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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 "media/tools/player_x11/gles_video_renderer.h"
#include <dlfcn.h>
#include <X11/Xutil.h>
#include <X11/extensions/Xrender.h>
#include <X11/extensions/Xcomposite.h>
#include "media/base/buffers.h"
#include "media/base/pipeline.h"
#include "media/base/filter_host.h"
#include "media/base/yuv_convert.h"
GlesVideoRenderer* GlesVideoRenderer::instance_ = NULL;
GlesVideoRenderer::GlesVideoRenderer(Display* display, Window window)
: display_(display),
window_(window),
new_frame_(false),
egl_display_(NULL),
egl_surface_(NULL),
egl_context_(NULL) {
}
GlesVideoRenderer::~GlesVideoRenderer() {
}
// static
bool GlesVideoRenderer::IsMediaFormatSupported(
const media::MediaFormat& media_format) {
int width = 0;
int height = 0;
return ParseMediaFormat(media_format, &width, &height);
}
void GlesVideoRenderer::OnStop() {
// TODO(hclam): Context switching seems to be broek so the following
// calls may fail. Need to fix them.
eglMakeCurrent(egl_display_, EGL_NO_SURFACE,
EGL_NO_SURFACE, EGL_NO_CONTEXT);
eglDestroyContext(egl_display_, egl_context_);
eglDestroySurface(egl_display_, egl_surface_);
}
// Matrix used for the YUV to RGB conversion.
static const float kYUV2RGB[9] = {
1.f, 1.f, 1.f,
0.f, -.344f, 1.772f,
1.403f, -.714f, 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[] =
"precision highp float; precision highp int;\n"
"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[] =
"precision mediump float; precision mediump int;\n"
"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 GlesVideoRenderer::OnInitialize(media::VideoDecoder* decoder) {
if (!ParseMediaFormat(decoder->media_format(), &width_, &height_))
return false;
LOG(INFO) << "Initializing GLES Renderer...";
// Save this instance.
DCHECK(!instance_);
instance_ = this;
return true;
}
void GlesVideoRenderer::OnFrameAvailable() {
AutoLock auto_lock(lock_);
new_frame_ = true;
}
void GlesVideoRenderer::Paint() {
// Use |new_frame_| to prevent overdraw since Paint() is called more
// often than needed. It is OK to lock only this flag and we don't
// want to lock the whole function because this method takes a long
// time to complete.
{
AutoLock auto_lock(lock_);
if (!new_frame_)
return;
new_frame_ = false;
}
// Initialize GLES here to avoid context switching. Some drivers doesn't
// like switching context between threads.
static bool initialized = false;
if (!initialized && !InitializeGles()) {
initialized = true;
host()->SetError(media::PIPELINE_ERROR_COULD_NOT_RENDER);
return;
}
initialized = true;
scoped_refptr<media::VideoFrame> video_frame;
GetCurrentFrame(&video_frame);
if (!video_frame)
return;
// Convert YUV frame to RGB.
media::VideoSurface frame_in;
if (video_frame->Lock(&frame_in)) {
DCHECK(frame_in.format == media::VideoSurface::YV12 ||
frame_in.format == media::VideoSurface::YV16);
DCHECK(frame_in.strides[media::VideoSurface::kUPlane] ==
frame_in.strides[media::VideoSurface::kVPlane]);
DCHECK(frame_in.planes == media::VideoSurface::kNumYUVPlanes);
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);
// GLES2 supports a fixed set of unpack alignments that should match most
// of the time what ffmpeg outputs.
// TODO(piman): check if it is more efficient to prefer higher
// alignments.
unsigned int stride = frame_in.strides[i];
uint8* data = frame_in.data[i];
if (stride == width) {
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
} else if (stride == ((width + 1) & ~1)) {
glPixelStorei(GL_UNPACK_ALIGNMENT, 2);
} else if (stride == ((width + 3) & ~3)) {
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
} else if (stride == ((width + 7) & ~7)) {
glPixelStorei(GL_UNPACK_ALIGNMENT, 8);
} else {
// Otherwise do it line-by-line.
