blob: 2bd6e02c6101d34c90c602b9b3d6806984022897 [file] [log] [blame]
// Copyright 2013 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 "content/common/gpu/media/rendering_helper.h"
#include <algorithm>
#include <numeric>
#include <vector>
#include "base/bind.h"
#include "base/mac/scoped_nsautorelease_pool.h"
#include "base/message_loop/message_loop.h"
#include "base/strings/stringize_macros.h"
#include "base/synchronization/waitable_event.h"
#include "ui/gl/gl_context.h"
#include "ui/gl/gl_context_stub_with_extensions.h"
#include "ui/gl/gl_implementation.h"
#include "ui/gl/gl_surface.h"
#if defined(OS_WIN)
#include <windows.h>
#endif
#if defined(USE_X11)
#include "ui/gfx/x/x11_types.h"
#endif
#ifdef GL_VARIANT_GLX
struct XFreeDeleter {
void operator()(void* x) const { ::XFree(x); }
};
#endif
// Helper for Shader creation.
static void CreateShader(GLuint program,
GLenum type,
const char* source,
int size) {
GLuint shader = glCreateShader(type);
glShaderSource(shader, 1, &source, &size);
glCompileShader(shader);
int result = GL_FALSE;
glGetShaderiv(shader, GL_COMPILE_STATUS, &result);
if (!result) {
char log[4096];
glGetShaderInfoLog(shader, arraysize(log), NULL, log);
LOG(FATAL) << log;
}
glAttachShader(program, shader);
glDeleteShader(shader);
CHECK_EQ(static_cast<int>(glGetError()), GL_NO_ERROR);
}
namespace content {
RenderingHelperParams::RenderingHelperParams() {}
RenderingHelperParams::~RenderingHelperParams() {}
static const gfx::GLImplementation kGLImplementation =
#if defined(GL_VARIANT_GLX)
gfx::kGLImplementationDesktopGL;
#elif defined(GL_VARIANT_EGL)
gfx::kGLImplementationEGLGLES2;
#else
-1;
#error "Unknown GL implementation."
#endif
RenderingHelper::RenderingHelper() {
#if defined(GL_VARIANT_EGL)
gl_surface_ = EGL_NO_SURFACE;
#endif
#if defined(OS_WIN)
window_ = NULL;
#else
x_window_ = (Window)0;
#endif
Clear();
}
RenderingHelper::~RenderingHelper() {
CHECK_EQ(clients_.size(), 0U) << "Must call UnInitialize before dtor.";
Clear();
}
void RenderingHelper::Initialize(const RenderingHelperParams& params,
base::WaitableEvent* done) {
// Use cients_.size() != 0 as a proxy for the class having already been
// Initialize()'d, and UnInitialize() before continuing.
if (clients_.size()) {
base::WaitableEvent done(false, false);
UnInitialize(&done);
done.Wait();
}
frame_duration_ = params.rendering_fps > 0
? base::TimeDelta::FromSeconds(1) / params.rendering_fps
: base::TimeDelta();
gfx::InitializeStaticGLBindings(kGLImplementation);
scoped_refptr<gfx::GLContextStubWithExtensions> stub_context(
new gfx::GLContextStubWithExtensions());
render_as_thumbnails_ = params.render_as_thumbnails;
message_loop_ = base::MessageLoop::current();
#if GL_VARIANT_GLX
x_display_ = gfx::GetXDisplay();
CHECK(x_display_);
CHECK(glXQueryVersion(x_display_, NULL, NULL));
const int fbconfig_attr[] = {
GLX_DRAWABLE_TYPE, GLX_WINDOW_BIT,
GLX_RENDER_TYPE, GLX_RGBA_BIT,
GLX_BIND_TO_TEXTURE_TARGETS_EXT, GLX_TEXTURE_2D_BIT_EXT,
GLX_BIND_TO_TEXTURE_RGB_EXT, GL_TRUE,
GLX_DOUBLEBUFFER, True,
GL_NONE,
};
int num_fbconfigs;
scoped_ptr<GLXFBConfig, XFreeDeleter> glx_fb_configs(
glXChooseFBConfig(x_display_, DefaultScreen(x_display_), fbconfig_attr,
&num_fbconfigs));
CHECK(glx_fb_configs.get());
CHECK_GT(num_fbconfigs, 0);
x_visual_ = glXGetVisualFromFBConfig(x_display_, glx_fb_configs.get()[0]);
CHECK(x_visual_);
