| Index: content/common/gpu/media/gles2_external_texture_copier.cc
|
| diff --git a/content/common/gpu/media/gles2_external_texture_copier.cc b/content/common/gpu/media/gles2_external_texture_copier.cc
|
| new file mode 100644
|
| index 0000000000000000000000000000000000000000..b4b4f2a2a928d66af59b77403b5a9a543e96c5d8
|
| --- /dev/null
|
| +++ b/content/common/gpu/media/gles2_external_texture_copier.cc
|
| @@ -0,0 +1,283 @@
|
| +// Copyright (c) 2013 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 "content/common/gpu/media/gles2_external_texture_copier.h"
|
| +
|
| +#include "base/logging.h"
|
| +
|
| +namespace content {
|
| +
|
| +static void CheckGlError(const char* op) {
|
| + for (GLint error = glGetError(); error; error = glGetError()) {
|
| + LOG(ERROR) << "after " << op <<" glError (0x" << std::hex << error << ")";
|
| + NOTREACHED();
|
| + }
|
| +}
|
| +
|
| +static const char g_vertex_shader[] =
|
| + "uniform mat4 uMVPMatrix;\n"
|
| + "uniform mat4 uSTMatrix;\n"
|
| + "attribute vec4 aPosition;\n"
|
| + "attribute vec4 aTextureCoord;\n"
|
| + "varying vec2 vTextureCoord;\n"
|
| + "void main() {\n"
|
| + " gl_Position = uMVPMatrix * aPosition;\n"
|
| + " vTextureCoord = (uSTMatrix * aTextureCoord).xy;\n"
|
| + "}\n";
|
| +
|
| +static const char g_fragment_shader[] =
|
| + "#extension GL_OES_EGL_image_external : require\n"
|
| + "precision mediump float;\n"
|
| + "varying vec2 vTextureCoord;\n"
|
| + "uniform samplerExternalOES sTexture;\n"
|
| + "void main() {\n"
|
| + " gl_FragColor = texture2D(sTexture, vTextureCoord);\n"
|
| + "}\n";
|
| +
|
| +static const int kVerticeStride = 5 * sizeof(float);
|
| +
|
| +static const GLfloat g_vertices[] = {
|
| + -1.0f, -1.0f, 0, 0.f, 0.f,
|
| + 1.0f, -1.0f, 0, 1.f, 0.f,
|
| + -1.0f, 1.0f, 0, 0.f, 1.f,
|
| + 1.0f, 1.0f, 0, 1.f, 1.f,
|
| +};
|
| +
|
| +// Due to the absence of matrix functions in NDK, a pre-calculated matrix
|
| +// is used. g_mvp_matrix = P * L * I
|
| +// Matrix.setLookAtM(L, 0, 0, 0, 2, 0, 0, 0, 0, -1, 0);
|
| +// Matrix.orthoM(P, 0, -1, 1, -1, 1, 1, 3);
|
| +// Matrix.setIdentityM(I, 0);
|
| +// Up vector(0, -1, 0) is used instead of (0, 1, 0) to prevent flipped screen.
|
| +static const GLfloat g_mvp_matrix[] = {
|
| + 1.f, 0.f, 0.f, 0.f,
|
| + 0.f, -1.f, 0.f, 0.f,
|
| + 0.f, 0.f, -1.f, 0.f,
|
| + 0.f, 0.f, 0.f, 1.f,
|
| +};
|
| +
|
| +static GLuint LoadShader(GLenum shaderType, const char* pSource) {
|
| + GLuint shader = glCreateShader(shaderType);
|
| + if (shader) {
|
| + glShaderSource(shader, 1, &pSource, NULL);
|
| + glCompileShader(shader);
|
| + GLint compiled = 0;
|
| + glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
|
| + if (!compiled) {
|
| + GLint infoLen = 0;
|
| + glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
|
| + if (infoLen) {
|
| + char* buf = (char*) malloc(infoLen);
|
| + if (buf) {
|
| + glGetShaderInfoLog(shader, infoLen, NULL, buf);
|
| + LOG(ERROR) << "Could not compile shader : " << buf;
|
| + free(buf);
|
| + }
|
| + glDeleteShader(shader);
|
| + shader = 0;
|
| + }
|
| + }
|
| + }
|
| + return shader;
|
| +}
|
| +
|
| +static GLuint CreateProgram(
|
| + const char* pVertexSource, const char* pFragmentSource) {
|
| + GLuint vertexShader = LoadShader(GL_VERTEX_SHADER, pVertexSource);
|
| + if (!vertexShader)
|
| + return 0;
|
| +
|
