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Unified 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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Index: media/tools/player_x11/gl_video_renderer.cc
diff --git a/media/tools/player_x11/gl_video_renderer.cc b/media/tools/player_x11/gl_video_renderer.cc
new file mode 100644
index 0000000000000000000000000000000000000000..f2f623d5512035b569284113526786cc7d35972c
--- /dev/null
+++ b/media/tools/player_x11/gl_video_renderer.cc
@@ -0,0 +1,313 @@
+// Copyright (c) 2010 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 "media/tools/player_x11/gl_video_renderer.h"
+
+#include <dlfcn.h>
+#include <X11/Xutil.h>
+#include <X11/extensions/Xrender.h>
+#include <X11/extensions/Xcomposite.h>
+
+#include "media/base/buffers.h"
+#include "media/base/yuv_convert.h"
+
+GlVideoRenderer* GlVideoRenderer::instance_ = NULL;
+
+GlVideoRenderer::GlVideoRenderer(Display* display, Window window)
+ : display_(display),
+ window_(window),
+ new_frame_(false),
+ gl_context_(NULL) {
+}
+
+GlVideoRenderer::~GlVideoRenderer() {
+}
+
+// static
+bool GlVideoRenderer::IsMediaFormatSupported(
+ const media::MediaFormat& media_format) {
+ int width = 0;
+ int height = 0;
+ return ParseMediaFormat(media_format, &width, &height);
+}
+
+void GlVideoRenderer::OnStop() {
+ glXMakeCurrent(display_, 0, NULL);
+ glXDestroyContext(display_, gl_context_);
+}
+
+static GLXContext InitGLContext(Display* display, Window window) {
+ // Some versions of NVIDIA's GL libGL.so include a broken version of
+ // dlopen/dlsym, and so linking it into chrome breaks it. So we dynamically
+ // load it, and use glew to dynamically resolve symbols.
+ // See http://code.google.com/p/chromium/issues/detail?id=16800
+ void* handle = dlopen("libGL.so.1", RTLD_LAZY | RTLD_GLOBAL);
+ if (!handle) {
+ LOG(ERROR) << "Could not find libGL.so.1";
+ return NULL;
+ }
+ if (glxewInit() != GLEW_OK) {
+ LOG(ERROR) << "GLXEW failed initialization";
+ return NULL;
+ }
+
+ XWindowAttributes attributes;
+ XGetWindowAttributes(display, window, &attributes);
+ XVisualInfo visual_info_template;
+ visual_info_template.visualid = XVisualIDFromVisual(attributes.visual);
+ int visual_info_count = 0;
+ XVisualInfo* visual_info_list = XGetVisualInfo(display, VisualIDMask,
+ &visual_info_template,
+ &visual_info_count);
+ GLXContext context = NULL;
+ for (int i = 0; i < visual_info_count && !context; ++i) {
+ context = glXCreateContext(display, visual_info_list + i, 0,
+ True /* Direct rendering */);
+ }
+
+ XFree(visual_info_list);
+ if (!context) {
+ return NULL;
+ }
+
+ if (!glXMakeCurrent(display, window, context)) {
+ glXDestroyContext(display, context);
+ return NULL;
+ }
+
+ if (glewInit() != GLEW_OK) {
+ LOG(ERROR) << "GLEW failed initialization";
+ glXDestroyContext(display, context);
+ return NULL;
+ }
+
+ if (!glewIsSupported("GL_VERSION_2_0")) {
+ LOG(ERROR) << "GL implementation doesn't support GL version 2.0";
+ glXDestroyContext(display, context);
+ return NULL;
+ }
+
+ return context;
+}
+
+// Matrix used for the YUV to RGB conversion.
+static const float kYUV2RGB[9] = {
+ 1.f, 0.f, 1.403f,
+ 1.f, -.344f, -.714f,
+ 1.f, 1.772f, 0.f,
+};
+
+// Vertices for a full screen quad.
+static const float kVertices[8] = {
+ -1.f, 1.f,
+ -1.f, -1.f,
+ 1.f, 1.f,
+ 1.f, -1.f,
+};
+
+// Texture Coordinates mapping the entire texture.
