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Side by Side Diff: content/common/gpu/media/gles2_external_texture_copier.cc

Issue 11973010: AndroidVDA by using Android's MediaCodec API. (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: Created 7 years, 10 months ago
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1 // Copyright (c) 2013 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
4
5 #include "content/common/gpu/media/gles2_external_texture_copier.h"
6
7 #include "base/logging.h"
8
9 namespace content {
10
11 static void checkGlError(const char* op) {
12 for (GLint error = glGetError(); error; error = glGetError()) {
13 LOG(ERROR) << "after " << op <<" glError (0x" << std::hex << error << ")";
14 NOTREACHED();
15 }
16 }
17
18 static const char g_vertex_shader[] =
19 "uniform mat4 uMVPMatrix;\n"
20 "uniform mat4 uSTMatrix;\n"
21 "attribute vec4 aPosition;\n"
22 "attribute vec4 aTextureCoord;\n"
23 "varying vec2 vTextureCoord;\n"
24 "void main() {\n"
25 " gl_Position = uMVPMatrix * aPosition;\n"
26 " vTextureCoord = (uSTMatrix * aTextureCoord).xy;\n"
27 "}\n";
28
29 static const char g_fragment_shader[] =
30 "#extension GL_OES_EGL_image_external : require\n"
31 "precision mediump float;\n"
32 "varying vec2 vTextureCoord;\n"
33 "uniform samplerExternalOES sTexture;\n"
34 "void main() {\n"
35 " gl_FragColor = texture2D(sTexture, vTextureCoord);\n"
36 "}\n";
37
38 static const int kVerticeStride = 5 * sizeof(float);
39
40 static const GLfloat g_vertices[] = {
41 -1.0f, -1.0f, 0, 0.f, 0.f,
42 1.0f, -1.0f, 0, 1.f, 0.f,
43 -1.0f, 1.0f, 0, 0.f, 1.f,
44 1.0f, 1.0f, 0, 1.f, 1.f,
45 };
46
47 // Due to the absence of matrix functions in NDK, a pre-calculated matrix
48 // is used. g_mvp_matrix = P * L * I
49 // Matrix.setLookAtM(L, 0, 0, 0, 2, 0, 0, 0, 0, -1, 0);
50 // Matrix.orthoM(P, 0, -1, 1, -1, 1, 1, 3);
51 // Matrix.setIdentityM(I, 0);
52 // XXX(dwkang): currently, (0, -1, 0) is used for the up vector.
53 // figure out why up vector (0, 1, 0) generates flipped screen.
54 static const GLfloat g_mvp_matrix[] = {
55 1.f, 0.f, 0.f, 0.f,
56 0.f, -1.f, 0.f, 0.f,
57 0.f, 0.f, -1.f, 0.f,
58 0.f, 0.f, 0.f, 1.f,
59 };
60
61 static GLuint LoadShader(GLenum shaderType, const char* pSource) {
62 GLuint shader = glCreateShader(shaderType);
63 if (shader) {
64 glShaderSource(shader, 1, &pSource, NULL);
65 glCompileShader(shader);
66 GLint compiled = 0;
67 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
68 if (!compiled) {
69 GLint infoLen = 0;
70 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
71 if (infoLen) {
72 char* buf = (char*) malloc(infoLen);
73 if (buf) {
74 glGetShaderInfoLog(shader, infoLen, NULL, buf);
75 LOG(ERROR) << "Could not compile shader : " << buf;
76 free(buf);
77 }
78 glDeleteShader(shader);
79 shader = 0;
80 }
81 }
82 }
83 return shader;
84 }
85
86 static GLuint CreateProgram(
87 const char* pVertexSource, const char* pFragmentSource) {
88 GLuint vertexShader = LoadShader(GL_VERTEX_SHADER, pVertexSource);
89 if (!vertexShader) return 0;
Ami GONE FROM CHROMIUM 2013/02/07 19:40:16 This is counter to the chromium style guide which
dwkang1 2013/02/13 12:57:19 Done.