gl_context_ = glXCreateContext(x_display_, x_visual_, 0, true);
CHECK(gl_context_);
stub_context->AddExtensionsString(
reinterpret_cast<const char*>(glGetString(GL_EXTENSIONS)));
stub_context->SetGLVersionString(
reinterpret_cast<const char*>(glGetString(GL_VERSION)));
Screen* screen = DefaultScreenOfDisplay(x_display_);
screen_size_ = gfx::Size(XWidthOfScreen(screen), XHeightOfScreen(screen));
#else // EGL
EGLNativeDisplayType native_display;
#if defined(OS_WIN)
native_display = EGL_DEFAULT_DISPLAY;
screen_size_ =
gfx::Size(GetSystemMetrics(SM_CXSCREEN), GetSystemMetrics(SM_CYSCREEN));
#else
x_display_ = gfx::GetXDisplay();
CHECK(x_display_);
native_display = x_display_;
Screen* screen = DefaultScreenOfDisplay(x_display_);
screen_size_ = gfx::Size(XWidthOfScreen(screen), XHeightOfScreen(screen));
#endif
gl_display_ = eglGetDisplay(native_display);
CHECK(gl_display_);
CHECK(eglInitialize(gl_display_, NULL, NULL)) << eglGetError();
static EGLint rgba8888[] = {
EGL_RED_SIZE, 8,
EGL_GREEN_SIZE, 8,
EGL_BLUE_SIZE, 8,
EGL_ALPHA_SIZE, 8,
EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
EGL_NONE,
};
EGLConfig egl_config;
int num_configs;
CHECK(eglChooseConfig(gl_display_, rgba8888, &egl_config, 1, &num_configs))
<< eglGetError();
CHECK_GE(num_configs, 1);
static EGLint context_attribs[] = {EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE};
gl_context_ = eglCreateContext(
gl_display_, egl_config, EGL_NO_CONTEXT, context_attribs);
CHECK_NE(gl_context_, EGL_NO_CONTEXT) << eglGetError();
stub_context->AddExtensionsString(
reinterpret_cast<const char*>(glGetString(GL_EXTENSIONS)));
stub_context->AddExtensionsString(
eglQueryString(gl_display_, EGL_EXTENSIONS));
stub_context->SetGLVersionString(
reinterpret_cast<const char*>(glGetString(GL_VERSION)));
#endif
clients_ = params.clients;
CHECK_GT(clients_.size(), 0U);
LayoutRenderingAreas();
#if defined(OS_WIN)
window_ = CreateWindowEx(0,
L"Static",
L"VideoDecodeAcceleratorTest",
WS_OVERLAPPEDWINDOW | WS_VISIBLE,
0,
0,
screen_size_.width(),
screen_size_.height(),
NULL,
NULL,
NULL,
NULL);
CHECK(window_ != NULL);
#else
int depth = DefaultDepth(x_display_, DefaultScreen(x_display_));
#if defined(GL_VARIANT_GLX)
CHECK_EQ(depth, x_visual_->depth);
#endif
XSetWindowAttributes window_attributes;
window_attributes.background_pixel =
BlackPixel(x_display_, DefaultScreen(x_display_));
window_attributes.override_redirect = true;
x_window_ = XCreateWindow(x_display_,
DefaultRootWindow(x_display_),
0,
0,
screen_size_.width(),
screen_size_.height(),
0 /* border width */,
depth,
CopyFromParent /* class */,
CopyFromParent /* visual */,
(CWBackPixel | CWOverrideRedirect),
&window_attributes);
XStoreName(x_display_, x_window_, "VideoDecodeAcceleratorTest");
XSelectInput(x_display_, x_window_, ExposureMask);
XMapWindow(x_display_, x_window_);
#endif
#if GL_VARIANT_EGL
#if defined(OS_WIN)
gl_surface_ =
eglCreateWindowSurface(gl_display_, egl_config, window_, NULL);
#else
gl_surface_ =
eglCreateWindowSurface(gl_display_, egl_config, x_window_, NULL);
#endif
CHECK_NE(gl_surface_, EGL_NO_SURFACE);
#endif
#if GL_VARIANT_GLX
CHECK(glXMakeContextCurrent(x_display_, x_window_, x_window_, gl_context_));
#else // EGL
CHECK(eglMakeCurrent(gl_display_, gl_surface_, gl_surface_, gl_context_))
<< eglGetError();
#endif
// Must be done after a context is made current.
