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1 // Copyright 2014 The Chromium Authors. All rights reserved. | |
2 // Use of this source code is governed by a BSD-style license that can be | |
3 // found in the LICENSE file. | |
4 | |
5 #include "content/common/gpu/media/va_surface.h" | |
6 #include "content/common/gpu/media/vaapi_tfp_picture.h" | |
7 #include "content/common/gpu/media/vaapi_wrapper.h" | |
8 #include "ui/gl/gl_bindings.h" | |
9 #include "ui/gl/gl_context_glx.h" | |
10 #include "ui/gl/gl_image_glx.h" | |
11 #include "ui/gl/scoped_binders.h" | |
12 | |
13 namespace content { | |
14 | |
15 VaapiTFPPicture::VaapiTFPPicture( | |
16 const scoped_refptr<VaapiWrapper>& vaapi_wrapper, | |
17 gfx::GLContextGLX* glx_context, | |
18 const base::Callback<bool(void)> make_context_current, | |
19 int32 picture_buffer_id, | |
20 uint32 texture_id, | |
21 const gfx::Size& size) | |
22 : VaapiPicture(picture_buffer_id, texture_id, size), | |
23 vaapi_wrapper_(vaapi_wrapper), | |
24 glx_context_(glx_context), | |
25 make_context_current_(make_context_current), | |
26 x_display_(glx_context_->display()), | |
piman
2014/12/16 20:46:43
It looks like the only reason you need the GLConte
llandwerlin-old
2014/12/17 11:46:37
Thanks, I can remove the gl context.
| |
27 x_pixmap_(0) { | |
28 } | |
29 | |
30 VaapiTFPPicture::~VaapiTFPPicture() { | |
31 if (glx_image_.get() && make_context_current_.Run()) { | |
32 glx_image_->ReleaseTexImage(GL_TEXTURE_2D); | |
33 glx_image_->Destroy(true); | |
34 DCHECK_EQ(glGetError(), static_cast<GLenum>(GL_NO_ERROR)); | |
35 } | |
36 | |
37 if (x_pixmap_) | |
38 XFreePixmap(x_display_, x_pixmap_); | |
39 } | |
40 | |
41 bool VaapiTFPPicture::Initialize() { | |
42 if (!make_context_current_.Run()) | |
43 return false; | |
44 | |
45 XWindowAttributes win_attr; | |
46 int screen = DefaultScreen(x_display_); | |
47 XGetWindowAttributes(x_display_, RootWindow(x_display_, screen), &win_attr); | |
48 // TODO(posciak): pass the depth required by libva, not the RootWindow's | |
49 // depth | |
50 x_pixmap_ = XCreatePixmap(x_display_, RootWindow(x_display_, screen), | |
51 size().width(), size().height(), win_attr.depth); | |
52 if (!x_pixmap_) { | |
53 LOG(ERROR) << "Failed creating an X Pixmap for TFP"; | |
54 return false; | |
55 } | |
56 | |
57 glx_image_ = new gfx::GLImageGLX(size(), GL_RGB); | |
58 if (!glx_image_->Initialize(x_pixmap_)) { | |
59 // x_pixmap_ will be freed in the destructor. | |
60 LOG(ERROR) << "Failed creating a GLX Pixmap for TFP"; | |
61 return false; | |
62 } | |
63 | |
64 gfx::ScopedTextureBinder texture_binder(GL_TEXTURE_2D, texture_id()); | |
65 if (!glx_image_->BindTexImage(GL_TEXTURE_2D)) { | |
66 LOG(ERROR) << "Failed to bind texture to glx image"; | |
67 return false; | |
68 } | |
69 | |
70 return true; | |
71 } | |
72 | |
73 bool VaapiTFPPicture::DownloadFromSurface( | |
74 const scoped_refptr<VASurface>& va_surface) { | |
75 return vaapi_wrapper_->PutSurfaceIntoPixmap(va_surface->id(), x_pixmap_, | |
76 va_surface->size()); | |
77 } | |
78 | |
79 } // namespace content | |
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