| + GLuint pixelShader = LoadShader(GL_FRAGMENT_SHADER, pFragmentSource);
|
| + if (!pixelShader)
|
| + return 0;
|
| +
|
| + GLuint program = glCreateProgram();
|
| + if (program) {
|
| + glAttachShader(program, vertexShader);
|
| + CheckGlError("glAttachShader");
|
| + glAttachShader(program, pixelShader);
|
| + CheckGlError("glAttachShader");
|
| + glLinkProgram(program);
|
| + GLint linkStatus = GL_FALSE;
|
| + glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
|
| + if (linkStatus != GL_TRUE) {
|
| + GLint bufLength = 0;
|
| + glGetProgramiv(program, GL_INFO_LOG_LENGTH, &bufLength);
|
| + if (bufLength) {
|
| + char* buf = (char*) malloc(bufLength);
|
| + if (buf) {
|
| + glGetProgramInfoLog(program, bufLength, NULL, buf);
|
| + LOG(ERROR) << "Could not link program: "<< buf;
|
| + free(buf);
|
| + }
|
| + }
|
| + glDeleteProgram(program);
|
| + program = 0;
|
| + }
|
| + }
|
| + return program;
|
| +}
|
| +
|
| +Gles2ExternalTextureCopier::Gles2ExternalTextureCopier()
|
| + : initialized_(false),
|
| + width_(0),
|
| + height_(0),
|
| + framebuffer_id_(0),
|
| + renderbuffer_id_(0),
|
| + program_(0),
|
| + position_handle_(0),
|
| + st_matrix_handle_(0),
|
| + mvp_matrix_handle_(0),
|
| + texture_handle_(0),
|
| + previous_framebuffer_id_(0),
|
| + previous_renderbuffer_id_(0),
|
| + previous_texture_id_(0) {
|
| +}
|
| +
|
| +Gles2ExternalTextureCopier::~Gles2ExternalTextureCopier() {
|
| + if (initialized_) {
|
| + glDeleteFramebuffersEXT(1, &framebuffer_id_);
|
| + glDeleteRenderbuffersEXT(1, &renderbuffer_id_);
|
| + }
|
| +}
|
| +
|
| +bool Gles2ExternalTextureCopier::SetupGraphics() {
|
| + program_ = CreateProgram(g_vertex_shader, g_fragment_shader);
|
| + if (!program_) {
|
| + LOG(ERROR) << "Could not create program.";
|
| + return false;
|
| + }
|
| + position_handle_ = glGetAttribLocation(program_, "aPosition");
|
| + CheckGlError("glGetAttribLocation");
|
| +
|
| + texture_handle_ = glGetAttribLocation(program_, "aTextureCoord");
|
| + CheckGlError("glGetAttribLocation aTextureCoord");
|
| +
|
| + mvp_matrix_handle_ = glGetUniformLocation(program_, "uMVPMatrix");
|
| + CheckGlError("glGetUniformLocation uMVPMatrix");
|
| +
|
| + st_matrix_handle_ = glGetUniformLocation(program_, "uSTMatrix");
|
| + CheckGlError("glGetUniformLocation uSTMatrix");
|
| +
|
| + return true;
|
| +}
|
| +
|
| +void Gles2ExternalTextureCopier::RenderFrame(
|
| + int w, int h, GLuint texture_id, const float transfrom_matrix[16]) {
|
| + glViewport(0, 0, w, h);
|
| + CheckGlError("glViewport");
|
| +
|
| + glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
|
| + CheckGlError("glClear");
|
| +
|
| + glUseProgram(program_);
|
| + CheckGlError("glUseProgram");
|
| +
|
| + glActiveTexture(GL_TEXTURE0);
|
| + glBindTexture(GL_TEXTURE_EXTERNAL_OES, texture_id);
|
| + CheckGlError("glBindTexture");
|
| +
|
| + glVertexAttribPointer(
|
| + position_handle_, 3, GL_FLOAT, GL_FALSE, kVerticeStride, g_vertices);
|
| + CheckGlError("glVertexAttribPointer vPositionHandle");
|
| + glEnableVertexAttribArray(position_handle_);
|
| + CheckGlError("glEnableVertexAttribArray vPositionHandle");
|
| +
|
| + glVertexAttribPointer(
|
| + texture_handle_, 2, GL_FLOAT, GL_FALSE, kVerticeStride, g_vertices + 3);
|
| + CheckGlError("glVertexAttribPointer aTextureHandle");
|
| + glEnableVertexAttribArray(texture_handle_);
|
