer_(0),
+ program_(0),
+ y_texture_(0),
+ u_texture_(0),
+ v_texture_(0),
+ internal_format_(0),
+ format_(0),
+ y_width_(2),
+ y_height_(2),
+ uv_width_(2),
+ uv_height_(2),
+ clamp_value_(1.f),
+ clamp_width_(0),
+ clamp_width_loc_(0) {
+}
+
+YUVConverter::~YUVConverter() {
+ // delete textures
+ if (y_texture_)
+ gl_->DeleteTextures(1, &y_texture_);
+
+ if (u_texture_)
+ gl_->DeleteTextures(1, &u_texture_);
+
+ if (v_texture_)
+ gl_->DeleteTextures(1, &v_texture_);
+
+ // delete framebuffer
+ if (frame_buffer_)
+ gl_->DeleteFramebuffers(1, &frame_buffer_);
+
+ // delete vertex buffer
+ if (vtx_buffer_)
+ gl_->DeleteBuffers(1, &vtx_buffer_);
+
+ // delete program
+ if (program_)
+ gl_->DeleteProgram(program_);
+}
+
+GLuint YUVConverter::CreateTexture() {
+ GLuint tex = 0;
+
+ // create texture
+ gl_->GenTextures(1, &tex);
+ gl_->BindTexture(GL_TEXTURE_2D, tex);
+
+ // create texture with default size - will be resized upon first frame
+ gl_->TexImage2D(GL_TEXTURE_2D, 0, internal_format_, 2, 2, 0, format_,
+ GL_UNSIGNED_BYTE, NULL);
+
+ // set params
+ gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+ // unbind
+ gl_->BindTexture(GL_TEXTURE_2D, 0);
+
+ return tex;
+}
+
+GLuint YUVConverter::CompileShader(const char* name,
+ GLuint type,
+ const char* code) {
+ GLuint shader = gl_->CreateShader(type);
+
+ gl_->ShaderSource(shader, 1, (const GLchar**)&code, NULL);
+ gl_->CompileShader(shader);
+
+ GLint status = 0;
+
+ gl_->GetShaderiv(shader, GL_COMPILE_STATUS, &status);
piman 2015/05/05 02:21:55 I wouldn't worry about this, at least in release m
CodeByThePound 2015/05/05 22:00:06 Acknowledged.
+ if (status != GL_TRUE) {
+ GLint max_length = 0;
+ GLint actual_length = 0;
+ gl_->GetShaderiv(shader, GL_INFO_LOG_LENGTH, &max_length);
+
+ // The maxLength includes the NULL character
+ std::string error_log(max_length, 0);
+ gl_->GetShaderInfoLog(shader, max_length, &actual_length, &error_log[0]);
+
+ LOG(ERROR) << name << " shader compilation failed: " << error_log.c_str();
+ gl_->DeleteShader(shader);
+ return 0;
+ }
+
+ return shader;
+}
+
+GLuint YUVConverter::CreateProgram(const char* name,
+ GLuint vshader,
+ GLuint fshader) {
+ GLuint program = gl_->CreateProgram();
+ gl_->AttachShader(program, vshader);
+ gl_->AttachShader(program, fshader);
+
+ // bind known vertex position
+ gl_->BindAttribLocation(program, 0, "position");
+
+ gl_->LinkProgram(program);
+
+ GLint status = 0;
+
+ gl_->GetProgramiv(program, GL_LINK_STATUS, &status);
piman 2015/05/05 02:21:55 Same here.
CodeByThePound 2015/05/05 22:00:06 Acknowledged.
+ if (status != GL_TRUE) {
+ GLint max_length = 0;
+ GLint actual_length = 0;
+ gl_->GetProgramiv(program, GL_INFO_LOG_LENGTH, &max_length);
+
+ // The maxLength includes the NULL character
+ std::string error_log(max_length, 0);
+ gl_->GetProgramInfoLog(program, max_length, &actual_length, &error_log[0]);
+
+ LOG(ERROR) << name << " program linking failed: " << error_log.c_str();
+ return 0;
+ }
+
+ return program;
+}
+
+bool YUVConverter::SetUniform(GLuint program, const char* name, int value) {
+ bool result = false;
+ GLint loc = gl_->GetUniformLocation(program, name);
+ if (loc != -1) {
piman 2015/05/05 02:21:55 I think this should just be a DCHECK.
