| 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
|
|
|