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, width, height, 0,
GL_LUMINANCE, GL_UNSIGNED_BYTE, NULL);
for (unsigned int y = 0; y < height; ++y) {
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, y, width, 1,
GL_LUMINANCE, GL_UNSIGNED_BYTE, data);
data += stride;
}
continue;
}
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, width, height, 0,
GL_LUMINANCE, GL_UNSIGNED_BYTE, data);
}
video_frame->Unlock();
} else {
NOTREACHED();
}
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
eglSwapBuffers(egl_display_, egl_surface_);
}
bool GlesVideoRenderer::InitializeGles() {
// Resize the window to fit that of the video.
XResizeWindow(display_, window_, width_, height_);
egl_display_ = eglGetDisplay(display_);
if (eglGetError() != EGL_SUCCESS) {
DLOG(ERROR) << "eglGetDisplay failed.";
return false;
}
EGLint major;
EGLint minor;
if (!eglInitialize(egl_display_, &major, &minor)) {
DLOG(ERROR) << "eglInitialize failed.";
return false;
}
DLOG(INFO) << "EGL vendor:" << eglQueryString(egl_display_, EGL_VENDOR);
DLOG(INFO) << "EGL version:" << eglQueryString(egl_display_, EGL_VERSION);
DLOG(INFO) << "EGL extensions:"
<< eglQueryString(egl_display_, EGL_EXTENSIONS);
DLOG(INFO) << "EGL client apis:"
<< eglQueryString(egl_display_, EGL_CLIENT_APIS);
EGLint attribs[] = {
EGL_RED_SIZE, 5,
EGL_GREEN_SIZE, 6,
EGL_BLUE_SIZE, 5,
EGL_DEPTH_SIZE, 16,
EGL_STENCIL_SIZE, 0,
EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
EGL_NONE
};
EGLint num_configs = -1;
if (!eglGetConfigs(egl_display_, NULL, 0, &num_configs)) {
DLOG(ERROR) << "eglGetConfigs failed.";
return false;
}
EGLConfig config;
if (!eglChooseConfig(egl_display_, attribs, &config, 1, &num_configs)) {
DLOG(ERROR) << "eglChooseConfig failed.";
return false;
}
EGLint red_size, green_size, blue_size, alpha_size, depth_size, stencil_size;
eglGetConfigAttrib(egl_display_, config, EGL_RED_SIZE, &red_size);
eglGetConfigAttrib(egl_display_, config, EGL_GREEN_SIZE, &green_size);
eglGetConfigAttrib(egl_display_, config, EGL_BLUE_SIZE, &blue_size);
eglGetConfigAttrib(egl_display_, config, EGL_ALPHA_SIZE, &alpha_size);
eglGetConfigAttrib(egl_display_, config, EGL_DEPTH_SIZE, &depth_size);
eglGetConfigAttrib(egl_display_, config, EGL_STENCIL_SIZE, &stencil_size);
DLOG(INFO) << "R,G,B,A: " << red_size << "," << green_size
<< "," << blue_size << "," << alpha_size << " bits";
DLOG(INFO) << "Depth: " << depth_size << " bits, Stencil:" << stencil_size
<< "bits";
egl_surface_ = eglCreateWindowSurface(egl_display_, config, window_, NULL);
if (!egl_surface_) {
DLOG(ERROR) << "eglCreateWindowSurface failed.";
return false;
}
egl_context_ = eglCreateContext(egl_display_, config, NULL, NULL);
if (!egl_context_) {
DLOG(ERROR) << "eglCreateContext failed.";
eglDestroySurface(egl_display_, egl_surface_);
return false;
}
if (eglMakeCurrent(egl_display_, egl_surface_,
egl_surface_, egl_context_) == EGL_FALSE) {
eglDestroyContext(egl_display_, egl_context_);
eglDestroySurface(egl_display_, egl_surface_);
egl_display_ = NULL;
egl_surface_ = NULL;
egl_context_ = NULL;
return false;
}
EGLint width;
EGLint height;
eglQuerySurface(egl_display_, egl_surface_, EGL_WIDTH, &width);
eglQuerySurface(egl_display_, egl_surface_, EGL_HEIGHT, &height);
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_FALSE, 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.
// TODO(hclam): Fix this if neccessary. Currently the following call fails
// for some drivers.
// eglMakeCurrent(egl_display_, EGL_NO_SURFACE,
// EGL_NO_SURFACE, EGL_NO_CONTEXT);
return true;
}
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