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1 /* | 1 /* |
2 * Copyright (C) 2010 Google Inc. All rights reserved. | 2 * Copyright (C) 2010 Google Inc. All rights reserved. |
3 * | 3 * |
4 * Redistribution and use in source and binary forms, with or without | 4 * Redistribution and use in source and binary forms, with or without |
5 * modification, are permitted provided that the following conditions are | 5 * modification, are permitted provided that the following conditions are |
6 * met: | 6 * met: |
7 * | 7 * |
8 * * Redistributions of source code must retain the above copyright | 8 * * Redistributions of source code must retain the above copyright |
9 * notice, this list of conditions and the following disclaimer. | 9 * notice, this list of conditions and the following disclaimer. |
10 * * Redistributions in binary form must reproduce the above | 10 * * Redistributions in binary form must reproduce the above |
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53 | 53 |
54 VideoLayerChromium::SharedValues::SharedValues(GraphicsContext3D* context) | 54 VideoLayerChromium::SharedValues::SharedValues(GraphicsContext3D* context) |
55 : m_context(context) | 55 : m_context(context) |
56 , m_yuvShaderProgram(0) | 56 , m_yuvShaderProgram(0) |
57 , m_rgbaShaderProgram(0) | 57 , m_rgbaShaderProgram(0) |
58 , m_yuvShaderMatrixLocation(0) | 58 , m_yuvShaderMatrixLocation(0) |
59 , m_yuvWidthScaleFactorLocation(0) | 59 , m_yuvWidthScaleFactorLocation(0) |
60 , m_rgbaShaderMatrixLocation(0) | 60 , m_rgbaShaderMatrixLocation(0) |
61 , m_rgbaWidthScaleFactorLocation(0) | 61 , m_rgbaWidthScaleFactorLocation(0) |
62 , m_ccMatrixLocation(0) | 62 , m_ccMatrixLocation(0) |
| 63 , m_signAdjLocation(0) |
63 , m_yTextureLocation(0) | 64 , m_yTextureLocation(0) |
64 , m_uTextureLocation(0) | 65 , m_uTextureLocation(0) |
65 , m_vTextureLocation(0) | 66 , m_vTextureLocation(0) |
66 , m_rgbaTextureLocation(0) | 67 , m_rgbaTextureLocation(0) |
67 , m_yuvAlphaLocation(0) | 68 , m_yuvAlphaLocation(0) |
68 , m_rgbaAlphaLocation(0) | 69 , m_rgbaAlphaLocation(0) |
69 , m_initialized(false) | 70 , m_initialized(false) |
70 { | 71 { |
71 // Frame textures are allocated based on stride width, not visible frame | 72 // Frame textures are allocated based on stride width, not visible frame |
72 // width, such that there is a guarantee that the frame rows line up | 73 // width, such that there is a guarantee that the frame rows line up |
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89 "} \n"; | 90 "} \n"; |
90 | 91 |
91 char yuvFragmentShaderString[] = | 92 char yuvFragmentShaderString[] = |
92 "precision mediump float; \n" | 93 "precision mediump float; \n" |
93 "precision mediump int; \n" | 94 "precision mediump int; \n" |
94 "varying vec2 v_texCoord; \n" | 95 "varying vec2 v_texCoord; \n" |
95 "uniform sampler2D y_texture; \n" | 96 "uniform sampler2D y_texture; \n" |
96 "uniform sampler2D u_texture; \n" | 97 "uniform sampler2D u_texture; \n" |
97 "uniform sampler2D v_texture; \n" | 98 "uniform sampler2D v_texture; \n" |
