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// 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 <GLES2/gl2.h>
#include "base/message_loop.h"
#include "chrome/renderer/ggl/ggl.h"
#include "chrome/renderer/media/gles2_video_decode_context.h"
Gles2VideoDecodeContext::Gles2VideoDecodeContext(
MessageLoop* message_loop, bool memory_mapped, ggl::Context* context)
: message_loop_(message_loop),
memory_mapped_(memory_mapped),
context_(context) {
}
Gles2VideoDecodeContext::~Gles2VideoDecodeContext() {
}
void* Gles2VideoDecodeContext::GetDevice() {
// This decode context is used inside the renderer and so hardware decoder
// device handler should not be used.
return NULL;
}
void Gles2VideoDecodeContext::AllocateVideoFrames(
int num_frames, size_t width, size_t height,
media::VideoFrame::Format format,
std::vector<scoped_refptr<media::VideoFrame> >* frames_out, Task* task) {
if (MessageLoop::current() != message_loop_) {
message_loop_->PostTask(
FROM_HERE,
NewRunnableMethod(this, &Gles2VideoDecodeContext::AllocateVideoFrames,
num_frames, width, height, format, frames_out,
task));
return;
}
// In this method we need to make the ggl context current and then generate
// textures for each video frame. We also need to allocate memory for each
// texture generated.
bool ret = ggl::MakeCurrent(context_);
CHECK(ret) << "Failed to switch context";
frames_.resize(num_frames);
for (int i = 0; i < num_frames; ++i) {
int planes = media::VideoFrame::GetNumberOfPlanes(format);
media::VideoFrame::GlTexture textures[media::VideoFrame::kMaxPlanes];
// Set the color format of the textures.
DCHECK(format == media::VideoFrame::RGBA ||
format == media::VideoFrame::YV12);
int gl_format = format == media::VideoFrame::RGBA ? GL_RGBA : GL_LUMINANCE;
glGenTextures(planes, textures);
for (int j = 0; j < planes; ++j) {
glBindTexture(GL_TEXTURE_2D, textures[j]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, gl_format, width, height, 0, gl_format,
GL_UNSIGNED_BYTE, NULL);
}
glFlush();
scoped_refptr<media::VideoFrame> frame;
media::VideoFrame::CreateFrameGlTexture(format, width, height, textures,
&frame);
frames_[i] = frame;
}
*frames_out = frames_;
task->Run();
delete task;
}
void Gles2VideoDecodeContext::ReleaseAllVideoFrames() {
if (MessageLoop::current() != message_loop_) {
message_loop_->PostTask(
FROM_HERE,
NewRunnableMethod(this,
&Gles2VideoDecodeContext::ReleaseAllVideoFrames));
return;
}
// Make the context current and then release the video frames.
bool ret = ggl::MakeCurrent(context_);
CHECK(ret) << "Failed to switch context";
for (size_t i = 0; i < frames_.size(); ++i) {
for (size_t j = 0; j < frames_[i]->planes(); ++j) {
media::VideoFrame::GlTexture texture = frames_[i]->gl_texture(j);
glDeleteTextures(1, &texture);
}
}
frames_.clear();
}
void Gles2VideoDecodeContext::UploadToVideoFrame(
void* buffer, scoped_refptr<media::VideoFrame> frame, Task* task) {
DCHECK(memory_mapped_);
// TODO(hclam): Implement.
}
void Gles2VideoDecodeContext::Destroy(Task* task) {
if (MessageLoop::current() != message_loop_) {
message_loop_->PostTask(
FROM_HERE,
NewRunnableMethod(this, &Gles2VideoDecodeContext::Destroy, task));
return;
}
ReleaseAllVideoFrames();
DCHECK_EQ(0u, frames_.size());
task->Run();
delete task;
}
DISABLE_RUNNABLE_METHOD_REFCOUNT(Gles2VideoDecodeContext);
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