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Side by Side Diff: media/tools/player_x11/gl_video_renderer.cc

Issue 596055: Implement GLES video renderer in player_x11 (Closed)
Patch Set: nits fixed Created 10 years, 10 months ago
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1 // Copyright (c) 2010 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 "media/tools/player_x11/gl_video_renderer.h"
6
7 #include <dlfcn.h>
8 #include <X11/Xutil.h>
9 #include <X11/extensions/Xrender.h>
10 #include <X11/extensions/Xcomposite.h>
11
12 #include "media/base/buffers.h"
13 #include "media/base/yuv_convert.h"
14
15 GlVideoRenderer* GlVideoRenderer::instance_ = NULL;
16
17 GlVideoRenderer::GlVideoRenderer(Display* display, Window window)
18 : display_(display),
19 window_(window),
20 new_frame_(false),
21 gl_context_(NULL) {
22 }
23
24 GlVideoRenderer::~GlVideoRenderer() {
25 }
26
27 // static
28 bool GlVideoRenderer::IsMediaFormatSupported(
29 const media::MediaFormat& media_format) {
30 int width = 0;
31 int height = 0;
32 return ParseMediaFormat(media_format, &width, &height);
33 }
34
35 void GlVideoRenderer::OnStop() {
36 glXMakeCurrent(display_, 0, NULL);
37 glXDestroyContext(display_, gl_context_);
38 }
39
40 static GLXContext InitGLContext(Display* display, Window window) {
41 // Some versions of NVIDIA's GL libGL.so include a broken version of
42 // dlopen/dlsym, and so linking it into chrome breaks it. So we dynamically
43 // load it, and use glew to dynamically resolve symbols.
44 // See http://code.google.com/p/chromium/issues/detail?id=16800
45 void* handle = dlopen("libGL.so.1", RTLD_LAZY | RTLD_GLOBAL);
46 if (!handle) {
47 LOG(ERROR) << "Could not find libGL.so.1";
48 return NULL;
49 }
50 if (glxewInit() != GLEW_OK) {
51 LOG(ERROR) << "GLXEW failed initialization";
52 return NULL;
53 }
54
55 XWindowAttributes attributes;
56 XGetWindowAttributes(display, window, &attributes);
57 XVisualInfo visual_info_template;
58 visual_info_template.visualid = XVisualIDFromVisual(attributes.visual);
59 int visual_info_count = 0;
60 XVisualInfo* visual_info_list = XGetVisualInfo(display, VisualIDMask,
61 &visual_info_template,
62 &visual_info_count);
63 GLXContext context = NULL;
64 for (int i = 0; i < visual_info_count && !context; ++i) {
65 context = glXCreateContext(display, visual_info_list + i, 0,
66 True /* Direct rendering */);
67 }
68
69 XFree(visual_info_list);
70 if (!context) {
71 return NULL;
72 }
73
74 if (!glXMakeCurrent(display, window, context)) {
75 glXDestroyContext(display, context);
76 return NULL;
77 }
78
79 if (glewInit() != GLEW_OK) {
80 LOG(ERROR) << "GLEW failed initialization";
81 glXDestroyContext(display, context);
82 return NULL;
83 }
84
85 if (!glewIsSupported("GL_VERSION_2_0")) {
86 LOG(ERROR) << "GL implementation doesn't support GL version 2.0";
87 glXDestroyContext(display, context);
88 return NULL;
89 }
90
91 return context;
92 }
93
94 // Matrix used for the YUV to RGB conversion.
95 static const float kYUV2RGB[9] = {
96 1.f, 0.f, 1.403f,
97 1.f, -.344f, -.714f,
98 1.f, 1.772f, 0.f,
99 };
100
101 // Vertices for a full screen quad.
102 static const float kVertices[8] = {
103 -1.f, 1.f,
104 -1.f, -1.f,
105 1.f, 1.f,
106 1.f, -1.f,
107 };
108
109 // Texture Coordinates mapping the entire texture.
110 static const float kTextureCoords[8] = {
111 0, 0,
112 0, 1,
113 1, 0,
114 1, 1,
115 };
116
117 // Pass-through vertex shader.