CodeByThePound 2015/05/05 22:00:06 Acknowledged.
+ gl_->UseProgram(program);
+ gl_->Uniform1i(loc, value);
+ gl_->UseProgram(0);
+ result = true;
+ }
+
+ return result;
+}
+
+bool YUVConverter::SetUniform(GLuint program, const char* name, float value) {
+ bool result = false;
+ GLint loc = gl_->GetUniformLocation(program, name);
+ if (loc != -1) {
+ gl_->UseProgram(program);
+ gl_->Uniform1f(loc, value);
+ gl_->UseProgram(0);
+ result = true;
+ }
+
+ return result;
+}
+
+GLuint YUVConverter::CreateShader() {
+ const char* vert_shader =
+ "precision mediump float;\n"
+ "attribute vec2 position;\n"
+ "varying vec2 texcoord;\n"
+ "uniform float clamp_width;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = vec4( position.xy, 0, 1 );\n"
+ // convert vertex positions to texcoords, clamp x
+ " vec2 tmp = position*0.5+0.5;\n"
+ " texcoord = vec2(min(tmp.x, clamp_width), tmp.y);\n"
+ "}";
+
+ const char* frag_shader =
+ "precision mediump float;\n"
+ "varying vec2 texcoord;\n"
+ "uniform sampler2D y_sampler;\n"
+ "uniform sampler2D u_sampler;\n"
+ "uniform sampler2D v_sampler;\n"
+ "void main()\n"
+ "{\n"
+ // These values are magic numbers that are used in the transformation
+ // from YUV to RGB color values. They are taken from the following
+ // webpage: http://www.fourcc.org/fccyvrgb.php. In this case Rec. 601.
+ // yuv_2_rgb and yuv_adjust_constrained were taken from gl_renderer.cc
+ " const mat3 yuv_2_rgb = mat3( 1.164, 1.164, 1.164,\n"
+ " 0.0, -.391, 2.018,\n"
+ " 1.596, -.813, 0.0 );\n"
+ // These values map to 16, 128, and 128 respectively, and are computed
+ // as a fraction over 256 (e.g. 16 / 256 = 0.0625).
+ // They are used in the YUV to RGBA conversion formula:
+ // Y - 16 : Gives 16 values of head and footroom for overshooting
+ // U - 128 : Turns unsigned U into signed U [-128,127]
+ // V - 128 : Turns unsigned V into signed V [-128,127]
+ " const vec3 yuv_adjust_constrained = vec3( -0.0625, -0.5, -0.5 );\n"
+
+ " vec3 yuv = vec3( texture2D(y_sampler, texcoord).x,\n"
+ " texture2D(u_sampler, texcoord).x,\n"
+ " texture2D(v_sampler, texcoord).x ) +\n"
+ " yuv_adjust_constrained;\n"
+ " gl_FragColor = vec4( yuv_2_rgb * yuv, 1.0 );\n"
+ "}";
+
+ //
+ // Compile vertex and fragment shaders.
+ //
+ GLuint vertex_shader =
+ CompileShader("Vertex Shader", GL_VERTEX_SHADER, vert_shader);
+ if (!vertex_shader) {
+ return 0;
+ }
+
+ GLuint fragment_shader =
+ CompileShader("Fragment Shader", GL_FRAGMENT_SHADER, frag_shader);
+ if (!fragment_shader) {
+ gl_->DeleteShader(vertex_shader);
+ return 0;
+ }
+
+ //
+ // Create the program
+ //
+ GLuint program =
+ CreateProgram("YUVConverter Program", vertex_shader, fragment_shader);
+
+ // delete shaders since they are no longer needed
+ gl_->DeleteShader(vertex_shader);
+ gl_->DeleteShader(fragment_shader);
+
+ if (!program) {
+ return 0;
+ }
+
+ GLuint result = program;
+
+ //
+ // Bind samplers to texture units - which never change.
