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1 // Copyright (c) 2013 The Chromium Authors. All rights reserved. | |
2 // Use of this source code is governed by a BSD-style license that can be | |
3 // found in the LICENSE file. | |
4 | |
5 #include "content/common/gpu/media/gles2_external_texture_copier.h" | |
6 | |
7 #include "base/logging.h" | |
8 | |
9 namespace content { | |
10 | |
11 static void CheckGlError(const char* op) { | |
12 for (GLint error = glGetError(); error; error = glGetError()) { | |
13 LOG(ERROR) << "after " << op <<" glError (0x" << std::hex << error << ")"; | |
14 NOTREACHED(); | |
15 } | |
16 } | |
17 | |
18 static const char g_vertex_shader[] = | |
19 "uniform mat4 uMVPMatrix;\n" | |
20 "uniform mat4 uSTMatrix;\n" | |
21 "attribute vec4 aPosition;\n" | |
22 "attribute vec4 aTextureCoord;\n" | |
23 "varying vec2 vTextureCoord;\n" | |
24 "void main() {\n" | |
25 " gl_Position = uMVPMatrix * aPosition;\n" | |
26 " vTextureCoord = (uSTMatrix * aTextureCoord).xy;\n" | |
27 "}\n"; | |
28 | |
29 static const char g_fragment_shader[] = | |
30 "#extension GL_OES_EGL_image_external : require\n" | |
31 "precision mediump float;\n" | |
32 "varying vec2 vTextureCoord;\n" | |
33 "uniform samplerExternalOES sTexture;\n" | |
34 "void main() {\n" | |
35 " gl_FragColor = texture2D(sTexture, vTextureCoord);\n" | |
36 "}\n"; | |
37 | |
38 static const int kVerticeStride = 5 * sizeof(float); | |
Ami GONE FROM CHROMIUM
2013/02/17 00:12:44
English: The singular of "vertices" is "vertex" ;)
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39 | |
40 static const GLfloat g_vertices[] = { | |
41 -1.0f, -1.0f, 0, 0.f, 0.f, | |
42 1.0f, -1.0f, 0, 1.f, 0.f, | |
43 -1.0f, 1.0f, 0, 0.f, 1.f, | |
44 1.0f, 1.0f, 0, 1.f, 1.f, | |
45 }; | |
46 | |
47 // Due to the absence of matrix functions in NDK, a pre-calculated matrix | |
48 // is used. g_mvp_matrix = P * L * I | |
49 // Matrix.setLookAtM(L, 0, 0, 0, 2, 0, 0, 0, 0, -1, 0); | |
50 // Matrix.orthoM(P, 0, -1, 1, -1, 1, 1, 3); | |
51 // Matrix.setIdentityM(I, 0); | |
52 // Up vector(0, -1, 0) is used instead of (0, 1, 0) to prevent flipped screen. | |
53 static const GLfloat g_mvp_matrix[] = { | |
Ami GONE FROM CHROMIUM
2013/02/17 00:12:44
My glFoo is super-weak, but I believe what you hav
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54 1.f, 0.f, 0.f, 0.f, | |
55 0.f, -1.f, 0.f, 0.f, | |
56 0.f, 0.f, -1.f, 0.f, | |
57 0.f, 0.f, 0.f, 1.f, | |
58 }; | |
59 | |
60 static GLuint LoadShader(GLenum shaderType, const char* pSource) { | |
Ami GONE FROM CHROMIUM
2013/02/17 00:12:44
here and elsewhere, unix_style, not camelCase for
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61 GLuint shader = glCreateShader(shaderType); | |
62 if (shader) { | |
Ami GONE FROM CHROMIUM
2013/02/17 00:12:44
nit: if you reversed the test you could early-retu
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63 glShaderSource(shader, 1, &pSource, NULL); | |
64 glCompileShader(shader); | |
65 GLint compiled = 0; | |
66 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); | |
67 if (!compiled) { | |
68 GLint infoLen = 0; | |
69 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen); | |
70 if (infoLen) { | |
71 char* buf = (char*) malloc(infoLen); | |
Ami GONE FROM CHROMIUM
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scoped_ptr
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72 if (buf) { | |
Ami GONE FROM CHROMIUM
2013/02/17 00:12:44
unnecessary; malloc/new never fail in chromium oth
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73 glGetShaderInfoLog(shader, infoLen, NULL, buf); | |
74 LOG(ERROR) << "Could not compile shader : " << buf; | |
75 free(buf); | |
76 } | |
77 glDeleteShader(shader); | |
78 shader = 0; | |
79 } | |
80 } | |
81 } | |
82 return shader; | |
83 } | |
84 | |
85 static GLuint CreateProgram( | |
86 const char* pVertexSource, const char* pFragmentSource) { | |
87 GLuint vertexShader = LoadShader(GL_VERTEX_SHADER, pVertexSource); | |
88 if (!vertexShader) | |
89 return 0; | |
90 | |
91 GLuint pixelShader = LoadShader(GL_FRAGMENT_SHADER, pFragmentSource); | |
Ami GONE FROM CHROMIUM
2013/02/17 00:12:44
s/pixel/fragment/ ?