98 "uniform float alpha; \n" | 99 "uniform float alpha; \n" |
| 100 "uniform float adj; \n" |
99 "uniform mat3 cc_matrix; \n" | 101 "uniform mat3 cc_matrix; \n" |
100 "void main() \n" | 102 "void main() \n" |
101 "{ \n" | 103 "{ \n" |
102 " float y = texture2D(y_texture, v_texCoord).x; \n" | 104 " float y = texture2D(y_texture, v_texCoord).x; \n" |
103 " float u = texture2D(u_texture, v_texCoord).r - .5; \n" | 105 " float u = texture2D(u_texture, v_texCoord).x - adj; \n" |
104 " float v = texture2D(v_texture, v_texCoord).r - .5; \n" | 106 " float v = texture2D(v_texture, v_texCoord).x - adj; \n" |
105 " vec3 rgb = cc_matrix * vec3(y, u, v); \n" | 107 " vec3 rgb = cc_matrix * vec3(y, u, v); \n" |
106 " gl_FragColor = vec4(rgb.x, rgb.y, rgb.z, 1.0) * alpha; \n" | 108 " gl_FragColor = vec4(rgb, float(1)) * alpha; \n" |
107 "} \n"; | 109 "} \n"; |
108 | 110 |
109 char rgbaFragmentShaderString[] = | 111 char rgbaFragmentShaderString[] = |
110 "precision mediump float; \n" | 112 "precision mediump float; \n" |
111 "varying vec2 v_texCoord; \n" | 113 "varying vec2 v_texCoord; \n" |
112 "uniform sampler2D rgba_texture; \n" | 114 "uniform sampler2D rgba_texture; \n" |
113 "uniform float alpha; \n" | 115 "uniform float alpha; \n" |
114 "void main() \n" | 116 "void main() \n" |
115 "{ \n" | 117 "{ \n" |
116 " vec4 texColor = texture2D(rgba_texture, vec2(v_texCoord.x, 1.0 - v_te
xCoord.y)); \n" | 118 " vec4 texColor = texture2D(rgba_texture, vec2(v_texCoord.x, float(1) -
v_texCoord.y)); \n" |
117 " gl_FragColor = vec4(texColor.x, texColor.y, texColor.z, texColor.w) *
alpha; \n" | 119 " gl_FragColor = vec4(texColor.x, texColor.y, texColor.z, texColor.w) *
alpha; \n" |
118 "} \n"; | 120 "} \n"; |
119 | 121 |
120 m_rgbaShaderProgram = createShaderProgram(m_context, vertexShaderString, rgb
aFragmentShaderString); | 122 m_rgbaShaderProgram = createShaderProgram(m_context, vertexShaderString, rgb
aFragmentShaderString); |
121 if (!m_rgbaShaderProgram) { | 123 if (!m_rgbaShaderProgram) { |
122 LOG_ERROR("VideoLayerChromium: Failed to create rgba shader program"); | 124 LOG_ERROR("VideoLayerChromium: Failed to create rgba shader program"); |
123 return; | 125 return; |
124 } | 126 } |
125 | 127 |
126 m_yuvShaderProgram = createShaderProgram(m_context, vertexShaderString, yuvF
ragmentShaderString); | 128 m_yuvShaderProgram = createShaderProgram(m_context, vertexShaderString, yuvF
ragmentShaderString); |
127 if (!m_yuvShaderProgram) { | 129 if (!m_yuvShaderProgram) { |
128 LOG_ERROR("VideoLayerChromium: Failed to create yuv shader program"); | 130 LOG_ERROR("VideoLayerChromium: Failed to create yuv shader program"); |
129 return; | 131 return; |
130 } | 132 } |
131 | 133 |
132 m_yuvShaderMatrixLocation = m_context->getUniformLocation(m_yuvShaderProgram
, "matrix"); | 134 m_yuvShaderMatrixLocation = m_context->getUniformLocation(m_yuvShaderProgram
, "matrix"); |
133 m_yuvWidthScaleFactorLocation = m_context->getUniformLocation(m_yuvShaderPro
gram, "widthScaleFactor"); | 135 m_yuvWidthScaleFactorLocation = m_context->getUniformLocation(m_yuvShaderPro
