Chromium Code Reviews| Index: ui/gl/yuv420_rgb_converter.cc |
| diff --git a/ui/gl/yuv420_rgb_converter.cc b/ui/gl/yuv420_rgb_converter.cc |
| new file mode 100644 |
| index 0000000000000000000000000000000000000000..d38937cfee238d2d6c9bebd9d661a9bf4c55b1e5 |
| --- /dev/null |
| +++ b/ui/gl/yuv420_rgb_converter.cc |
| @@ -0,0 +1,174 @@ |
| +// Copyright 2016 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 "ui/gl/yuv420_rgb_converter.h" |
| + |
| +#include "base/strings/stringize_macros.h" |
| +#include "base/strings/stringprintf.h" |
| +#include "ui/gl/gl_helper.h" |
| +#include "ui/gl/gl_implementation.h" |
| +#include "ui/gl/scoped_api.h" |
| +#include "ui/gl/scoped_binders.h" |
| + |
| +namespace gfx { |
| +namespace { |
| + |
| +const char kVertexHeaderCompatiblityProfile[] = |
| + "#version 110\n" |
| + "#define ATTRIBUTE attribute\n" |
| + "#define VARYING varying\n"; |
| + |
| +const char kVertexHeaderCoreProfile[] = |
| + "#version 150\n" |
| + "#define ATTRIBUTE in\n" |
| + "#define VARYING out\n"; |
| + |
| +const char kFragmentHeaderCompatiblityProfile[] = |
| + "#version 110\n" |
| + "#extension GL_ARB_texture_rectangle : require\n" |
| + "#define VARYING varying\n" |
| + "#define FRAGCOLOR gl_FragColor\n" |
| + "#define TEX texture2DRect\n"; |
| + |
| +const char kFragmentHeaderCoreProfile[] = |
| + "#version 150\n" |
| + "#define VARYING in\n" |
| + "#define TEX texture\n" |
| + "#define FRAGCOLOR frag_color\n" |
| + "out vec4 FRAGCOLOR;\n"; |
| + |
| +// clang-format off |
| +const char kVertexShader[] = |
| +STRINGIZE( |
| + ATTRIBUTE vec2 a_position; |
| + uniform vec2 a_texScale; |
| + VARYING vec2 v_texCoord; |
| + void main() { |
| + gl_Position = vec4(a_position.x, a_position.y, 0.0, 1.0); |
| + v_texCoord = (a_position + vec2(1.0, 1.0)) * 0.5 * a_texScale; |
| + } |
| +); |
| + |
| +const char 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( |
| + TEX(a_y_texture, v_texCoord).r, |
| + TEX(a_uv_texture, v_texCoord * 0.5).rg); |
| + FRAGCOLOR = vec4(yuv_matrix * (yuv + yuv_adj), 1.0); |
| + } |
| +); |
| +// clang-format on |
| + |
| +} // namespace |
| + |
| +YUV420RGBConverter::YUV420RGBConverter() { |
| + bool use_core_profile = |
| + gfx::GetGLImplementation() == gfx::kGLImplementationDesktopGLCoreProfile; |
| + gfx::ScopedSetGLToRealGLApi scoped_set_gl_api; |
| + glGenFramebuffersEXT(1, &framebuffer_); |
| + vertex_buffer_ = gfx::GLHelper::SetupQuadVertexBuffer(); |
| + vertex_shader_ = gfx::GLHelper::LoadShader( |
| + GL_VERTEX_SHADER, |
| + base::StringPrintf("%s\n%s", |
| + use_core_profile ? kVertexHeaderCoreProfile |
| + : kVertexHeaderCompatiblityProfile, |
| + kVertexShader) |
| + .c_str()); |
| + fragment_shader_ = gfx::GLHelper::LoadShader( |
| + GL_FRAGMENT_SHADER, |
| + base::StringPrintf("%s\n%s", |
| + use_core_profile ? kFragmentHeaderCoreProfile |
| + : kFragmentHeaderCompatiblityProfile, |
| + kFragmentShader) |
| + .c_str()); |
| + program_ = gfx::GLHelper::SetupProgram(vertex_shader_, fragment_shader_); |
| + |
| + gfx::ScopedUseProgram use_program(program_); |
| + size_location_ = glGetUniformLocation(program_, "a_texScale"); |
| + DCHECK_NE(-1, size_location_); |
| + int y_sampler_location = glGetUniformLocation(program_, "a_y_texture"); |