118 static const char kVertexShader[] =
119 "varying vec2 interp_tc;\n"
120 "\n"
121 "attribute vec4 in_pos;\n"
122 "attribute vec2 in_tc;\n"
123 "\n"
124 "void main() {\n"
125 " interp_tc = in_tc;\n"
126 " gl_Position = in_pos;\n"
127 "}\n";
128
129 // YUV to RGB pixel shader. Loads a pixel from each plane and pass through the
130 // matrix.
131 static const char kFragmentShader[] =
132 "varying vec2 interp_tc;\n"
133 "\n"
134 "uniform sampler2D y_tex;\n"
135 "uniform sampler2D u_tex;\n"
136 "uniform sampler2D v_tex;\n"
137 "uniform mat3 yuv2rgb;\n"
138 "\n"
139 "void main() {\n"
140 " float y = texture2D(y_tex, interp_tc).x;\n"
141 " float u = texture2D(u_tex, interp_tc).r - .5;\n"
142 " float v = texture2D(v_tex, interp_tc).r - .5;\n"
143 " vec3 rgb = yuv2rgb * vec3(y, u, v);\n"
144 " gl_FragColor = vec4(rgb, 1);\n"
145 "}\n";
146
147 // Buffer size for compile errors.
148 static const unsigned int kErrorSize = 4096;
149
150 bool GlVideoRenderer::OnInitialize(media::VideoDecoder* decoder) {
151 if (!ParseMediaFormat(decoder->media_format(), &width_, &height_))
152 return false;
153
154 LOG(INFO) << "Initializing GL Renderer...";
155
156 // Resize the window to fit that of the video.
157 XResizeWindow(display_, window_, width_, height_);
158
159 gl_context_ = InitGLContext(display_, window_);
160 if (!gl_context_)
161 return false;
162
163 glMatrixMode(GL_MODELVIEW);
164
165 // Create 3 textures, one for each plane, and bind them to different
166 // texture units.
167 glGenTextures(media::VideoSurface::kNumYUVPlanes, textures_);
168 glActiveTexture(GL_TEXTURE0);
169 glBindTexture(GL_TEXTURE_2D, textures_[0]);
170 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
171 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
172 glEnable(GL_TEXTURE_2D);
173
174 glActiveTexture(GL_TEXTURE1);
175 glBindTexture(GL_TEXTURE_2D, textures_[1]);
176 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
177 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
178 glEnable(GL_TEXTURE_2D);
179
180 glActiveTexture(GL_TEXTURE2);
181 glBindTexture(GL_TEXTURE_2D, textures_[2]);
182 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
183 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
184 glEnable(GL_TEXTURE_2D);
185
186 GLuint program_ = glCreateProgram();
187
188 // Create our YUV->RGB shader.
189 GLuint vertex_shader_ = glCreateShader(GL_VERTEX_SHADER);
190 const char* vs_source = kVertexShader;
191 int vs_size = sizeof(kVertexShader);
192 glShaderSource(vertex_shader_, 1, &vs_source, &vs_size);
193 glCompileShader(vertex_shader_);
194 int result = GL_FALSE;
195 glGetShaderiv(vertex_shader_, GL_COMPILE_STATUS, &result);
196 if (!result) {
197 char log[kErrorSize];
198 int len;
199 glGetShaderInfoLog(vertex_shader_, kErrorSize - 1, &len, log);
200 log[kErrorSize - 1] = 0;
201 LOG(FATAL) << log;
202 }
203 glAttachShader(program_, vertex_shader_);
204
205 GLuint fragment_shader_ = glCreateShader(GL_FRAGMENT_SHADER);
206 const char* ps_source = kFragmentShader;
207 int ps_size = sizeof(kFragmentShader);
208 glShaderSource(fragment_shader_, 1, &ps_source, &ps_size);
209 glCompileShader(fragment_shader_);
210 result = GL_FALSE;
211 glGetShaderiv(fragment_shader_, GL_COMPILE_STATUS, &result);
212 if (!result) {
213 char log[kErrorSize];
214 int len;
215 glGetShaderInfoLog(fragment_shader_, kErrorSize - 1, &len, log);
216 log[kErrorSize - 1] = 0;
217 LOG(FATAL) << log;
218 }
219 glAttachShader(program_, fragment_shader_);
220
221 glLinkProgram(program_);
222 result = GL_FALSE;
223 glGetProgramiv(program_, GL_LINK_STATUS, &result);
224 if (!result) {
225 char log[kErrorSize];
226 int len;
227 glGetProgramInfoLog(program_, kErrorSize - 1, &len, log);
228 log[kErrorSize - 1] = 0;
229 LOG(FATAL) << log;
230 }
231 glUseProgram(program_);
232
233 // Bind parameters.