(here and below)
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92 if (!pixelShader) | |
93 return 0; | |
94 | |
95 GLuint program = glCreateProgram(); | |
96 if (program) { | |
97 glAttachShader(program, vertexShader); | |
Ami GONE FROM CHROMIUM
2013/02/17 00:12:44
delete the shaders after attaching them (so progra
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98 CheckGlError("glAttachShader"); | |
99 glAttachShader(program, pixelShader); | |
100 CheckGlError("glAttachShader"); | |
101 glLinkProgram(program); | |
102 GLint linkStatus = GL_FALSE; | |
103 glGetProgramiv(program, GL_LINK_STATUS, &linkStatus); | |
104 if (linkStatus != GL_TRUE) { | |
105 GLint bufLength = 0; | |
106 glGetProgramiv(program, GL_INFO_LOG_LENGTH, &bufLength); | |
107 if (bufLength) { | |
108 char* buf = (char*) malloc(bufLength); | |
109 if (buf) { | |
110 glGetProgramInfoLog(program, bufLength, NULL, buf); | |
111 LOG(ERROR) << "Could not link program: "<< buf; | |
112 free(buf); | |
113 } | |
114 } | |
115 glDeleteProgram(program); | |
116 program = 0; | |
117 } | |
118 } | |
119 return program; | |
120 } | |
121 | |
122 Gles2ExternalTextureCopier::Gles2ExternalTextureCopier() | |
123 : initialized_(false), | |
124 width_(0), | |
125 height_(0), | |
126 framebuffer_id_(0), | |
127 renderbuffer_id_(0), | |
128 program_(0), | |
129 position_handle_(0), | |
130 st_matrix_handle_(0), | |
131 mvp_matrix_handle_(0), | |
132 texture_handle_(0), | |
133 previous_framebuffer_id_(0), | |
134 previous_renderbuffer_id_(0), | |
135 previous_texture_id_(0) { | |
136 } | |
137 | |
138 Gles2ExternalTextureCopier::~Gles2ExternalTextureCopier() { | |
139 if (initialized_) { | |
140 glDeleteFramebuffersEXT(1, &framebuffer_id_); | |
141 glDeleteRenderbuffersEXT(1, &renderbuffer_id_); | |
142 } | |
143 } | |
144 | |
145 bool Gles2ExternalTextureCopier::SetupGraphics() { | |
146 program_ = CreateProgram(g_vertex_shader, g_fragment_shader); | |
147 if (!program_) { | |
148 LOG(ERROR) << "Could not create program."; | |
149 return false; | |
150 } | |
151 position_handle_ = glGetAttribLocation(program_, "aPosition"); | |
152 CheckGlError("glGetAttribLocation"); | |
153 | |
154 texture_handle_ = glGetAttribLocation(program_, "aTextureCoord"); | |
155 CheckGlError("glGetAttribLocation aTextureCoord"); | |
156 | |
157 mvp_matrix_handle_ = glGetUniformLocation(program_, "uMVPMatrix"); | |
158 CheckGlError("glGetUniformLocation uMVPMatrix"); | |
159 | |
160 st_matrix_handle_ = glGetUniformLocation(program_, "uSTMatrix"); | |
161 CheckGlError("glGetUniformLocation uSTMatrix"); | |
162 | |
163 return true; | |
164 } | |
165 | |
166 void Gles2ExternalTextureCopier::RenderFrame( | |
167 int w, int h, GLuint texture_id, const float transfrom_matrix[16]) { | |
168 glViewport(0, 0, w, h); | |
Ami GONE FROM CHROMIUM
2013/02/17 00:12:44
I suspect this can go in a Setup method
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169 CheckGlError("glViewport"); | |
170 | |
171 glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); | |
Ami GONE FROM CHROMIUM
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why DEPTH?
(IOW, why allocate a depthbuffer later?
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172 CheckGlError("glClear"); | |
173 | |
174 glUseProgram(program_); | |
175 CheckGlError("glUseProgram"); | |
176 | |
177 glActiveTexture(GL_TEXTURE0); | |
178 glBindTexture(GL_TEXTURE_EXTERNAL_OES, texture_id); | |
179 CheckGlError("glBindTexture"); | |
180 | |
181 glVertexAttribPointer( | |
Ami GONE FROM CHROMIUM
2013/02/17 00:12:44
l.181-195 can probably be done only once, right?
