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Unified Diff: ui/gl/gl_image_io_surface.mm

Issue 1419733005: gpu: Add YCbCr 420v extension. (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: Clean-ups. Created 5 years, 2 months ago
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Index: ui/gl/gl_image_io_surface.mm
diff --git a/ui/gl/gl_image_io_surface.mm b/ui/gl/gl_image_io_surface.mm
index fe34240f737f2ec3489d2f10c027f7605a87612b..e83bd8d4b0529445df76baaa4242aa3d0249e9f8 100644
--- a/ui/gl/gl_image_io_surface.mm
+++ b/ui/gl/gl_image_io_surface.mm
@@ -6,13 +6,17 @@
#include <map>
+#include "base/callback_helpers.h"
#include "base/lazy_instance.h"
#include "base/mac/foundation_util.h"
+#include "base/strings/stringize_macros.h"
#include "base/trace_event/memory_allocator_dump.h"
#include "base/trace_event/memory_dump_manager.h"
#include "base/trace_event/process_memory_dump.h"
#include "ui/gl/gl_bindings.h"
#include "ui/gl/gl_context.h"
+#include "ui/gl/gl_helper.h"
+#include "ui/gl/scoped_binders.h"
// Note that this must be included after gl_bindings.h to avoid conflicts.
#include <OpenGL/CGLIOSurface.h>
@@ -29,6 +33,7 @@ bool ValidInternalFormat(unsigned internalformat) {
case GL_R8:
case GL_BGRA_EXT:
case GL_RGB:
+ case GL_RGB_YCBCR_420V_CHROMIUM:
case GL_RGB_YCBCR_422_CHROMIUM:
return true;
default:
@@ -63,12 +68,10 @@ bool ValidFormat(BufferFormat format) {
GLenum TextureFormat(BufferFormat format) {
switch (format) {
case BufferFormat::R_8:
- case BufferFormat::YUV_420_BIPLANAR:
return GL_RED;
case BufferFormat::BGRA_8888:
return GL_RGBA;
case BufferFormat::UYVY_422:
- return GL_RGB;
case BufferFormat::ATC:
case BufferFormat::ATCIA:
case BufferFormat::DXT1:
@@ -79,6 +82,7 @@ GLenum TextureFormat(BufferFormat format) {
case BufferFormat::RGBX_8888:
case BufferFormat::BGRX_8888:
case BufferFormat::YUV_420:
+ case BufferFormat::YUV_420_BIPLANAR:
NOTREACHED();
return 0;
}
@@ -90,13 +94,11 @@ GLenum TextureFormat(BufferFormat format) {
GLenum DataFormat(BufferFormat format) {
switch (format) {
case BufferFormat::R_8:
- case BufferFormat::YUV_420_BIPLANAR:
return GL_RED;
case BufferFormat::BGRA_8888:
return GL_BGRA;
case BufferFormat::UYVY_422:
return GL_YCBCR_422_APPLE;
- break;
case BufferFormat::ATC:
case BufferFormat::ATCIA:
case BufferFormat::DXT1:
@@ -107,6 +109,7 @@ GLenum DataFormat(BufferFormat format) {
case BufferFormat::RGBX_8888:
case BufferFormat::BGRX_8888:
case BufferFormat::YUV_420:
+ case BufferFormat::YUV_420_BIPLANAR:
NOTREACHED();
return 0;
}
@@ -118,7 +121,6 @@ GLenum DataFormat(BufferFormat format) {
GLenum DataType(BufferFormat format) {
switch (format) {
case BufferFormat::R_8:
- case BufferFormat::YUV_420_BIPLANAR:
return GL_UNSIGNED_BYTE;
case BufferFormat::BGRA_8888:
return GL_UNSIGNED_INT_8_8_8_8_REV;
@@ -135,6 +137,7 @@ GLenum DataType(BufferFormat format) {
case BufferFormat::RGBX_8888:
case BufferFormat::BGRX_8888:
case BufferFormat::YUV_420:
+ case BufferFormat::YUV_420_BIPLANAR:
NOTREACHED();
return 0;
}
@@ -145,6 +148,158 @@ GLenum DataType(BufferFormat format) {
} // namespace
+class GLImageIOSurface::I420vToRGBA {
+ public:
+ bool Initialize();
+ bool DrawToTexture(const Size& size,
+ GLuint yuv_planes[2],
+ GLuint output_texture,
+ unsigned target);
+ void Destroy();
+
+ private:
+ static const char kVertexShader[];
+ static const char kFragmentShader[];
+ GLuint framebuffer_object_ = 0;
+ GLuint vertex_shader_ = 0;
+ GLuint fragment_shader_ = 0;
+ GLuint program_object_ = 0;
+ GLint y_sampler_location_ = -1;
+ GLint uv_sampler_location_ = -1;
+ GLint size_location_ = -1;
+ GLuint vertex_buffer_ = 0;
+};
+
+// clang-format off
+const char GLImageIOSurface::I420vToRGBA::kVertexShader[] =
+STRINGIZE(
+ attribute vec2 a_position;
+ uniform vec2 a_size;
+ varying vec2 v_texCoord;
+ void main() {
+ gl_Position = vec4(a_position.x, a_position.y, 0.0, 1.0);
+ v_texCoord = (a_position + vec2(1,1)) * 0.5 * a_size;
+ }
+);
+
