blob: 5f233c47a9d29f0984d2a05dfd3998a8d4b1b188 [file] [log] [blame]
// Copyright (c) 2012 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 <X11/Xutil.h>
#include "base/bind.h"
#include "base/message_loop/message_loop.h"
#include "media/base/buffers.h"
#include "media/base/video_frame.h"
#include "media/base/yuv_convert.h"
#include "ui/gl/gl_surface.h"
enum { kNumYUVPlanes = 3 };
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
if (!gfx::GLSurface::InitializeOneOff()) {
LOG(ERROR) << "GLSurface::InitializeOneOff failed";
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;
}
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,
};
// 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;
GlVideoRenderer::GlVideoRenderer(Display* display, Window window)
: display_(display),
window_(window),
gl_context_(NULL) {
}
GlVideoRenderer::~GlVideoRenderer() {
glXMakeCurrent(display_, 0, NULL);
glXDestroyContext(display_, gl_context_);
}
void GlVideoRenderer::Paint(
const scoped_refptr<media::VideoFrame>& video_frame) {
if (!gl_context_)
Initialize(video_frame->coded_size(), video_frame->visible_rect());
// Convert YUV frame to RGB.
DCHECK(video_frame->format() == media::VideoFrame::YV12 ||
video_frame->format() == media::VideoFrame::I420 ||
video_frame->format() == media::VideoFrame::YV16);
DCHECK(video_frame->stride(media::VideoFrame::kUPlane) ==
video_frame->stride(media::VideoFrame::kVPlane));
if (glXGetCurrentContext() != gl_context_ ||
glXGetCurrentDrawable() != window_) {
glXMakeCurrent(display_, window_, gl_context_);
}
for (unsigned int i = 0; i < kNumYUVPlanes; ++i) {
unsigned int width = video_frame->stride(i);
unsigned int height = video_frame->rows(i);
glActiveTexture(GL_TEXTURE0 + i);
glPixelStorei(GL_UNPACK_ROW_LENGTH, video_frame->stride(i));
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, width, height, 0,
GL_LUMINANCE, GL_UNSIGNED_BYTE, video_frame->data(i));
}
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glXSwapBuffers(display_, window_);
}
void GlVideoRenderer::Initialize(gfx::Size coded_size, gfx::Rect visible_rect) {
CHECK(!gl_context_);
VLOG(0) << "Initializing GL Renderer...";
// Resize the window to fit that of the video.
XResizeWindow(display_, window_, visible_rect.width(), visible_rect.height());
gl_context_ = InitGLContext(display_, window_);
CHECK(gl_context_) << "Failed to initialize GL context";
// Create 3 textures, one for each plane, and bind them to different
// texture units.
glGenTextures(3, 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 = 0;
glGetShaderInfoLog(vertex_shader, kErrorSize - 1, &len, log);
log[kErrorSize - 1] = 0;
LOG(FATAL) << log;
}
glAttachShader(program, vertex_shader);
glDeleteShader(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 = 0;
glGetShaderInfoLog(fragment_shader, kErrorSize - 1, &len, log);
log[kErrorSize - 1] = 0;
LOG(FATAL) << log;
}
glAttachShader(program, fragment_shader);
glDeleteShader(fragment_shader);
glLinkProgram(program);
result = GL_FALSE;
glGetProgramiv(program, GL_LINK_STATUS, &result);
if (!result) {
char log[kErrorSize];
int len = 0;
glGetProgramInfoLog(program, kErrorSize - 1, &len, log);
log[kErrorSize - 1] = 0;
LOG(FATAL) << log;
}
glUseProgram(program);
glDeleteProgram(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);
float verts[8];
float x0 = static_cast<float>(visible_rect.x()) / coded_size.width();
float y0 = static_cast<float>(visible_rect.y()) / coded_size.height();
float x1 = static_cast<float>(visible_rect.right()) / coded_size.width();
float y1 = static_cast<float>(visible_rect.bottom()) / coded_size.height();
verts[0] = x0; verts[1] = y0;
verts[2] = x0; verts[3] = y1;
verts[4] = x1; verts[5] = y0;
verts[6] = x1; verts[7] = y1;
glVertexAttribPointer(tc_location, 2, GL_FLOAT, GL_FALSE, 0, verts);
// 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);
}