+ //
+ if (!SetUniform(program, "y_sampler", 0)) {
+ result = 0;
+ }
+ if (!SetUniform(program, "u_sampler", 1)) {
+ result = 0;
+ }
+ if (!SetUniform(program, "v_sampler", 2)) {
+ result = 0;
+ }
+
+ // set default clamp width
+ if (!SetUniform(program, "clamp_width", clamp_value_)) {
+ result = 0;
+ }
+
+ // store clamp width loc for later
+ clamp_width_loc_ = gl_->GetUniformLocation(program, "clamp_width");
+ if (clamp_width_loc_ < 0) {
+ result = 0;
+ }
+
+ if (!result) {
+ gl_->DeleteProgram(program);
+ }
+
+ return result;
+}
+
+bool YUVConverter::Initialize() {
+ //
+ // Determine formats to use based on whether GL_RED is available or
+ // whether we need to use GL_LUMINANCE.
+ //
+ DCHECK(gl_);
+ if (context_provider_->ContextCapabilities().gpu.texture_rg) {
+ internal_format_ = GL_RED_EXT;
+ format_ = GL_RED_EXT;
+ } else {
+ internal_format_ = GL_LUMINANCE;
+ format_ = GL_LUMINANCE;
+ }
+
+ // set group marker
piman 2015/05/05 02:21:55 nit: most of these comments are redundant. Please
CodeByThePound 2015/05/05 22:00:06 Acknowledged.
+ gl_->PushGroupMarkerEXT(0, "YUVConverterContext");
+
+ //
+ // Create Framebuffer
+ //
+ gl_->GenFramebuffers(1, &frame_buffer_);
+
+ //
+ // Create some default textures to hold Y,U,V values
+ //
+ y_texture_ = CreateTexture();
+ u_texture_ = CreateTexture();
+ v_texture_ = CreateTexture();
+
+ //
+ // Create Vertex Buffer
+ //
+ // Vertex positions. Also converted to texcoords in vertex shader.
+ GLfloat vtx_buf[] = {-1.f, -1.f, 1.f, -1.f, -1.f, 1.f, 1.f, 1.f};
+
+ // Create buffer
+ gl_->GenBuffers(1, &vtx_buffer_);
+ gl_->BindBuffer(GL_ARRAY_BUFFER, vtx_buffer_);
+ // Populate it
+ gl_->BufferData(GL_ARRAY_BUFFER, 2 * sizeof(GLfloat) * 4, vtx_buf,
+ GL_STATIC_DRAW);
+ // unbind
+ gl_->BindBuffer(GL_ARRAY_BUFFER, 0);
+
+ //
+ // Create Shader
+ //
+ program_ = CreateShader();
+ if (!program_) {
+ return false;
+ }
+
+ gl_->PopGroupMarkerEXT();
+
+ return true;
+}
+
+void YUVConverter::Convert(const scoped_refptr<media::VideoFrame>& frame,
+ GLuint tex_out) {
+ int divisor_height;
+ bool supported_format = true;
+
+ // make sure we support this format
+ switch (frame->format()) {
+ case media::VideoFrame::YV12: /* 420 */
+ case media::VideoFrame::I420: /* 420 */
+ divisor_height = 2;
+ break;
+
+ case media::VideoFrame::YV16: /* 422 */
+ divisor_height = 1;
+ break;
+
+ case media::VideoFrame::YV24: /* 444 */
+ divisor_height = 1;
+ break;
+
+ default:
+ // rest are not supported..