+const char GLImageIOSurface::I420vToRGBA::kFragmentShader[] =
+STRINGIZE(
+ uniform sampler2DRect a_y_texture;
+ uniform sampler2DRect a_uv_texture;
+ varying vec2 v_texCoord;
+ void main() {
+ vec3 yuv_adj = vec3(-0.0625, -0.5, -0.5);
+ mat3 yuv_matrix = mat3(vec3(1.164, 1.164, 1.164),
+ vec3(0.0, -.391, 2.018),
+ vec3(1.596, -.813, 0.0));
+ vec3 yuv = vec3(texture2DRect(a_y_texture, v_texCoord).r,
+ texture2DRect(a_uv_texture, v_texCoord * 0.5).rg);
+ gl_FragColor = vec4( yuv_matrix * (yuv + yuv_adj), 1.0);
+ }
+);
+// clang-format on
+
+bool GLImageIOSurface::I420vToRGBA::Initialize() {
+ glGenFramebuffersEXT(1, &framebuffer_object_);
+ DCHECK(framebuffer_object_);
+
+ glGenBuffersARB(1, &vertex_buffer_);
+ GLint previous_buffer = 0;
+ glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &previous_buffer);
+ glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_);
+
+ // clang-format off
+ GLfloat data[] = {
+ -1.f, -1.f,
+ 1.f, -1.f,
+ -1.f, 1.f,
+ 1.f, 1.f};
+ // clang-format on
+ glBufferData(GL_ARRAY_BUFFER, sizeof(data), data, GL_STATIC_DRAW);
+ glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 2, 0);
+ glBindBuffer(GL_ARRAY_BUFFER, previous_buffer);
+
+ vertex_shader_ = GLHelper::LoadShader(GL_VERTEX_SHADER, kVertexShader);
+ fragment_shader_ = GLHelper::LoadShader(GL_FRAGMENT_SHADER, kFragmentShader);
+ program_object_ = GLHelper::SetupProgram(vertex_shader_, fragment_shader_);
+ GLint previous_program = 0;
+ glGetIntegerv(GL_CURRENT_PROGRAM, &previous_program);
+ glUseProgram(program_object_);
+
+ size_location_ = glGetUniformLocation(program_object_, "a_size");
+ DCHECK_NE(-1, size_location_);
+ y_sampler_location_ = glGetUniformLocation(program_object_, "a_y_texture");
+ DCHECK_NE(-1, y_sampler_location_);
+ uv_sampler_location_ = glGetUniformLocation(program_object_, "a_uv_texture");
+ DCHECK_NE(-1, uv_sampler_location_);
+
+ glUniform1i(y_sampler_location_, 0);
+ glUniform1i(uv_sampler_location_, 1);
+ glUseProgram(previous_program);
+ return true;
+}
+
+bool GLImageIOSurface::I420vToRGBA::DrawToTexture(const Size& size,
+ GLuint yuv_planes[2],
+ GLuint output_texture,
+ unsigned target) {
+ ScopedFrameBufferBinder fb(framebuffer_object_);
+ glViewport(0, 0, size.width(), size.height());
+ glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, target,
+ output_texture, 0);
+ DCHECK_EQ(static_cast<GLenum>(GL_FRAMEBUFFER_COMPLETE),
+ glCheckFramebufferStatusEXT(GL_FRAMEBUFFER));
+
+ GLint previous_active_texture = 0;
+ glGetIntegerv(GL_ACTIVE_TEXTURE, &previous_active_texture);
+ glActiveTexture(GL_TEXTURE0);
+ GLint previous_texture_0 = 0;
+ glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &previous_texture_0);
+ glBindTexture(GL_TEXTURE_RECTANGLE_ARB, yuv_planes[0]);
+
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_RECTANGLE_ARB, yuv_planes[1]);
+ GLint previous_texture_1 = 0;
+ glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &previous_texture_1);
+
+ GLint previous_program = 0;
+ glGetIntegerv(GL_CURRENT_PROGRAM, &previous_program);
+ glUseProgram(program_object_);
+ glUniform2f(size_location_, size.width(), size.height());
+
+ GLint vertex_array_enabled = 0;
+ glGetVertexAttribiv(0, GL_VERTEX_ATTRIB_ARRAY_ENABLED, &vertex_array_enabled);
+ glEnableVertexAttribArray(0);
+ GLint previous_buffer = 0;
+ glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &previous_buffer);
+ glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_);
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+
+ // Detach the service texture from the fbo.
+ glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, target, 0, 0);
+ // Restore texture bindings and active texture.
+ glBindTexture(GL_TEXTURE_RECTANGLE_ARB, previous_texture_1);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_RECTANGLE_ARB, previous_texture_0);
+ glActiveTexture(previous_active_texture);
+ // Restore program.
+ glUseProgram(previous_program);
+ // Restore bound vbuff.