gfx::InitializeDynamicGLBindings(kGLImplementation, stub_context.get());
if (render_as_thumbnails_) {
CHECK_EQ(clients_.size(), 1U);
GLint max_texture_size;
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_texture_size);
CHECK_GE(max_texture_size, params.thumbnails_page_size.width());
CHECK_GE(max_texture_size, params.thumbnails_page_size.height());
thumbnails_fbo_size_ = params.thumbnails_page_size;
thumbnail_size_ = params.thumbnail_size;
glGenFramebuffersEXT(1, &thumbnails_fbo_id_);
glGenTextures(1, &thumbnails_texture_id_);
glBindTexture(GL_TEXTURE_2D, thumbnails_texture_id_);
glTexImage2D(GL_TEXTURE_2D,
0,
GL_RGB,
thumbnails_fbo_size_.width(),
thumbnails_fbo_size_.height(),
0,
GL_RGB,
GL_UNSIGNED_SHORT_5_6_5,
NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebufferEXT(GL_FRAMEBUFFER, thumbnails_fbo_id_);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER,
GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D,
thumbnails_texture_id_,
0);
GLenum fb_status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER);
CHECK(fb_status == GL_FRAMEBUFFER_COMPLETE) << fb_status;
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glBindFramebufferEXT(GL_FRAMEBUFFER, 0);
}
// These vertices and texture coords. map (0,0) in the texture to the
// bottom left of the viewport. Since we get the video frames with the
// the top left at (0,0) we need to flip the texture y coordinate
// in the vertex shader for this to be rendered the right way up.
// In the case of thumbnail rendering we use the same vertex shader
// to render the FBO the screen, where we do not want this flipping.
static const float kVertices[] =
{ -1.f, 1.f, -1.f, -1.f, 1.f, 1.f, 1.f, -1.f, };
static const float kTextureCoords[] = { 0, 1, 0, 0, 1, 1, 1, 0, };
static const char kVertexShader[] = STRINGIZE(
varying vec2 interp_tc;
attribute vec4 in_pos;
attribute vec2 in_tc;
uniform bool tex_flip;
void main() {
if (tex_flip)
interp_tc = vec2(in_tc.x, 1.0 - in_tc.y);
else
interp_tc = in_tc;
gl_Position = in_pos;
});
#if GL_VARIANT_EGL
static const char kFragmentShader[] =
"#extension GL_OES_EGL_image_external : enable\n"
"precision mediump float;\n"
"varying vec2 interp_tc;\n"
"uniform sampler2D tex;\n"
"#ifdef GL_OES_EGL_image_external\n"
"uniform samplerExternalOES tex_external;\n"
"#endif\n"
"void main() {\n"
" vec4 color = texture2D(tex, interp_tc);\n"
"#ifdef GL_OES_EGL_image_external\n"
" color += texture2D(tex_external, interp_tc);\n"
"#endif\n"
" gl_FragColor = color;\n"
"}\n";
#else
static const char kFragmentShader[] = STRINGIZE(
varying vec2 interp_tc;
uniform sampler2D tex;
void main() {
gl_FragColor = texture2D(tex, interp_tc);
});
#endif
program_ = glCreateProgram();
CreateShader(
program_, GL_VERTEX_SHADER, kVertexShader, arraysize(kVertexShader));
CreateShader(program_,
GL_FRAGMENT_SHADER,
kFragmentShader,
arraysize(kFragmentShader));
glLinkProgram(program_);
int result = GL_FALSE;
glGetProgramiv(program_, GL_LINK_STATUS, &result);
if (!result) {
char log[4096];
glGetShaderInfoLog(program_, arraysize(log), NULL, log);
LOG(FATAL) << log;
}
glUseProgram(program_);
glDeleteProgram(program_);
glUniform1i(glGetUniformLocation(program_, "tex_flip"), 0);
glUniform1i(glGetUniformLocation(program_, "tex"), 0);
GLint tex_external = glGetUniformLocation(program_, "tex_external");
if (tex_external != -1) {
glUniform1i(tex_external, 1);
}
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);
if (frame_duration_ != base::TimeDelta()) {
render_timer_.reset(new base::RepeatingTimer<RenderingHelper>());
render_timer_->Start(
FROM_HERE, frame_duration_, this, &RenderingHelper::RenderContent);
}
done->Signal();
}
void RenderingHelper::UnInitialize(base::WaitableEvent* done) {
CHECK_EQ(base::MessageLoop::current(), message_loop_);
// Deletion will also stop the timer.