+ supported_format = false;
+ break;
+ }
+
+ // set group marker
+ gl_->PushGroupMarkerEXT(0, "YUVConverterContext");
+
+ bool set_clamp = false;
+
+ uint32_t ywidth = frame->coded_size().width();
+ uint32_t yheight = frame->coded_size().height();
+
+ if (supported_format) {
+ DCHECK_EQ(frame->stride(media::VideoFrame::kUPlane),
+ frame->stride(media::VideoFrame::kVPlane));
+
+ uint32_t ystride = frame->stride(media::VideoFrame::kYPlane);
+ uint32_t uvstride = frame->stride(media::VideoFrame::kUPlane);
+
+ // resize textures if necessary
+ if (ystride != y_width_ || yheight != y_height_) {
+ // choose width based on the stride
+ // then, clamp later
+ y_width_ = ystride;
+ y_height_ = yheight;
+
+ uv_width_ = uvstride;
+ uv_height_ = y_height_ / divisor_height;
+
+ if ((ystride != ywidth) || (clamp_width_ != ywidth)) {
+ if (clamp_width_ != ywidth) {
+ // clamp width to avoid sampling padding pixels
+ clamp_width_ = ywidth;
+ clamp_value_ =
+ static_cast<float>(ywidth) / static_cast<float>(ystride);
+ // clamp to 1/2 pixel inside to avoid bilinear sampling errors
+ clamp_value_ -= (1.f / (2.f * static_cast<float>(ystride)));
+
+ set_clamp = true;
+ }
+ }
+
+ //
+ // Resize the textures and upload data
+ //
+ gl_->ActiveTexture(GL_TEXTURE0);
+ gl_->BindTexture(GL_TEXTURE_2D, y_texture_);
+ gl_->TexImage2D(GL_TEXTURE_2D, 0, internal_format_, y_width_, y_height_,
+ 0, format_, GL_UNSIGNED_BYTE,
+ frame->data(media::VideoFrame::kYPlane));
+
+ gl_->ActiveTexture(GL_TEXTURE1);
+ gl_->BindTexture(GL_TEXTURE_2D, u_texture_);
+ gl_->TexImage2D(GL_TEXTURE_2D, 0, internal_format_, uv_width_, uv_height_,
+ 0, format_, GL_UNSIGNED_BYTE,
+ frame->data(media::VideoFrame::kUPlane));
+
+ gl_->ActiveTexture(GL_TEXTURE2);
+ gl_->BindTexture(GL_TEXTURE_2D, v_texture_);
+ gl_->TexImage2D(GL_TEXTURE_2D, 0, internal_format_, uv_width_, uv_height_,
+ 0, format_, GL_UNSIGNED_BYTE,
+ frame->data(media::VideoFrame::kVPlane));
+ } else {
+ //
+ // Bind textures and upload texture data
+ //
+ gl_->ActiveTexture(GL_TEXTURE0);
+ gl_->BindTexture(GL_TEXTURE_2D, y_texture_);
+ gl_->TexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, y_width_, y_height_, format_,
+ GL_UNSIGNED_BYTE,
+ frame->data(media::VideoFrame::kYPlane));
+
+ gl_->ActiveTexture(GL_TEXTURE1);
+ gl_->BindTexture(GL_TEXTURE_2D, u_texture_);
+ gl_->TexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, uv_width_, uv_height_, format_,
+ GL_UNSIGNED_BYTE,
+ frame->data(media::VideoFrame::kUPlane));
+
+ gl_->ActiveTexture(GL_TEXTURE2);
+ gl_->BindTexture(GL_TEXTURE_2D, v_texture_);
+ gl_->TexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, uv_width_, uv_height_, format_,
+ GL_UNSIGNED_BYTE,
+ frame->data(media::VideoFrame::kVPlane));
+ }
+ } else {
+ //
+ // Unsupported format - set textures to be 4x4 and produce a red output
+ // 2x2 texture didn't seem to work
+ //
+ uint8_t yudata[4 * 4];
+ memset(yudata, 0x5e, 4 * 4);
+ gl_->ActiveTexture(GL_TEXTURE0);
+ gl_->BindTexture(GL_TEXTURE_2D, y_texture_);
+ gl_->TexImage2D(GL_TEXTURE_2D, 0, internal_format_, 4, 4, 0, format_,
+ GL_UNSIGNED_BYTE, yudata);
+
+ gl_->ActiveTexture(GL_TEXTURE1);
+ gl_->BindTexture(GL_TEXTURE_2D, u_texture_);
+ gl_->TexImage2D(GL_TEXTURE_2D, 0, internal_format_, 4, 4, 0, format_,
+ GL_UNSIGNED_BYTE, yudata);
+
+ uint8_t vdata[4 * 4];
+ memset(vdata, 0xe7, 4 * 4);
+ gl_->ActiveTexture(GL_TEXTURE2);
+ gl_->BindTexture(GL_TEXTURE_2D, v_texture_);
+ gl_->TexImage2D(GL_TEXTURE_2D, 0, internal_format_, 4, 4, 0, format_,
+ GL_UNSIGNED_BYTE, vdata);
+
+ if (clamp_value_ != 1.f) {
+ set_clamp = true;
+ clamp_value_ = 1.f;
+ }
+ }
+
+ // since we modify the viewport, save it here
+ // MMM - is this necessary?