+ glBindBuffer(GL_ARRAY_BUFFER_BINDING, previous_buffer);
+ if (!vertex_array_enabled)
+ glDisableVertexAttribArray(0);
+
+ return true;
+}
+
+void GLImageIOSurface::I420vToRGBA::Destroy() {
+ glDeleteProgram(program_object_);
+ glDeleteShader(vertex_shader_);
+ glDeleteShader(fragment_shader_);
+ glDeleteBuffersARB(1, &vertex_buffer_);
+ glDeleteFramebuffersEXT(1, &framebuffer_object_);
+}
+
GLImageIOSurface::GLImageIOSurface(const Size& size, unsigned internalformat)
: size_(size),
internalformat_(internalformat),
@@ -179,6 +334,9 @@ bool GLImageIOSurface::Initialize(IOSurfaceRef io_surface,
void GLImageIOSurface::Destroy(bool have_context) {
DCHECK(thread_checker_.CalledOnValidThread());
+ if (have_context && i420v_to_RGBA_) {
+ i420v_to_RGBA_->Destroy();
reveman 2015/10/27 19:31:54 without looking at what this does, it's confusing
Daniele Castagna 2015/10/29 20:09:04 Removed the class as suggested in the comment belo
+ }
io_surface_.reset();
}
@@ -190,6 +348,10 @@ unsigned GLImageIOSurface::GetInternalFormat() { return internalformat_; }
bool GLImageIOSurface::BindTexImage(unsigned target) {
DCHECK(thread_checker_.CalledOnValidThread());
+
+ if (format_ == BufferFormat::YUV_420_BIPLANAR)
+ return false;
+
if (target != GL_TEXTURE_RECTANGLE_ARB) {
// This might be supported in the future. For now, perform strict
// validation so we know what's going on.
@@ -214,7 +376,67 @@ bool GLImageIOSurface::BindTexImage(unsigned target) {
}
bool GLImageIOSurface::CopyTexImage(unsigned target) {
- return false;
+ DCHECK(thread_checker_.CalledOnValidThread());
+ DCHECK(io_surface_);
+ if (format_ != BufferFormat::YUV_420_BIPLANAR)
+ return false;
+
+ if (!i420v_to_RGBA_) {
reveman 2015/10/27 19:31:54 I would prefer to see all this state just part of
Daniele Castagna 2015/10/29 20:09:04 Done.
+ i420v_to_RGBA_.reset(new I420vToRGBA());
+ if (!i420v_to_RGBA_->Initialize()) {
+ LOG(ERROR)
+ << "Can't initialize GL structures for 420v to RGBA conversion";
+ return false;
+ }
+ }
+
+ DCHECK(target == GL_TEXTURE_2D);
reveman 2015/10/27 19:31:54 What prevents a client from using a different targ
Daniele Castagna 2015/10/29 20:09:04 Changed that to LOG(ERROR) ... + return false.
+ CGLContextObj cgl_context =
+ static_cast<CGLContextObj>(GLContext::GetCurrent()->GetHandle());
+
+ GLuint yuv_textures[2];
+ glGenTextures(2, yuv_textures);
+ DCHECK(yuv_textures[0] && yuv_textures[1]);
+
+ GLint service_texture = 0;
+ glGetIntegerv(GL_TEXTURE_BINDING_2D, &service_texture);
+ DCHECK(service_texture);
+
+ CGLError cgl_error = kCGLNoError;
+ {
+ ScopedTextureBinder b(GL_TEXTURE_RECTANGLE_ARB, yuv_textures[0]);
+ cgl_error = CGLTexImageIOSurface2D(
+ cgl_context, GL_TEXTURE_RECTANGLE_ARB, GL_RED, size_.width(),
+ size_.height(), GL_RED, GL_UNSIGNED_BYTE, io_surface_.get(), 0);
+ }
+ if (cgl_error != kCGLNoError) {
+ LOG(ERROR) << "Error in CGLTexImageIOSurface2D for the Y plane. "
+ << cgl_error;
+ glDeleteTextures(2, yuv_textures);
+ return false;
+ }
+
+ {
+ ScopedTextureBinder b(GL_TEXTURE_RECTANGLE_ARB, yuv_textures[1]);
+ cgl_error = CGLTexImageIOSurface2D(
+ cgl_context, GL_TEXTURE_RECTANGLE_ARB, GL_RG, size_.width() / 2,
+ size_.height() / 2, GL_RG, GL_UNSIGNED_BYTE, io_surface_.get(), 1);
+ }
+ if (cgl_error != kCGLNoError) {
+ LOG(ERROR) << "Error in CGLTexImageIOSurface2D for the UV plane. "
+ << cgl_error;
+ glDeleteTextures(2, yuv_textures);
+ return false;
+ }
+
+ if (!i420v_to_RGBA_->DrawToTexture(size_, yuv_textures, service_texture,
+ target)) {
+ LOG(ERROR) << "Can't draw 420v IOSurface to RGBA texture.";
+ glDeleteTextures(2, yuv_textures);
+ return false;
+ }
+
+ return true;
}
bool GLImageIOSurface::CopyTexSubImage(unsigned target,

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