234 glUniform1i(glGetUniformLocation(program_, "y_tex"), 0);
235 glUniform1i(glGetUniformLocation(program_, "u_tex"), 1);
236 glUniform1i(glGetUniformLocation(program_, "v_tex"), 2);
237 int yuv2rgb_location = glGetUniformLocation(program_, "yuv2rgb");
238 glUniformMatrix3fv(yuv2rgb_location, 1, GL_TRUE, kYUV2RGB);
239
240 int pos_location = glGetAttribLocation(program_, "in_pos");
241 glEnableVertexAttribArray(pos_location);
242 glVertexAttribPointer(pos_location, 2, GL_FLOAT, GL_FALSE, 0, kVertices);
243
244 int tc_location = glGetAttribLocation(program_, "in_tc");
245 glEnableVertexAttribArray(tc_location);
246 glVertexAttribPointer(tc_location, 2, GL_FLOAT, GL_FALSE, 0,
247 kTextureCoords);
248
249 // We are getting called on a thread. Release the context so that it can be
250 // made current on the main thread.
251 glXMakeCurrent(display_, 0, NULL);
252
253 // Save this instance.
254 DCHECK(!instance_);
255 instance_ = this;
256 return true;
257 }
258
259 void GlVideoRenderer::OnFrameAvailable() {
260 AutoLock auto_lock(lock_);
261 new_frame_ = true;
262 }
263
264 void GlVideoRenderer::Paint() {
265 // Use |new_frame_| to prevent overdraw since Paint() is called more
266 // often than needed. It is OK to lock only this flag and we don't
267 // want to lock the whole function because this method takes a long
268 // time to complete.
269 {
270 AutoLock auto_lock(lock_);
271 if (!new_frame_)
272 return;
273 new_frame_ = false;
274 }
275
276 scoped_refptr<media::VideoFrame> video_frame;
277 GetCurrentFrame(&video_frame);
278
279 if (!video_frame)
280 return;
281
282 // Convert YUV frame to RGB.
283 media::VideoSurface frame_in;
284 if (video_frame->Lock(&frame_in)) {
285 DCHECK(frame_in.format == media::VideoSurface::YV12 ||
286 frame_in.format == media::VideoSurface::YV16);
287 DCHECK(frame_in.strides[media::VideoSurface::kUPlane] ==
288 frame_in.strides[media::VideoSurface::kVPlane]);
289 DCHECK(frame_in.planes == media::VideoSurface::kNumYUVPlanes);
290
291 if (glXGetCurrentContext() != gl_context_ ||
292 glXGetCurrentDrawable() != window_) {
293 glXMakeCurrent(display_, window_, gl_context_);
294 }
295 for (unsigned int i = 0; i < media::VideoSurface::kNumYUVPlanes; ++i) {
296 unsigned int width = (i == media::VideoSurface::kYPlane) ?
297 frame_in.width : frame_in.width / 2;
298 unsigned int height = (i == media::VideoSurface::kYPlane ||
299 frame_in.format == media::VideoSurface::YV16) ?
300 frame_in.height : frame_in.height / 2;
301 glActiveTexture(GL_TEXTURE0 + i);
302 glPixelStorei(GL_UNPACK_ROW_LENGTH, frame_in.strides[i]);
303 glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, width, height, 0,
304 GL_LUMINANCE, GL_UNSIGNED_BYTE, frame_in.data[i]);
305 }
306 video_frame->Unlock();
307 } else {
308 NOTREACHED();
309 }
310
311 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
312 glXSwapBuffers(display_, window_);
313 }
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