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1 // Copyright 2016 The Chromium Authors. All rights reserved. | 1 // Copyright 2016 The Chromium Authors. All rights reserved. |
2 // Use of this source code is governed by a BSD-style license that can be | 2 // Use of this source code is governed by a BSD-style license that can be |
3 // found in the LICENSE file. | 3 // found in the LICENSE file. |
4 | 4 |
5 #include "ui/gl/yuv_to_rgb_converter.h" | 5 #include "ui/gl/yuv_to_rgb_converter.h" |
6 | 6 |
7 #include "base/strings/stringize_macros.h" | 7 #include "base/strings/stringize_macros.h" |
8 #include "base/strings/stringprintf.h" | 8 #include "base/strings/stringprintf.h" |
9 #include "ui/gl/gl_helper.h" | 9 #include "ui/gl/gl_helper.h" |
10 #include "ui/gl/gl_implementation.h" | 10 #include "ui/gl/gl_implementation.h" |
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114 glDeleteProgram(program_); | 114 glDeleteProgram(program_); |
115 glDeleteShader(vertex_shader_); | 115 glDeleteShader(vertex_shader_); |
116 glDeleteShader(fragment_shader_); | 116 glDeleteShader(fragment_shader_); |
117 glDeleteBuffersARB(1, &vertex_buffer_); | 117 glDeleteBuffersARB(1, &vertex_buffer_); |
118 glDeleteFramebuffersEXT(1, &framebuffer_); | 118 glDeleteFramebuffersEXT(1, &framebuffer_); |
119 } | 119 } |
120 | 120 |
121 void YUVToRGBConverter::CopyYUV420ToRGB(unsigned target, | 121 void YUVToRGBConverter::CopyYUV420ToRGB(unsigned target, |
122 const gfx::Size& size, | 122 const gfx::Size& size, |
123 unsigned rgb_texture) { | 123 unsigned rgb_texture) { |
124 // Only support for rectangle targets exists so far. | |
125 DCHECK_EQ(static_cast<GLenum>(GL_TEXTURE_RECTANGLE_ARB), target); | |
126 ScopedSetGLToRealGLApi scoped_set_gl_api; | 124 ScopedSetGLToRealGLApi scoped_set_gl_api; |
127 | 125 |
128 // Note that state restoration is done explicitly instead of scoped binders to | 126 // Note that state restoration is done explicitly instead of scoped binders to |
129 // avoid https://crbug.com/601729. | 127 // avoid https://crbug.com/601729. |
130 GLint old_active_texture = -1; | 128 GLint old_active_texture = -1; |
131 glGetIntegerv(GL_ACTIVE_TEXTURE, &old_active_texture); | 129 glGetIntegerv(GL_ACTIVE_TEXTURE, &old_active_texture); |
132 GLint old_texture0_binding = -1; | 130 GLint old_texture0_binding = -1; |
133 glActiveTexture(GL_TEXTURE0); | 131 glActiveTexture(GL_TEXTURE0); |
134 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_texture0_binding); | 132 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_texture0_binding); |
135 GLint old_texture1_binding = -1; | 133 GLint old_texture1_binding = -1; |
136 glActiveTexture(GL_TEXTURE1); | 134 glActiveTexture(GL_TEXTURE1); |
137 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_texture1_binding); | 135 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_texture1_binding); |
138 | 136 |
139 // Allocate the rgb texture. | 137 // Allocate the rgb texture. |
140 glBindTexture(GL_TEXTURE_RECTANGLE_ARB, rgb_texture); | 138 glBindTexture(target, rgb_texture); |
141 glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGB, size.width(), size.height(), | 139 glTexImage2D(target, 0, GL_RGB, size.width(), size.height(), |
142 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr); | 140 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr); |
143 | 141 |
144 // Set up and issue the draw call. | 142 // Set up and issue the draw call. |
145 glActiveTexture(GL_TEXTURE0); | 143 glActiveTexture(GL_TEXTURE0); |
146 glBindTexture(GL_TEXTURE_RECTANGLE_ARB, y_texture_); | 144 glBindTexture(GL_TEXTURE_RECTANGLE_ARB, y_texture_); |
147 glActiveTexture(GL_TEXTURE1); | 145 glActiveTexture(GL_TEXTURE1); |
148 glBindTexture(GL_TEXTURE_RECTANGLE_ARB, uv_texture_); | 146 glBindTexture(GL_TEXTURE_RECTANGLE_ARB, uv_texture_); |
149 ScopedFrameBufferBinder framebuffer_binder(framebuffer_); | 147 ScopedFrameBufferBinder framebuffer_binder(framebuffer_); |
150 ScopedViewport viewport(0, 0, size.width(), size.height()); | 148 ScopedViewport viewport(0, 0, size.width(), size.height()); |
151 glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, | 149 glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, |
152 GL_TEXTURE_RECTANGLE_ARB, rgb_texture, 0); | 150 target, rgb_texture, 0); |
153 DCHECK_EQ(static_cast<GLenum>(GL_FRAMEBUFFER_COMPLETE), | 151 DCHECK_EQ(static_cast<GLenum>(GL_FRAMEBUFFER_COMPLETE), |
154 glCheckFramebufferStatusEXT(GL_FRAMEBUFFER)); | 152 glCheckFramebufferStatusEXT(GL_FRAMEBUFFER)); |
155 ScopedUseProgram use_program(program_); | 153 ScopedUseProgram use_program(program_); |
156 glUniform2f(size_location_, size.width(), size.height()); | 154 glUniform2f(size_location_, size.width(), size.height()); |
157 GLHelper::DrawQuad(vertex_buffer_); | 155 GLHelper::DrawQuad(vertex_buffer_); |
158 | 156 |
159 // Restore previous state. | 157 // Restore previous state. |
160 glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, | 158 glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, |
161 GL_TEXTURE_RECTANGLE_ARB, 0, 0); | 159 target, 0, 0); |
162 glActiveTexture(GL_TEXTURE0); | 160 glActiveTexture(GL_TEXTURE0); |
163 glBindTexture(GL_TEXTURE_RECTANGLE_ARB, old_texture0_binding); | 161 glBindTexture(GL_TEXTURE_RECTANGLE_ARB, old_texture0_binding); |
164 glActiveTexture(GL_TEXTURE1); | 162 glActiveTexture(GL_TEXTURE1); |
165 glBindTexture(GL_TEXTURE_RECTANGLE_ARB, old_texture1_binding); | 163 glBindTexture(GL_TEXTURE_RECTANGLE_ARB, old_texture1_binding); |
166 glActiveTexture(old_active_texture); | 164 glActiveTexture(old_active_texture); |
167 } | 165 } |
168 | 166 |
169 } // namespace gl | 167 } // namespace gl |
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