piman 2015/05/05 02:21:55 Well... the SharedMainThreadContextProvider is als
CodeByThePound 2015/05/05 22:00:06 Do you want me to make this modification as part o
+ GLint viewport[4] = {0};
+ gl_->GetIntegerv(GL_VIEWPORT, viewport);
+
+ //
+ // bind framebuffer and output texture
+ //
+ gl_->BindFramebuffer(GL_FRAMEBUFFER, frame_buffer_);
+ gl_->FramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
+ tex_out, 0);
+
+#ifndef NDEBUG
+ // NOTE: we should probably check for framebuffer complete here, but that
+ // will slow this method down so check in debug mode
+ GLint status = gl_->CheckFramebufferStatus(GL_FRAMEBUFFER);
+ if (status != GL_FRAMEBUFFER_COMPLETE) {
+ return;
+ }
+#endif
+
+ //
+ // Set viewport as dimensions of the video frame
+ //
+ gl_->Viewport(0, 0, ywidth, yheight);
+
+ //
+ // Enable shader
+ //
+ gl_->UseProgram(program_);
+
+ if (set_clamp) {
+ gl_->Uniform1f(clamp_width_loc_, clamp_value_);
+ }
+
+ //
+ // Render
+ //
+ gl_->BindBuffer(GL_ARRAY_BUFFER, vtx_buffer_);
+ gl_->EnableVertexAttribArray(0);
+ gl_->VertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat),
+ static_cast<const void*>(0));
+
+ // draw
+ gl_->DrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+
+ // disable everything we enabled
+ gl_->BindBuffer(GL_ARRAY_BUFFER, 0);
+ gl_->DisableVertexAttribArray(0);
+ gl_->UseProgram(0);
+ gl_->BindFramebuffer(GL_FRAMEBUFFER, 0);
+
+ // unbind textures
+ // active texture is still 2
+ gl_->BindTexture(GL_TEXTURE_2D, 0);
+
+ gl_->ActiveTexture(GL_TEXTURE1);
+ gl_->BindTexture(GL_TEXTURE_2D, 0);
+
+ gl_->ActiveTexture(GL_TEXTURE0);
+ gl_->BindTexture(GL_TEXTURE_2D, 0);
+
+ // reset former viewport
+ gl_->Viewport(viewport[0], viewport[1], viewport[2], viewport[3]);
+
+ gl_->PopGroupMarkerEXT();
+}
+
struct VideoDecoderShim::PendingDecode {
PendingDecode(uint32_t decode_id,
const scoped_refptr<media::DecoderBuffer>& buffer);
@@ -49,14 +615,11 @@ VideoDecoderShim::PendingDecode::~PendingDecode() {
struct VideoDecoderShim::PendingFrame {
explicit PendingFrame(uint32_t decode_id);
PendingFrame(uint32_t decode_id,
- const gfx::Size& coded_size,
- const gfx::Rect& visible_rect);
+ const scoped_refptr<media::VideoFrame>& frame);
~PendingFrame();
const uint32_t decode_id;
- const gfx::Size coded_size;
- const gfx::Rect visible_rect;
- std::vector<uint8_t> argb_pixels;
+ scoped_refptr<media::VideoFrame> video_frame;
private:
// This could be expensive to copy, so guard against that.
@@ -67,13 +630,10 @@ VideoDecoderShim::PendingFrame::PendingFrame(uint32_t decode_id)
: decode_id(decode_id) {
}
-VideoDecoderShim::PendingFrame::PendingFrame(uint32_t decode_id,
- const gfx::Size& coded_size,
- const gfx::Rect& visible_rect)
- : decode_id(decode_id),
- coded_size(coded_size),
- visible_rect(visible_rect),
- argb_pixels(coded_size.width() * coded_size.height() * 4) {
+VideoDecoderShim::PendingFrame::PendingFrame(
+ uint32_t decode_id,
+ const scoped_refptr<media::VideoFrame>& frame)
+ : decode_id(decode_id), video_frame(frame) {
}
VideoDecoderShim::PendingFrame::~PendingFrame() {
@@ -269,13 +829,7 @@ void VideoDecoderShim::DecoderImpl::OnOutputComplete(
scoped_ptr<PendingFrame> pending_frame;
if (!frame->end_of_stream()) {
- pending_frame.reset(new PendingFrame(
- decode_id_, frame->coded_size(), frame->visible_rect()));
- // Convert the VideoFrame pixels to ABGR to match VideoDecodeAccelerator.