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182 position_handle_, 3, GL_FLOAT, GL_FALSE, kVerticeStride, g_vertices); | |
183 CheckGlError("glVertexAttribPointer vPositionHandle"); | |
184 glEnableVertexAttribArray(position_handle_); | |
185 CheckGlError("glEnableVertexAttribArray vPositionHandle"); | |
186 | |
187 glVertexAttribPointer( | |
188 texture_handle_, 2, GL_FLOAT, GL_FALSE, kVerticeStride, g_vertices + 3); | |
189 CheckGlError("glVertexAttribPointer aTextureHandle"); | |
190 glEnableVertexAttribArray(texture_handle_); | |
191 CheckGlError("glEnableVertexAttribArray aTextureHandle"); | |
192 | |
193 glUniformMatrix4fv(mvp_matrix_handle_, 1, GL_FALSE, g_mvp_matrix); | |
194 CheckGlError("glUniformMatrix4fv uMVPMatrixHandle"); | |
195 | |
196 glUniformMatrix4fv(st_matrix_handle_, 1, GL_FALSE, transfrom_matrix); | |
Ami GONE FROM CHROMIUM
2013/02/17 00:12:44
Part of me wants to just ignore transform_matrix a
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197 CheckGlError("glUniformMatrix4fv uSTMatrixHandle"); | |
198 | |
199 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); | |
200 CheckGlError("glDrawArrays"); | |
201 } | |
202 | |
203 bool Gles2ExternalTextureCopier::Init(int32 width, int32 height) { | |
204 if (initialized_) { | |
205 LOG(ERROR) << "Init should not be called twice."; | |
Ami GONE FROM CHROMIUM
2013/02/17 00:12:44
Since this is the only failure mode of Init(), I t
| |
206 return false; | |
207 } | |
208 | |
209 width_ = width; | |
210 height_ = height; | |
211 | |
212 SaveState(); | |
213 SetupGraphics(); | |
214 SetupFrameBuffer(); | |
215 RestoreState(); | |
216 | |
217 initialized_ = true; | |
218 return initialized_; | |
219 } | |
220 | |
221 bool Gles2ExternalTextureCopier::Copy( | |
222 GLuint source_texture_id, GLuint destination_texture_id, | |
223 const float transfrom_matrix[16]) { | |
224 if (!initialized_) | |
225 return false; | |
226 | |
227 SaveState(); | |
228 glBindFramebufferEXT(GL_FRAMEBUFFER, framebuffer_id_); | |
229 glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, | |
230 destination_texture_id, 0); | |
231 GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER); | |
232 if (status != GL_FRAMEBUFFER_COMPLETE) { | |
233 LOG(ERROR) << "Framebuffer is not complete: " << status; | |
234 RestoreState(); | |
235 return false; | |
236 } | |
237 CheckGlError("glBindFramebuffer framebuffer_id_"); | |
238 RenderFrame(width_, height_, source_texture_id, transfrom_matrix); | |
239 RestoreState(); | |
240 | |
241 return true; | |
242 } | |
243 | |
244 | |
245 bool Gles2ExternalTextureCopier::SetupFrameBuffer() { | |
246 GLuint framebuffer; | |
247 glGenFramebuffersEXT(1, &framebuffer); | |
248 glBindFramebufferEXT(GL_FRAMEBUFFER, framebuffer); | |
249 | |
250 GLuint depthbuffer; | |
251 glGenRenderbuffersEXT(1, &depthbuffer); | |
252 | |
253 glBindRenderbufferEXT(GL_RENDERBUFFER, depthbuffer); | |
254 glRenderbufferStorageEXT( | |
255 GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width_, height_); | |
256 glFramebufferRenderbufferEXT( | |
257 GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthbuffer); | |
258 CheckGlError("glFramebufferRenderbuffer"); | |
259 | |
260 framebuffer_id_ = framebuffer; | |
261 renderbuffer_id_ = depthbuffer; | |
262 return true; | |
263 } | |
264 | |
265 void Gles2ExternalTextureCopier::SaveState() { | |
266 glGetIntegerv(GL_FRAMEBUFFER_BINDING, (GLint *)&previous_framebuffer_id_); | |
267 CheckGlError("glGetIntegerv previous_framebuffer_id"); | |
268 glGetIntegerv(GL_RENDERBUFFER_BINDING, (GLint *)&previous_renderbuffer_id_); | |
269 CheckGlError("glGetIntegerv previous_renderbuffer_id_"); | |
270 glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint *)&previous_texture_id_); | |
271 CheckGlError("glGetIntegerv previous_texture_id_"); | |
272 } | |
273 | |
274 void Gles2ExternalTextureCopier::RestoreState() { | |
275 glBindFramebufferEXT(GL_FRAMEBUFFER, previous_framebuffer_id_); | |
276 CheckGlError("glBindFramebuffer previous_framebuffer_id"); | |
277 glBindRenderbufferEXT(GL_RENDERBUFFER, previous_renderbuffer_id_); | |
278 CheckGlError("glBindFramebuffer previous_renderbuffer_id_"); | |
279 glBindTexture(GL_TEXTURE_2D, previous_texture_id_); | |
280 CheckGlError("glBindTexture previous_texture_id_"); | |
281 } | |
282 | |
283 } // namespace content | |
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