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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: using "ui/gl/gl_bindings.h" 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)
90 return 0;
91
92 GLuint pixelShader = LoadShader(GL_FRAGMENT_SHADER, pFragmentSource);
93 if (!pixelShader)
94 return 0;
95
96 GLuint program = glCreateProgram();
97 if (program) {
98 glAttachShader(program, vertexShader);
99 CheckGlError("glAttachShader");
100 glAttachShader(program, pixelShader);
101 CheckGlError("glAttachShader");
102 glLinkProgram(program);
103 GLint linkStatus = GL_FALSE;
104 glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
105 if (linkStatus != GL_TRUE) {
106 GLint bufLength = 0;
107 glGetProgramiv(program, GL_INFO_LOG_LENGTH, &bufLength);
108 if (bufLength) {
109 char* buf = (char*) malloc(bufLength);
110 if (buf) {
111 glGetProgramInfoLog(program, bufLength, NULL, buf);
112 LOG(ERROR) << "Could not link program: "<< buf;
113 free(buf);
114 }
115 }
116 glDeleteProgram(program);
117 program = 0;
118 }
119 }
120 return program;
121 }
122
123 Gles2ExternalTextureCopier::Gles2ExternalTextureCopier()
124 : initialized_(false),
125 width_(0),
126 height_(0),
127 framebuffer_id_(0),
128 renderbuffer_id_(0),
129 program_(0),
130 position_handle_(0),
131 st_matrix_handle_(0),
132 mvp_matrix_handle_(0),
133 texture_handle_(0) {
134 }
135
136 Gles2ExternalTextureCopier::~Gles2ExternalTextureCopier() {
137 if (initialized_) {
138 glDeleteFramebuffersEXT(1, &framebuffer_id_);
139 glDeleteRenderbuffersEXT(1, &renderbuffer_id_);
140 }
141 }
142
143 bool Gles2ExternalTextureCopier::SetupGraphics() {
144 program_ = CreateProgram(g_vertex_shader, g_fragment_shader);
145 if (!program_) {
146 LOG(ERROR) << "Could not create program.";
147 return false;
148 }
149 position_handle_ = glGetAttribLocation(program_, "aPosition");
150 CheckGlError("glGetAttribLocation");
151
152 texture_handle_ = glGetAttribLocation(program_, "aTextureCoord");
153 CheckGlError("glGetAttribLocation aTextureCoord");
154
155 mvp_matrix_handle_ = glGetUniformLocation(program_, "uMVPMatrix");
156 CheckGlError("glGetUniformLocation uMVPMatrix");
157
158 st_matrix_handle_ = glGetUniformLocation(program_, "uSTMatrix");
159 CheckGlError("glGetUniformLocation uSTMatrix");
160
161 return true;
162 }
163
164 void Gles2ExternalTextureCopier::RenderFrame(
165 int w, int h, GLuint texture_id, const float transfrom_matrix[16]) {
166 glViewport(0, 0, w, h);
167 CheckGlError("glViewport");
168
169 glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
170 CheckGlError("glClear");
171
172 glUseProgram(program_);
173 CheckGlError("glUseProgram");
174
175 glActiveTexture(GL_TEXTURE0);
176 glBindTexture(GL_TEXTURE_EXTERNAL_OES, texture_id);
177 CheckGlError("glBindTexture");
178
179 glVertexAttribPointer(
180 position_handle_, 3, GL_FLOAT, GL_FALSE, kVerticeStride, g_vertices);
181 CheckGlError("glVertexAttribPointer vPositionHandle");
182 glEnableVertexAttribArray(position_handle_);
183 CheckGlError("glEnableVertexAttribArray vPositionHandle");
184
185 glVertexAttribPointer(
186 texture_handle_, 2, GL_FLOAT, GL_FALSE, kVerticeStride, g_vertices + 3);
187 CheckGlError("glVertexAttribPointer aTextureHandle");
188 glEnableVertexAttribArray(texture_handle_);
189 CheckGlError("glEnableVertexAttribArray aTextureHandle");
190
191 glUniformMatrix4fv(mvp_matrix_handle_, 1, GL_FALSE, g_mvp_matrix);
192 CheckGlError("glUniformMatrix4fv uMVPMatrixHandle");
193
194 glUniformMatrix4fv(st_matrix_handle_, 1, GL_FALSE, transfrom_matrix);
195 CheckGlError("glUniformMatrix4fv uSTMatrixHandle");
196
197 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
198 CheckGlError("glDrawArrays");
199 }
200
201 bool Gles2ExternalTextureCopier::Init(int32 width, int32 height) {
202 if (initialized_) {
203 LOG(ERROR) << "Init should not be called twice.";
204 return false;
205 }
206
207 width_ = width;
208 height_ = height;
209
210 SetupGraphics();
211 if (!SetupFrameBuffer()) {
212 LOG(ERROR) << "Failed to create a framebuffer.";
213 return false;
214 }
215
216 initialized_ = true;
217 return initialized_;
218 }
219
220 bool Gles2ExternalTextureCopier::Copy(
221 GLuint source_texture_id, GLuint destination_texture_id,
222 const float transfrom_matrix[16]) {
223 if (!initialized_)
224 return false;
225
226 glBindFramebufferEXT(GL_FRAMEBUFFER, framebuffer_id_);
227 glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
228 destination_texture_id, 0);
229 GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER);
230 if (status != GL_FRAMEBUFFER_COMPLETE) {
231 LOG(ERROR) << "Framebuffer is not complete: " << status;
232 return false;
233 }
234 glBindFramebufferEXT(GL_FRAMEBUFFER, framebuffer_id_);
235 CheckGlError("glBindFramebuffer framebuffer_id_");
236 RenderFrame(width_, height_, source_texture_id, transfrom_matrix);
237 glBindFramebufferEXT(GL_FRAMEBUFFER, 0);
238 CheckGlError("glBindFramebuffer 0");
239
240 return true;
241 }
242
243 bool Gles2ExternalTextureCopier::SetupFrameBuffer() {
244 GLuint framebuffer;
245 glGenFramebuffersEXT(1, &framebuffer);
246 glBindFramebufferEXT(GL_FRAMEBUFFER, framebuffer);
247
248 GLuint depthbuffer;
249 glGenRenderbuffersEXT(1, &depthbuffer);
250
251 glBindRenderbufferEXT(GL_RENDERBUFFER, depthbuffer);
252 glRenderbufferStorageEXT(
253 GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width_, height_);
254 glFramebufferRenderbufferEXT(
255 GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthbuffer);
256 CheckGlError("glFramebufferRenderbuffer");
257
258 glBindFramebufferEXT(GL_FRAMEBUFFER, 0);
259 framebuffer_id_ = framebuffer;
260 renderbuffer_id_ = depthbuffer;
261 return true;
262 }
263
264 } // namespace content
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