render_timer_.reset();
if (render_as_thumbnails_) {
glDeleteTextures(1, &thumbnails_texture_id_);
glDeleteFramebuffersEXT(1, &thumbnails_fbo_id_);
}
#if GL_VARIANT_GLX
glXDestroyContext(x_display_, gl_context_);
#else // EGL
CHECK(eglMakeCurrent(
gl_display_, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT))
<< eglGetError();
CHECK(eglDestroyContext(gl_display_, gl_context_));
CHECK(eglDestroySurface(gl_display_, gl_surface_));
CHECK(eglTerminate(gl_display_));
#endif
gfx::ClearGLBindings();
Clear();
done->Signal();
}
void RenderingHelper::CreateTexture(uint32 texture_target,
uint32* texture_id,
const gfx::Size& size,
base::WaitableEvent* done) {
if (base::MessageLoop::current() != message_loop_) {
message_loop_->PostTask(FROM_HERE,
base::Bind(&RenderingHelper::CreateTexture,
base::Unretained(this),
texture_target,
texture_id,
size,
done));
return;
}
glGenTextures(1, texture_id);
glBindTexture(texture_target, *texture_id);
if (texture_target == GL_TEXTURE_2D) {
glTexImage2D(GL_TEXTURE_2D,
0,
GL_RGBA,
size.width(),
size.height(),
0,
GL_RGBA,
GL_UNSIGNED_BYTE,
NULL);
}
glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// OpenGLES2.0.25 section 3.8.2 requires CLAMP_TO_EDGE for NPOT textures.
glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
CHECK_EQ(static_cast<int>(glGetError()), GL_NO_ERROR);
done->Signal();
}
// Helper function to set GL viewport.
static inline void GLSetViewPort(const gfx::Rect& area) {
glViewport(area.x(), area.y(), area.width(), area.height());
glScissor(area.x(), area.y(), area.width(), area.height());
}
void RenderingHelper::RenderThumbnail(uint32 texture_target,
uint32 texture_id) {
CHECK_EQ(base::MessageLoop::current(), message_loop_);
const int width = thumbnail_size_.width();
const int height = thumbnail_size_.height();
const int thumbnails_in_row = thumbnails_fbo_size_.width() / width;
const int thumbnails_in_column = thumbnails_fbo_size_.height() / height;
const int row = (frame_count_ / thumbnails_in_row) % thumbnails_in_column;
const int col = frame_count_ % thumbnails_in_row;
gfx::Rect area(col * width, row * height, width, height);
glUniform1i(glGetUniformLocation(program_, "tex_flip"), 0);
glBindFramebufferEXT(GL_FRAMEBUFFER, thumbnails_fbo_id_);
GLSetViewPort(area);
RenderTexture(texture_target, texture_id);
glBindFramebufferEXT(GL_FRAMEBUFFER, 0);
++frame_count_;
}
void RenderingHelper::RenderTexture(uint32 texture_target, uint32 texture_id) {
// The ExternalOES sampler is bound to GL_TEXTURE1 and the Texture2D sampler
// is bound to GL_TEXTURE0.
if (texture_target == GL_TEXTURE_2D) {
glActiveTexture(GL_TEXTURE0 + 0);
} else if (texture_target == GL_TEXTURE_EXTERNAL_OES) {
glActiveTexture(GL_TEXTURE0 + 1);
}
glBindTexture(texture_target, texture_id);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindTexture(texture_target, 0);
CHECK_EQ(static_cast<int>(glGetError()), GL_NO_ERROR);
}
void RenderingHelper::DeleteTexture(uint32 texture_id) {
glDeleteTextures(1, &texture_id);
CHECK_EQ(static_cast<int>(glGetError()), GL_NO_ERROR);
}
NativeContextType RenderingHelper::GetGLContext() { return gl_context_; }
void* RenderingHelper::GetGLDisplay() {
#if GL_VARIANT_GLX
return x_display_;
#else // EGL
return gl_display_;
#endif
}
void RenderingHelper::Clear() {
clients_.clear();
message_loop_ = NULL;
gl_context_ = NULL;
#if GL_VARIANT_EGL
gl_display_ = EGL_NO_DISPLAY;
gl_surface_ = EGL_NO_SURFACE;
#endif
render_as_thumbnails_ = false;
frame_count_ = 0;
thumbnails_fbo_id_ = 0;
thumbnails_texture_id_ = 0;
#if defined(OS_WIN)
if (window_) {
DestroyWindow(window_);
window_ = NULL;
}
#else
// Destroy resources acquired in Initialize, in reverse-acquisition order.
if (x_window_) {
CHECK(XUnmapWindow(x_display_, x_window_));
CHECK(XDestroyWindow(x_display_, x_window_));
x_window_ = (Window)0;
}
// Mimic newly created object.
