| 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_);
|
| +}
|
|
|