gram, "widthScaleFactor"); |
134 m_yTextureLocation = m_context->getUniformLocation(m_yuvShaderProgram, "y_te
xture"); | 136 m_yTextureLocation = m_context->getUniformLocation(m_yuvShaderProgram, "y_te
xture"); |
135 m_uTextureLocation = m_context->getUniformLocation(m_yuvShaderProgram, "u_te
xture"); | 137 m_uTextureLocation = m_context->getUniformLocation(m_yuvShaderProgram, "u_te
xture"); |
136 m_vTextureLocation = m_context->getUniformLocation(m_yuvShaderProgram, "v_te
xture"); | 138 m_vTextureLocation = m_context->getUniformLocation(m_yuvShaderProgram, "v_te
xture"); |
137 m_ccMatrixLocation = m_context->getUniformLocation(m_yuvShaderProgram, "cc_m
atrix"); | 139 m_ccMatrixLocation = m_context->getUniformLocation(m_yuvShaderProgram, "cc_m
atrix"); |
| 140 m_signAdjLocation = m_context->getUniformLocation(m_yuvShaderProgram, "adj")
; |
138 m_yuvAlphaLocation = m_context->getUniformLocation(m_yuvShaderProgram, "alph
a"); | 141 m_yuvAlphaLocation = m_context->getUniformLocation(m_yuvShaderProgram, "alph
a"); |
139 | 142 |
140 ASSERT(m_yuvShaderMatrixLocation != -1); | 143 ASSERT(m_yuvShaderMatrixLocation != -1); |
141 ASSERT(m_yuvWidthScaleFactorLocation != -1); | 144 ASSERT(m_yuvWidthScaleFactorLocation != -1); |
142 ASSERT(m_yTextureLocation != -1); | 145 ASSERT(m_yTextureLocation != -1); |
143 ASSERT(m_uTextureLocation != -1); | 146 ASSERT(m_uTextureLocation != -1); |
144 ASSERT(m_vTextureLocation != -1); | 147 ASSERT(m_vTextureLocation != -1); |
145 ASSERT(m_ccMatrixLocation != -1); | 148 ASSERT(m_ccMatrixLocation != -1); |
| 149 ASSERT(m_signAdjLocation != -1); |
146 ASSERT(m_yuvAlphaLocation != -1); | 150 ASSERT(m_yuvAlphaLocation != -1); |
147 | 151 |
148 m_rgbaShaderMatrixLocation = m_context->getUniformLocation(m_rgbaShaderProgr
am, "matrix"); | 152 m_rgbaShaderMatrixLocation = m_context->getUniformLocation(m_rgbaShaderProgr
am, "matrix"); |
149 m_rgbaTextureLocation = m_context->getUniformLocation(m_rgbaShaderProgram, "
rgba_texture"); | 153 m_rgbaTextureLocation = m_context->getUniformLocation(m_rgbaShaderProgram, "
rgba_texture"); |
150 m_rgbaWidthScaleFactorLocation = m_context->getUniformLocation(m_rgbaShaderP
rogram, "widthScaleFactor"); | 154 m_rgbaWidthScaleFactorLocation = m_context->getUniformLocation(m_rgbaShaderP
rogram, "widthScaleFactor"); |
151 m_rgbaAlphaLocation = m_context->getUniformLocation(m_rgbaShaderProgram, "al
pha"); | 155 m_rgbaAlphaLocation = m_context->getUniformLocation(m_rgbaShaderProgram, "al
pha"); |
152 | 156 |
153 ASSERT(m_rgbaShaderMatrixLocation != -1); | 157 ASSERT(m_rgbaShaderMatrixLocation != -1); |
154 ASSERT(m_rgbaTextureLocation != -1); | 158 ASSERT(m_rgbaTextureLocation != -1); |
155 ASSERT(m_rgbaWidthScaleFactorLocation != -1); | 159 ASSERT(m_rgbaWidthScaleFactorLocation != -1); |
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368 layerRenderer()->useShader(sv->yuvShaderProgram()); | 372 layerRenderer()->useShader(sv->yuvShaderProgram()); |
369 unsigned frameWidth = m_frameSizes[VideoFrameChromium::yPlane].width(); | 373 unsigned frameWidth = m_frameSizes[VideoFrameChromium::yPlane].width(); |