| + DCHECK_NE(-1, y_sampler_location); |
| + int uv_sampler_location = glGetUniformLocation(program_, "a_uv_texture"); |
| + DCHECK_NE(-1, uv_sampler_location); |
| + |
| + glUniform1i(y_sampler_location, 0); |
| + glUniform1i(uv_sampler_location, 1); |
| +} |
| + |
| +YUV420RGBConverter::~YUV420RGBConverter() { |
| + gfx::ScopedSetGLToRealGLApi scoped_set_gl_api; |
| + glDeleteProgram(program_); |
| + glDeleteShader(vertex_shader_); |
| + glDeleteShader(fragment_shader_); |
| + glDeleteBuffersARB(1, &vertex_buffer_); |
| + glDeleteFramebuffersEXT(1, &framebuffer_); |
| +} |
| + |
| +void YUV420RGBConverter::CopyTexImage(unsigned target, |
| + unsigned y_texture, |
| + unsigned uv_texture, |
| + const gfx::Size& size) { |
| + // Only support for rectangle targets exists so far. |
| + DCHECK_EQ(static_cast<GLenum>(GL_TEXTURE_RECTANGLE_ARB), target); |
| + |
| + gfx::ScopedSetGLToRealGLApi scoped_set_gl_api; |
| + |
| + DCHECK(!glGetError()); |
| + glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGB, size.width(), size.height(), |
| + 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr); |
| + DCHECK(!glGetError()); |
| + |
| + GLint target_texture = 0; |
|
Daniele Castagna
2016/04/16 02:45:59
Should this be passed as a parameter instead?
ccameron
2016/04/16 16:19:19
Good idea -- updated.
|
| + glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &target_texture); |
| + DCHECK(target_texture); |
| + |
| + // Note that state restoration is done explicitly instead of scoped binders to |
| + // avoid https://crbug.com/601729. |
| + GLint old_active_texture = -1; |
| + glGetIntegerv(GL_ACTIVE_TEXTURE, &old_active_texture); |
| + DCHECK(!glGetError()); |
| + |
| + GLint old_texture0_binding = -1; |
| + glActiveTexture(GL_TEXTURE0); |
| + glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_texture0_binding); |
| + glBindTexture(GL_TEXTURE_RECTANGLE_ARB, y_texture); |
| + DCHECK(!glGetError()); |
| + |
| + GLint old_texture1_binding = -1; |
| + glActiveTexture(GL_TEXTURE1); |
| + glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_texture1_binding); |
| + glBindTexture(GL_TEXTURE_RECTANGLE_ARB, uv_texture); |
| + DCHECK(!glGetError()); |
| + |
| + gfx::ScopedFrameBufferBinder framebuffer_binder(framebuffer_); |
| + gfx::ScopedViewport viewport(0, 0, size.width(), size.height()); |
| + glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, |
| + GL_TEXTURE_RECTANGLE_ARB, target_texture, 0); |
| + DCHECK_EQ(static_cast<GLenum>(GL_FRAMEBUFFER_COMPLETE), |
| + glCheckFramebufferStatusEXT(GL_FRAMEBUFFER)); |
| + gfx::ScopedUseProgram use_program(program_); |
| + glUniform2f(size_location_, size.width(), size.height()); |
| + DCHECK(!glGetError()); |
| + gfx::GLHelper::DrawQuad(vertex_buffer_); |
| + DCHECK(!glGetError()); |
| + |
| + // Restore previous state. |
| + glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, |
| + GL_TEXTURE_RECTANGLE_ARB, 0, 0); |
| + glActiveTexture(GL_TEXTURE0); |
| + glBindTexture(GL_TEXTURE_RECTANGLE_ARB, old_texture0_binding); |
| + glActiveTexture(GL_TEXTURE1); |
| + glBindTexture(GL_TEXTURE_RECTANGLE_ARB, old_texture1_binding); |
| + glActiveTexture(old_active_texture); |
| +} |
| + |
| +} // namespace gfx |