90
91 GLuint pixelShader = LoadShader(GL_FRAGMENT_SHADER, pFragmentSource);
92 if (!pixelShader) return 0;
93
94 GLuint program = glCreateProgram();
95 if (program) {
96 glAttachShader(program, vertexShader);
97 checkGlError("glAttachShader");
98 glAttachShader(program, pixelShader);
99 checkGlError("glAttachShader");
100 glLinkProgram(program);
101 GLint linkStatus = GL_FALSE;
102 glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
103 if (linkStatus != GL_TRUE) {
104 GLint bufLength = 0;
105 glGetProgramiv(program, GL_INFO_LOG_LENGTH, &bufLength);
106 if (bufLength) {
107 char* buf = (char*) malloc(bufLength);
108 if (buf) {
109 glGetProgramInfoLog(program, bufLength, NULL, buf);
110 LOG(ERROR) << "Could not link program: "<< buf;
111 free(buf);
112 }
113 }
114 glDeleteProgram(program);
115 program = 0;
116 }
117 }
118 return program;
119 }
120
121 Gles2ExternalTextureCopier::Gles2ExternalTextureCopier()
122 : initialized_(false),
123 width_(0),
124 height_(0),
125 framebuffer_id_(0),
126 renderbuffer_id_(0),
127 program_(0),
128 position_handle_(0),
129 st_matrix_handle_(0),
130 mvp_matrix_handle_(0),
131 texture_handle_(0) {
132 memset(st_matrix_, 0, sizeof(st_matrix_));
133 }
134
135 Gles2ExternalTextureCopier::~Gles2ExternalTextureCopier() {
136 if (initialized_) {
137 glDeleteFramebuffers(1, &framebuffer_id_);
138 glDeleteRenderbuffers(1, &renderbuffer_id_);
139 }
140 }
141
142 bool Gles2ExternalTextureCopier::SetupGraphics() {
143 program_ = CreateProgram(g_vertex_shader, g_fragment_shader);
144 if (!program_) {
145 LOG(ERROR) << "Could not create program.";
146 return false;
147 }
148 position_handle_ = glGetAttribLocation(program_, "aPosition");
149 checkGlError("glGetAttribLocation");
150
151 texture_handle_ = glGetAttribLocation(program_, "aTextureCoord");
152 checkGlError("glGetAttribLocation aTextureCoord");
153
154 mvp_matrix_handle_ = glGetUniformLocation(program_, "uMVPMatrix");
155 checkGlError("glGetUniformLocation uMVPMatrix");
156
157 st_matrix_handle_ = glGetUniformLocation(program_, "uSTMatrix");
158 checkGlError("glGetUniformLocation uSTMatrix");
159
160 return true;
161 }
162
163 void Gles2ExternalTextureCopier::RenderFrame(
164 int w, int h, GLuint texture_id, const float transfrom_matrix[16]) {
165 glViewport(0, 0, w, h);
166 checkGlError("glViewport");
167
168 glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
169 checkGlError("glClear");
170
171 glUseProgram(program_);
172 checkGlError("glUseProgram");
173
174 glActiveTexture(GL_TEXTURE0);
175 glBindTexture(GL_TEXTURE_EXTERNAL_OES, texture_id);
176 checkGlError("glBindTexture");
177
178 glVertexAttribPointer(
179 position_handle_, 3, GL_FLOAT, GL_FALSE, kVerticeStride, g_vertices);
180 checkGlError("glVertexAttribPointer vPositionHandle");
181 glEnableVertexAttribArray(position_handle_);
182 checkGlError("glEnableVertexAttribArray vPositionHandle");
183
184 glVertexAttribPointer(
185 texture_handle_, 2, GL_FLOAT, GL_FALSE, kVerticeStride, g_vertices + 3);
186 checkGlError("glVertexAttribPointer aTextureHandle");
187 glEnableVertexAttribArray(texture_handle_);
188 checkGlError("glEnableVertexAttribArray aTextureHandle");
189
190 glUniformMatrix4fv(mvp_matrix_handle_, 1, GL_FALSE, g_mvp_matrix);
191 checkGlError("glUniformMatrix4fv uMVPMatrixHandle");
192
193 glUniformMatrix4fv(st_matrix_handle_, 1, GL_FALSE, transfrom_matrix);
194 checkGlError("glUniformMatrix4fv uSTMatrixHandle");
195
196 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
197 checkGlError("glDrawArrays");
198 }
199
200 bool Gles2ExternalTextureCopier::Init(int32 width, int32 height) {
201 if (initialized_) {
202 LOG(ERROR) << "Init should not be called twice.";
203 return false;
204 }
205
206 width_ = width;
207 height_ = height;
208
209 SetupGraphics();
210 if (!SetupFrameBuffer()) {
211 LOG(ERROR) << "Failed to create a framebuffer.";
212 return false;
213 }
214
215 initialized_ = true;
216 return initialized_;
217 }
218
219 bool Gles2ExternalTextureCopier::Copy(
220 GLuint source_texture_id, GLuint destination_texture_id,
221 const float transfrom_matrix[16]) {
222 if (!initialized_) return false;
223
224 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer_id_);
225 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
226 destination_texture_id, 0);
227 GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
228 if (status != GL_FRAMEBUFFER_COMPLETE) {
229 LOG(ERROR) << "Framebuffer is not complete: " << status;
230 return false;
231 }
232 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer_id_);
233 checkGlError("glBindFramebuffer framebuffer_id_");
234 RenderFrame(width_, height_, source_texture_id, transfrom_matrix);
235 glBindFramebuffer(GL_FRAMEBUFFER, 0);
236 checkGlError("glBindFramebuffer 0");
237
238 return true;
239 }
240
241 bool Gles2ExternalTextureCopier::SetupFrameBuffer() {
242 GLuint framebuffer;
243 glGenFramebuffers(1, &framebuffer);
244 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
245
246 GLuint depthbuffer;
247 glGenRenderbuffers(1, &depthbuffer);
248
249 glBindRenderbuffer(GL_RENDERBUFFER, depthbuffer);
250 glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width_, height_);
251 glFramebufferRenderbuffer(
252 GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthbuffer);
253 checkGlError("glFramebufferRenderbuffer");
254
255 glBindFramebuffer(GL_FRAMEBUFFER, 0);
256 framebuffer_id_ = framebuffer;
257 renderbuffer_id_ = depthbuffer;
258 return true;
259 }
260
261 } // namespace content
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