+static const float kTextureCoords[8] = {
+ 0, 0,
+ 0, 1,
+ 1, 0,
+ 1, 1,
+};
+
+// Pass-through vertex shader.
+static const char kVertexShader[] =
+ "varying vec2 interp_tc;\n"
+ "\n"
+ "attribute vec4 in_pos;\n"
+ "attribute vec2 in_tc;\n"
+ "\n"
+ "void main() {\n"
+ " interp_tc = in_tc;\n"
+ " gl_Position = in_pos;\n"
+ "}\n";
+
+// YUV to RGB pixel shader. Loads a pixel from each plane and pass through the
+// matrix.
+static const char kFragmentShader[] =
+ "varying vec2 interp_tc;\n"
+ "\n"
+ "uniform sampler2D y_tex;\n"
+ "uniform sampler2D u_tex;\n"
+ "uniform sampler2D v_tex;\n"
+ "uniform mat3 yuv2rgb;\n"
+ "\n"
+ "void main() {\n"
+ " float y = texture2D(y_tex, interp_tc).x;\n"
+ " float u = texture2D(u_tex, interp_tc).r - .5;\n"
+ " float v = texture2D(v_tex, interp_tc).r - .5;\n"
+ " vec3 rgb = yuv2rgb * vec3(y, u, v);\n"
+ " gl_FragColor = vec4(rgb, 1);\n"
+ "}\n";
+
+// Buffer size for compile errors.
+static const unsigned int kErrorSize = 4096;
+
+bool GlVideoRenderer::OnInitialize(media::VideoDecoder* decoder) {
+ if (!ParseMediaFormat(decoder->media_format(), &width_, &height_))
+ return false;
+
+ LOG(INFO) << "Initializing GL Renderer...";
+
+ // Resize the window to fit that of the video.
+ XResizeWindow(display_, window_, width_, height_);
+
+ gl_context_ = InitGLContext(display_, window_);
+ if (!gl_context_)
+ return false;
+
+ glMatrixMode(GL_MODELVIEW);
+
+ // Create 3 textures, one for each plane, and bind them to different
+ // texture units.
+ glGenTextures(media::VideoSurface::kNumYUVPlanes, textures_);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, textures_[0]);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glEnable(GL_TEXTURE_2D);
+
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_2D, textures_[1]);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glEnable(GL_TEXTURE_2D);
+
+ glActiveTexture(GL_TEXTURE2);
+ glBindTexture(GL_TEXTURE_2D, textures_[2]);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glEnable(GL_TEXTURE_2D);
+
+ GLuint program_ = glCreateProgram();
+
+ // Create our YUV->RGB shader.
+ GLuint vertex_shader_ = glCreateShader(GL_VERTEX_SHADER);
+ const char* vs_source = kVertexShader;
+ int vs_size = sizeof(kVertexShader);
+ glShaderSource(vertex_shader_, 1, &vs_source, &vs_size);
+ glCompileShader(vertex_shader_);
+ int result = GL_FALSE;
+ glGetShaderiv(vertex_shader_, GL_COMPILE_STATUS, &result);
+ if (!result) {
+ char log[kErrorSize];
+ int len;
+ glGetShaderInfoLog(vertex_shader_, kErrorSize - 1, &len, log);
+ log[kErrorSize - 1] = 0;
+ LOG(FATAL) << log;
+ }
+ glAttachShader(program_, vertex_shader_);
+
+ GLuint fragment_shader_ = glCreateShader(GL_FRAGMENT_SHADER);
+ const char* ps_source = kFragmentShader;
+ int ps_size = sizeof(kFragmentShader);
+ glShaderSource(fragment_shader_, 1, &ps_source, &ps_size);
+ glCompileShader(fragment_shader_);
+ result = GL_FALSE;
+ glGetShaderiv(fragment_shader_, GL_COMPILE_STATUS, &result);
+ if (!result) {
+ char log[kErrorSize];
+ int len;
+ glGetShaderInfoLog(fragment_shader_, kErrorSize - 1, &len, log);
+ log[kErrorSize - 1] = 0;
+ LOG(FATAL) << log;
+ }
+ glAttachShader(program_, fragment_shader_);
+
+ glLinkProgram(program_);
+ result = GL_FALSE;
+ glGetProgramiv(program_, GL_LINK_STATUS, &result);
+ if (!result) {
+ char log[kErrorSize];
+ int len;
+ glGetProgramInfoLog(program_, kErrorSize - 1, &len, log);
+ log[kErrorSize - 1] = 0;
+ LOG(FATAL) << log;
+ }
+ glUseProgram(program_);
+
+ // Bind parameters.