370 unsigned textureWidth = m_textureSizes[VideoFrameChromium::yPlane].width(); | 374 unsigned textureWidth = m_textureSizes[VideoFrameChromium::yPlane].width(); |
371 float widthScaleFactor = static_cast<float>(frameWidth) / textureWidth; | 375 float widthScaleFactor = static_cast<float>(frameWidth) / textureWidth; |
372 GLC(context, context->uniform1f(sv->yuvWidthScaleFactorLocation(), widthScal
eFactor)); | 376 GLC(context, context->uniform1f(sv->yuvWidthScaleFactorLocation(), widthScal
eFactor)); |
373 | 377 |
374 GLC(context, context->uniform1i(sv->yTextureLocation(), 1)); | 378 GLC(context, context->uniform1i(sv->yTextureLocation(), 1)); |
375 GLC(context, context->uniform1i(sv->uTextureLocation(), 2)); | 379 GLC(context, context->uniform1i(sv->uTextureLocation(), 2)); |
376 GLC(context, context->uniform1i(sv->vTextureLocation(), 3)); | 380 GLC(context, context->uniform1i(sv->vTextureLocation(), 3)); |
377 | 381 |
| 382 // This value of 0.5 maps to 128. It is used in the YUV to RGB conversion |
| 383 // formula to turn unsigned u and v values to signed u and v values. |
| 384 // This is loaded as a uniform because certain drivers have problems |
| 385 // reading literal float values. |
| 386 GLC(context, context->uniform1f(sv->signAdjLocation(), 0.5)); |
| 387 |
378 GLC(context, context->uniformMatrix3fv(sv->ccMatrixLocation(), 0, const_cast
<float*>(yuv2RGB), 1)); | 388 GLC(context, context->uniformMatrix3fv(sv->ccMatrixLocation(), 0, const_cast
<float*>(yuv2RGB), 1)); |
379 | 389 |
380 drawTexturedQuad(context, layerRenderer()->projectionMatrix(), drawTransform
(), | 390 drawTexturedQuad(context, layerRenderer()->projectionMatrix(), drawTransform
(), |
381 bounds().width(), bounds().height(), drawOpacity(), | 391 bounds().width(), bounds().height(), drawOpacity(), |
382 sv->yuvShaderMatrixLocation(), sv->yuvAlphaLocation()); | 392 sv->yuvShaderMatrixLocation(), sv->yuvAlphaLocation()); |
383 | 393 |
384 // Reset active texture back to texture 0. | 394 // Reset active texture back to texture 0. |
385 GLC(context, context->activeTexture(GraphicsContext3D::TEXTURE0)); | 395 GLC(context, context->activeTexture(GraphicsContext3D::TEXTURE0)); |
386 } | 396 } |
387 | 397 |
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420 for (unsigned plane = 0; plane < frame->planes(); plane++) { | 430 for (unsigned plane = 0; plane < frame->planes(); plane++) { |
421 m_textures[plane] = frame->texture(plane); | 431 m_textures[plane] = frame->texture(plane); |
422 m_textureSizes[plane] = frame->requiredTextureSize(plane); | 432 m_textureSizes[plane] = frame->requiredTextureSize(plane); |
423 m_frameSizes[plane] = m_textureSizes[plane]; | 433 m_frameSizes[plane] = m_textureSizes[plane]; |
424 } | 434 } |
425 } | 435 } |
426 | 436 |
427 } // namespace WebCore | 437 } // namespace WebCore |
428 | 438 |
429 #endif // USE(ACCELERATED_COMPOSITING) | 439 #endif // USE(ACCELERATED_COMPOSITING) |
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