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Unified Diff: ui/gl/yuv_to_rgb_converter.cc

Issue 2005463002: Attach YUV420 to RGB converter to GLContext (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@2704
Patch Set: Created 4 years, 7 months ago
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Index: ui/gl/yuv_to_rgb_converter.cc
diff --git a/ui/gl/yuv_to_rgb_converter.cc b/ui/gl/yuv_to_rgb_converter.cc
new file mode 100644
index 0000000000000000000000000000000000000000..4c19b3685d0ceb1396c3c49b0f5b067f2bf26571
--- /dev/null
+++ b/ui/gl/yuv_to_rgb_converter.cc
@@ -0,0 +1,166 @@
+// 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/yuv_to_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 gl {
+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
+
+YUVToRGBConverter::YUVToRGBConverter() {
+ 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);
+}
+
+YUVToRGBConverter::~YUVToRGBConverter() {
+ gfx::ScopedSetGLToRealGLApi scoped_set_gl_api;
+ glDeleteProgram(program_);
+ glDeleteShader(vertex_shader_);
+ glDeleteShader(fragment_shader_);
+ glDeleteBuffersARB(1, &vertex_buffer_);
+ glDeleteFramebuffersEXT(1, &framebuffer_);
+}
+
+void YUVToRGBConverter::CopyYUV420ToRGB(unsigned target,
+ unsigned y_texture,
+ unsigned uv_texture,
+ const gfx::Size& size,
+ unsigned rgb_texture) {
+ // Only support for rectangle targets exists so far.
+ DCHECK_EQ(static_cast<GLenum>(GL_TEXTURE_RECTANGLE_ARB), target);
+ gfx::ScopedSetGLToRealGLApi scoped_set_gl_api;
+
+ // 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);
+ GLint old_texture0_binding = -1;
+ glActiveTexture(GL_TEXTURE0);
+ glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_texture0_binding);
+ GLint old_texture1_binding = -1;
+ glActiveTexture(GL_TEXTURE1);
+ glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_texture1_binding);
+
+ // Allocate the rgb texture.
+ glBindTexture(GL_TEXTURE_RECTANGLE_ARB, rgb_texture);
+ glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGB, size.width(), size.height(),
+ 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
+
+ // Set up and issue the draw call.
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_RECTANGLE_ARB, y_texture);
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_RECTANGLE_ARB, uv_texture);
+ gfx::ScopedFrameBufferBinder framebuffer_binder(framebuffer_);
+ gfx::ScopedViewport viewport(0, 0, size.width(), size.height());
+ glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+ GL_TEXTURE_RECTANGLE_ARB, rgb_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());
+ gfx::GLHelper::DrawQuad(vertex_buffer_);
+
+ // 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 gl
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