x_display_ = NULL;
#endif
}
void RenderingHelper::GetThumbnailsAsRGB(std::vector<unsigned char>* rgb,
bool* alpha_solid,
base::WaitableEvent* done) {
CHECK(render_as_thumbnails_);
const size_t num_pixels = thumbnails_fbo_size_.GetArea();
std::vector<unsigned char> rgba;
rgba.resize(num_pixels * 4);
glBindFramebufferEXT(GL_FRAMEBUFFER, thumbnails_fbo_id_);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
// We can only count on GL_RGBA/GL_UNSIGNED_BYTE support.
glReadPixels(0,
0,
thumbnails_fbo_size_.width(),
thumbnails_fbo_size_.height(),
GL_RGBA,
GL_UNSIGNED_BYTE,
&rgba[0]);
glBindFramebufferEXT(GL_FRAMEBUFFER, 0);
rgb->resize(num_pixels * 3);
// Drop the alpha channel, but check as we go that it is all 0xff.
bool solid = true;
unsigned char* rgb_ptr = &((*rgb)[0]);
unsigned char* rgba_ptr = &rgba[0];
for (size_t i = 0; i < num_pixels; ++i) {
*rgb_ptr++ = *rgba_ptr++;
*rgb_ptr++ = *rgba_ptr++;
*rgb_ptr++ = *rgba_ptr++;
solid = solid && (*rgba_ptr == 0xff);
rgba_ptr++;
}
*alpha_solid = solid;
done->Signal();
}
void RenderingHelper::RenderContent() {
CHECK_EQ(base::MessageLoop::current(), message_loop_);
glUniform1i(glGetUniformLocation(program_, "tex_flip"), 1);
if (render_as_thumbnails_) {
// In render_as_thumbnails_ mode, we render the FBO content on the
// screen instead of the decoded textures.
GLSetViewPort(render_areas_[0]);
RenderTexture(GL_TEXTURE_2D, thumbnails_texture_id_);
} else {
for (size_t i = 0; i < clients_.size(); ++i) {
if (clients_[i]) {
GLSetViewPort(render_areas_[i]);
clients_[i]->RenderContent(this);
}
}
}
#if GL_VARIANT_GLX
glXSwapBuffers(x_display_, x_window_);
#else // EGL
eglSwapBuffers(gl_display_, gl_surface_);
CHECK_EQ(static_cast<int>(eglGetError()), EGL_SUCCESS);
#endif
}
// Helper function for the LayoutRenderingAreas(). The |lengths| are the
// heights(widths) of the rows(columns). It scales the elements in
// |lengths| proportionally so that the sum of them equal to |total_length|.
// It also outputs the coordinates of the rows(columns) to |offsets|.
static void ScaleAndCalculateOffsets(std::vector<int>* lengths,
std::vector<int>* offsets,
int total_length) {
int sum = std::accumulate(lengths->begin(), lengths->end(), 0);
for (size_t i = 0; i < lengths->size(); ++i) {
lengths->at(i) = lengths->at(i) * total_length / sum;
offsets->at(i) = (i == 0) ? 0 : offsets->at(i - 1) + lengths->at(i - 1);
}
}
void RenderingHelper::LayoutRenderingAreas() {
// Find the number of colums and rows.
// The smallest n * n or n * (n + 1) > number of clients.
size_t cols = sqrt(clients_.size() - 1) + 1;
size_t rows = (clients_.size() + cols - 1) / cols;
// Find the widths and heights of the grid.
std::vector<int> widths(cols);
std::vector<int> heights(rows);
std::vector<int> offset_x(cols);
std::vector<int> offset_y(rows);
for (size_t i = 0; i < clients_.size(); ++i) {
const gfx::Size& window_size = clients_[i]->GetWindowSize();
widths[i % cols] = std::max(widths[i % cols], window_size.width());
heights[i / cols] = std::max(heights[i / cols], window_size.height());
}
ScaleAndCalculateOffsets(&widths, &offset_x, screen_size_.width());
ScaleAndCalculateOffsets(&heights, &offset_y, screen_size_.height());
// Put each render_area_ in the center of each cell.
render_areas_.clear();
for (size_t i = 0; i < clients_.size(); ++i) {
const gfx::Size& window_size = clients_[i]->GetWindowSize();
float scale =
std::min(static_cast<float>(widths[i % cols]) / window_size.width(),
static_cast<float>(heights[i / cols]) / window_size.height());
// Don't scale up the texture.
scale = std::min(1.0f, scale);
size_t w = scale * window_size.width();
size_t h = scale * window_size.height();
size_t x = offset_x[i % cols] + (widths[i % cols] - w) / 2;
size_t y = offset_y[i / cols] + (heights[i / cols] - h) / 2;
render_areas_.push_back(gfx::Rect(x, y, w, h));
}
}
} // namespace content