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Unified Diff: media/tools/player_x11/x11_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/x11_video_renderer.cc
diff --git a/media/tools/player_x11/x11_video_renderer.cc b/media/tools/player_x11/x11_video_renderer.cc
index 67c6c5cc7e8ccc95b8350891cb06d6c22fb29429..068b9715af7a9d27dfc9857f58e62eb372c916d5 100644
--- a/media/tools/player_x11/x11_video_renderer.cc
+++ b/media/tools/player_x11/x11_video_renderer.cc
@@ -59,17 +59,10 @@ X11VideoRenderer::X11VideoRenderer(Display* display, Window window)
image_(NULL),
new_frame_(false),
picture_(0),
- use_render_(false),
- use_gl_(false),
- gl_context_(NULL) {
- // Save the instance of the video renderer.
- CHECK(!instance_);
- instance_ = this;
+ use_render_(false) {
}
X11VideoRenderer::~X11VideoRenderer() {
- CHECK(instance_);
- instance_ = NULL;
}
// static
@@ -81,265 +74,58 @@ bool X11VideoRenderer::IsMediaFormatSupported(
}
void X11VideoRenderer::OnStop() {
- if (use_gl_) {
- glXMakeCurrent(display_, 0, NULL);
- glXDestroyContext(display_, gl_context_);
- }
if (image_) {
XDestroyImage(image_);
}
- if (use_render_) {
- XRenderFreePicture(display_, picture_);
- }
+ XRenderFreePicture(display_, picture_);
}
-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 X11VideoRenderer::OnInitialize(media::VideoDecoder* decoder) {
if (!ParseMediaFormat(decoder->media_format(), &width_, &height_))
return false;
+ LOG(INFO) << "Initializing X11 Renderer...";
+
// Resize the window to fit that of the video.
XResizeWindow(display_, window_, width_, height_);
- gl_context_ = InitGLContext(display_, window_);
- use_gl_ = (gl_context_ != NULL);
-
- if (use_gl_) {
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
- glViewport(0, 0, width_, height_);
-
- // 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);
- } else {
- // Testing XRender support. We'll use the very basic of XRender
- // so if it presents it is already good enough. We don't need
- // to check its version.
- int dummy;
- use_render_ = XRenderQueryExtension(display_, &dummy, &dummy);
-
- if (use_render_) {
- // If we are using XRender, we'll create a picture representing the
- // window.
- XWindowAttributes attr;
- XGetWindowAttributes(display_, window_, &attr);
-
- XRenderPictFormat* pictformat = XRenderFindVisualFormat(
- display_,
- attr.visual);
- CHECK(pictformat) << "XRENDER does not support default visual";
-
- picture_ = XRenderCreatePicture(display_, window_, pictformat, 0, NULL);
- CHECK(picture_) << "Backing picture not created";
- }
-
- // Initialize the XImage to store the output of YUV -> RGB conversion.
- image_ = XCreateImage(display_,
- DefaultVisual(display_, DefaultScreen(display_)),
- DefaultDepth(display_, DefaultScreen(display_)),
- ZPixmap,
- 0,
- static_cast<char*>(malloc(width_ * height_ * 4)),
- width_,
- height_,
- 32,
- width_ * 4);
- DCHECK(image_);
- }
+ // Testing XRender support. We'll use the very basic of XRender
+ // so if it presents it is already good enough. We don't need
+ // to check its version.
+ int dummy;
+ use_render_ = XRenderQueryExtension(display_, &dummy, &dummy);
+
+ if (use_render_) {
+ // If we are using XRender, we'll create a picture representing the
+ // window.
+ XWindowAttributes attr;
+ XGetWindowAttributes(display_, window_, &attr);
+
+ XRenderPictFormat* pictformat = XRenderFindVisualFormat(
+ display_,
+ attr.visual);
+ CHECK(pictformat) << "XRENDER does not support default visual";
+
+ picture_ = XRenderCreatePicture(display_, window_, pictformat, 0, NULL);
+ CHECK(picture_) << "Backing picture not created";
+ }
+
+ // Initialize the XImage to store the output of YUV -> RGB conversion.
+ image_ = XCreateImage(display_,
+ DefaultVisual(display_, DefaultScreen(display_)),
+ DefaultDepth(display_, DefaultScreen(display_)),
+ ZPixmap,
+ 0,
+ static_cast<char*>(malloc(width_ * height_ * 4)),
+ width_,
+ height_,
+ 32,
+ width_ * 4);
+ DCHECK(image_);
+
+ // Save this instance.
+ DCHECK(!instance_);
+ instance_ = this;
return true;
}
@@ -363,7 +149,7 @@ void X11VideoRenderer::Paint() {
scoped_refptr<media::VideoFrame> video_frame;
GetCurrentFrame(&video_frame);
- if ((!use_gl_ && !image_) || !video_frame)
+ if (!image_ ||!video_frame)
return;
// Convert YUV frame to RGB.
@@ -375,48 +161,24 @@ void X11VideoRenderer::Paint() {
frame_in.strides[media::VideoSurface::kVPlane]);
DCHECK(frame_in.planes == media::VideoSurface::kNumYUVPlanes);
- if (use_gl_) {
- 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]);
- }
- } else {
- DCHECK(image_->data);
- media::YUVType yuv_type = (frame_in.format == media::VideoSurface::YV12) ?
- media::YV12 : media::YV16;
- media::ConvertYUVToRGB32(frame_in.data[media::VideoSurface::kYPlane],
- frame_in.data[media::VideoSurface::kUPlane],
- frame_in.data[media::VideoSurface::kVPlane],
- (uint8*)image_->data,
- frame_in.width,
- frame_in.height,
- frame_in.strides[media::VideoSurface::kYPlane],
- frame_in.strides[media::VideoSurface::kUPlane],
- image_->bytes_per_line,
- yuv_type);
- }
+ DCHECK(image_->data);
+ media::YUVType yuv_type = (frame_in.format == media::VideoSurface::YV12) ?
+ media::YV12 : media::YV16;
+ media::ConvertYUVToRGB32(frame_in.data[media::VideoSurface::kYPlane],
+ frame_in.data[media::VideoSurface::kUPlane],
+ frame_in.data[media::VideoSurface::kVPlane],
+ (uint8*)image_->data,
+ frame_in.width,
+ frame_in.height,
+ frame_in.strides[media::VideoSurface::kYPlane],
+ frame_in.strides[media::VideoSurface::kUPlane],
+ image_->bytes_per_line,
+ yuv_type);
video_frame->Unlock();
} else {
NOTREACHED();
}
- if (use_gl_) {
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
- glXSwapBuffers(display_, window_);
- return;
- }
-
if (use_render_) {
// If XRender is used, we'll upload the image to a pixmap. And then
// creats a picture from the pixmap and composite the picture over
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