| + CheckGlError("glEnableVertexAttribArray aTextureHandle");
|
| +
|
| + glUniformMatrix4fv(mvp_matrix_handle_, 1, GL_FALSE, g_mvp_matrix);
|
| + CheckGlError("glUniformMatrix4fv uMVPMatrixHandle");
|
| +
|
| + glUniformMatrix4fv(st_matrix_handle_, 1, GL_FALSE, transfrom_matrix);
|
| + CheckGlError("glUniformMatrix4fv uSTMatrixHandle");
|
| +
|
| + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
| + CheckGlError("glDrawArrays");
|
| +}
|
| +
|
| +bool Gles2ExternalTextureCopier::Init(int32 width, int32 height) {
|
| + if (initialized_) {
|
| + LOG(ERROR) << "Init should not be called twice.";
|
| + return false;
|
| + }
|
| +
|
| + width_ = width;
|
| + height_ = height;
|
| +
|
| + SaveState();
|
| + SetupGraphics();
|
| + SetupFrameBuffer();
|
| + RestoreState();
|
| +
|
| + initialized_ = true;
|
| + return initialized_;
|
| +}
|
| +
|
| +bool Gles2ExternalTextureCopier::Copy(
|
| + GLuint source_texture_id, GLuint destination_texture_id,
|
| + const float transfrom_matrix[16]) {
|
| + if (!initialized_)
|
| + return false;
|
| +
|
| + SaveState();
|
| + glBindFramebufferEXT(GL_FRAMEBUFFER, framebuffer_id_);
|
| + glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
|
| + destination_texture_id, 0);
|
| + GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER);
|
| + if (status != GL_FRAMEBUFFER_COMPLETE) {
|
| + LOG(ERROR) << "Framebuffer is not complete: " << status;
|
| + RestoreState();
|
| + return false;
|
| + }
|
| + CheckGlError("glBindFramebuffer framebuffer_id_");
|
| + RenderFrame(width_, height_, source_texture_id, transfrom_matrix);
|
| + RestoreState();
|
| +
|
| + return true;
|
| +}
|
| +
|
| +
|
| +bool Gles2ExternalTextureCopier::SetupFrameBuffer() {
|
| + GLuint framebuffer;
|
| + glGenFramebuffersEXT(1, &framebuffer);
|
| + glBindFramebufferEXT(GL_FRAMEBUFFER, framebuffer);
|
| +
|
| + GLuint depthbuffer;
|
| + glGenRenderbuffersEXT(1, &depthbuffer);
|
| +
|
| + glBindRenderbufferEXT(GL_RENDERBUFFER, depthbuffer);
|
| + glRenderbufferStorageEXT(
|
| + GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width_, height_);
|
| + glFramebufferRenderbufferEXT(
|
| + GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthbuffer);
|
| + CheckGlError("glFramebufferRenderbuffer");
|
| +
|
| + framebuffer_id_ = framebuffer;
|
| + renderbuffer_id_ = depthbuffer;
|
| + return true;
|
| +}
|
| +
|
| +void Gles2ExternalTextureCopier::SaveState() {
|
| + glGetIntegerv(GL_FRAMEBUFFER_BINDING, (GLint *)&previous_framebuffer_id_);
|
| + CheckGlError("glGetIntegerv previous_framebuffer_id");
|
| + glGetIntegerv(GL_RENDERBUFFER_BINDING, (GLint *)&previous_renderbuffer_id_);
|
| + CheckGlError("glGetIntegerv previous_renderbuffer_id_");
|
| + glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint *)&previous_texture_id_);
|
| + CheckGlError("glGetIntegerv previous_texture_id_");
|
| +}
|
| +
|
| +void Gles2ExternalTextureCopier::RestoreState() {
|
| + glBindFramebufferEXT(GL_FRAMEBUFFER, previous_framebuffer_id_);
|
| + CheckGlError("glBindFramebuffer previous_framebuffer_id");
|
| + glBindRenderbufferEXT(GL_RENDERBUFFER, previous_renderbuffer_id_);
|
| + CheckGlError("glBindFramebuffer previous_renderbuffer_id_");
|
| + glBindTexture(GL_TEXTURE_2D, previous_texture_id_);
|
| + CheckGlError("glBindTexture previous_texture_id_");
|
| +}
|
| +
|
| +} // namespace content
|
|
|