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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
| |
| 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
| |
| 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
| |
| 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
2013/02/17 00:12:44
scoped_ptr
| |
| 72 if (buf) { | |
|
Ami GONE FROM CHROMIUM
2013/02/17 00:12:44
unnecessary; malloc/new never fail in chromium oth
| |
| 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)
| |
| 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
| |
| 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
| |
| 169 CheckGlError("glViewport"); | |
| 170 | |
| 171 glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); | |
|
Ami GONE FROM CHROMIUM
2013/02/17 00:12:44
why DEPTH?
(IOW, why allocate a depthbuffer later?
| |
| 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?
| |
| 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
| |
| 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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