+ glUniform1i(glGetUniformLocation(program_, "y_tex"), 0);
+ glUniform1i(glGetUniformLocation(program_, "u_tex"), 1);
+ glUniform1i(glGetUniformLocation(program_, "v_tex"), 2);
+ int yuv2rgb_location = glGetUniformLocation(program_, "yuv2rgb");
+ glUniformMatrix3fv(yuv2rgb_location, 1, GL_TRUE, kYUV2RGB);
+
+ int pos_location = glGetAttribLocation(program_, "in_pos");
+ glEnableVertexAttribArray(pos_location);
+ glVertexAttribPointer(pos_location, 2, GL_FLOAT, GL_FALSE, 0, kVertices);
+
+ int tc_location = glGetAttribLocation(program_, "in_tc");
+ glEnableVertexAttribArray(tc_location);
+ glVertexAttribPointer(tc_location, 2, GL_FLOAT, GL_FALSE, 0,
+ kTextureCoords);
+
+ // We are getting called on a thread. Release the context so that it can be
+ // made current on the main thread.
+ glXMakeCurrent(display_, 0, NULL);
+
+ // Save this instance.
+ DCHECK(!instance_);
+ instance_ = this;
+ return true;
+}
+
+void GlVideoRenderer::OnFrameAvailable() {
+ AutoLock auto_lock(lock_);
+ new_frame_ = true;
+}
+
+void GlVideoRenderer::Paint() {
+ // Use |new_frame_| to prevent overdraw since Paint() is called more
+ // often than needed. It is OK to lock only this flag and we don't
+ // want to lock the whole function because this method takes a long
+ // time to complete.
+ {
+ AutoLock auto_lock(lock_);
+ if (!new_frame_)
+ return;
+ new_frame_ = false;
+ }
+
+ scoped_refptr<media::VideoFrame> video_frame;
+ GetCurrentFrame(&video_frame);
+
+ if (!video_frame)
+ return;
+
+ // Convert YUV frame to RGB.
+ media::VideoSurface frame_in;
+ if (video_frame->Lock(&frame_in)) {
+ DCHECK(frame_in.format == media::VideoSurface::YV12 ||
+ frame_in.format == media::VideoSurface::YV16);
+ DCHECK(frame_in.strides[media::VideoSurface::kUPlane] ==
+ frame_in.strides[media::VideoSurface::kVPlane]);
+ DCHECK(frame_in.planes == media::VideoSurface::kNumYUVPlanes);
+
+ if (glXGetCurrentContext() != gl_context_ ||
+ glXGetCurrentDrawable() != window_) {
+ glXMakeCurrent(display_, window_, gl_context_);
+ }
+ for (unsigned int i = 0; i < media::VideoSurface::kNumYUVPlanes; ++i) {
+ unsigned int width = (i == media::VideoSurface::kYPlane) ?
+ frame_in.width : frame_in.width / 2;
+ unsigned int height = (i == media::VideoSurface::kYPlane ||
+ frame_in.format == media::VideoSurface::YV16) ?
+ frame_in.height : frame_in.height / 2;
+ glActiveTexture(GL_TEXTURE0 + i);
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, frame_in.strides[i]);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, width, height, 0,
+ GL_LUMINANCE, GL_UNSIGNED_BYTE, frame_in.data[i]);
+ }
+ video_frame->Unlock();
+ } else {
+ NOTREACHED();
+ }
+
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ glXSwapBuffers(display_, window_);
+}

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