- media::SkCanvasVideoRenderer::ConvertVideoFrameToRGBPixels(
- frame,
- &pending_frame->argb_pixels.front(),
- frame->coded_size().width() * 4);
+ pending_frame.reset(new PendingFrame(decode_id_, frame));
} else {
pending_frame.reset(new PendingFrame(decode_id_));
}
@@ -305,6 +859,7 @@ VideoDecoderShim::VideoDecoderShim(PepperVideoDecoderHost* host)
DCHECK(media_task_runner_.get());
DCHECK(context_provider_.get());
decoder_impl_.reset(new DecoderImpl(weak_ptr_factory_.GetWeakPtr()));
+ yuv_converter_.reset(new YUVConverter(context_provider_));
}
VideoDecoderShim::~VideoDecoderShim() {
@@ -343,6 +898,11 @@ bool VideoDecoderShim::Initialize(
codec = media::kCodecVP9;
DCHECK_NE(codec, media::kUnknownVideoCodec);
+ // initialize yuv converter
+ if (!yuv_converter_->Initialize()) {
+ return false;
+ }
+
media::VideoDecoderConfig config(
codec,
profile,
@@ -471,12 +1031,12 @@ void VideoDecoderShim::OnDecodeComplete(int32_t result, uint32_t decode_id) {
NotifyCompletedDecodes();
}
-void VideoDecoderShim::OnOutputComplete(scoped_ptr<PendingFrame> frame) {
+void VideoDecoderShim::OnOutputComplete(scoped_ptr<PendingFrame> pframe) {
DCHECK(RenderThreadImpl::current());
DCHECK(host_);
- if (!frame->argb_pixels.empty()) {
- if (texture_size_ != frame->coded_size) {
+ if (pframe->video_frame) {
+ if (texture_size_ != pframe->video_frame->coded_size()) {
// If the size has changed, all current textures must be dismissed. Add
// all textures to |textures_to_dismiss_| and dismiss any that aren't in
// use by the plugin. We will dismiss the rest as they are recycled.
@@ -498,13 +1058,12 @@ void VideoDecoderShim::OnOutputComplete(scoped_ptr<PendingFrame> frame) {
pending_texture_mailboxes_.push_back(gpu::Mailbox::Generate());
host_->RequestTextures(texture_pool_size_,
- frame->coded_size,
- GL_TEXTURE_2D,
+ pframe->video_frame->coded_size(), GL_TEXTURE_2D,
pending_texture_mailboxes_);
- texture_size_ = frame->coded_size;
+ texture_size_ = pframe->video_frame->coded_size();
}
- pending_frames_.push(linked_ptr<PendingFrame>(frame.release()));
+ pending_frames_.push(linked_ptr<PendingFrame>(pframe.release()));
SendPictures();
}
}
@@ -520,27 +1079,13 @@ void VideoDecoderShim::SendPictures() {
available_textures_.erase(it);
uint32_t local_texture_id = texture_id_map_[texture_id];
- gpu::gles2::GLES2Interface* gles2 = context_provider_->ContextGL();
- gles2->ActiveTexture(GL_TEXTURE0);
- gles2->BindTexture(GL_TEXTURE_2D, local_texture_id);
-#if !defined(OS_ANDROID)
- // BGRA is the native texture format, except on Android, where textures
- // would be uploaded as GL_RGBA.
- gles2->TexImage2D(GL_TEXTURE_2D,
- 0,
- GL_BGRA_EXT,
- texture_size_.width(),
- texture_size_.height(),
- 0,
- GL_BGRA_EXT,
- GL_UNSIGNED_BYTE,
- &frame->argb_pixels.front());
-#else
-#error Not implemented.
-#endif
+
+ // run the yuv conversion renderer
+ yuv_converter_->Convert(frame->video_frame, local_texture_id);
host_->PictureReady(media::Picture(texture_id, frame->decode_id,
- frame->visible_rect, false));
+ frame->video_frame->visible_rect(),
+ false));
pending_frames_.pop();
}
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