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1 // Copyright (c) 2012 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 "media/tools/player_x11/gl_video_renderer.h"
6 
7 #include <X11/Xutil.h>
8 
9 #include "base/bind.h"
10 #include "base/message_loop/message_loop.h"
11 #include "media/base/buffers.h"
12 #include "media/base/video_frame.h"
13 #include "media/base/yuv_convert.h"
14 #include "ui/gl/gl_surface.h"
15 
16 enum { kNumYUVPlanes = 3 };
17 
InitGLContext(Display * display,Window window)18 static GLXContext InitGLContext(Display* display, Window window) {
19   // Some versions of NVIDIA's GL libGL.so include a broken version of
20   // dlopen/dlsym, and so linking it into chrome breaks it. So we dynamically
21   // load it, and use glew to dynamically resolve symbols.
22   // See http://code.google.com/p/chromium/issues/detail?id=16800
23   if (!gfx::GLSurface::InitializeOneOff()) {
24     LOG(ERROR) << "GLSurface::InitializeOneOff failed";
25     return NULL;
26   }
27 
28   XWindowAttributes attributes;
29   XGetWindowAttributes(display, window, &attributes);
30   XVisualInfo visual_info_template;
31   visual_info_template.visualid = XVisualIDFromVisual(attributes.visual);
32   int visual_info_count = 0;
33   XVisualInfo* visual_info_list = XGetVisualInfo(display, VisualIDMask,
34                                                  &visual_info_template,
35                                                  &visual_info_count);
36   GLXContext context = NULL;
37   for (int i = 0; i < visual_info_count && !context; ++i) {
38     context = glXCreateContext(display, visual_info_list + i, 0,
39                                True /* Direct rendering */);
40   }
41 
42   XFree(visual_info_list);
43   if (!context) {
44     return NULL;
45   }
46 
47   if (!glXMakeCurrent(display, window, context)) {
48     glXDestroyContext(display, context);
49     return NULL;
50   }
51 
52   return context;
53 }
54 
55 // Matrix used for the YUV to RGB conversion.
56 static const float kYUV2RGB[9] = {
57   1.f, 0.f, 1.403f,
58   1.f, -.344f, -.714f,
59   1.f, 1.772f, 0.f,
60 };
61 
62 // Vertices for a full screen quad.
63 static const float kVertices[8] = {
64   -1.f, 1.f,
65   -1.f, -1.f,
66   1.f, 1.f,
67   1.f, -1.f,
68 };
69 
70 // Pass-through vertex shader.
71 static const char kVertexShader[] =
72     "varying vec2 interp_tc;\n"
73     "\n"
74     "attribute vec4 in_pos;\n"
75     "attribute vec2 in_tc;\n"
76     "\n"
77     "void main() {\n"
78     "  interp_tc = in_tc;\n"
79     "  gl_Position = in_pos;\n"
80     "}\n";
81 
82 // YUV to RGB pixel shader. Loads a pixel from each plane and pass through the
83 // matrix.
84 static const char kFragmentShader[] =
85     "varying vec2 interp_tc;\n"
86     "\n"
87     "uniform sampler2D y_tex;\n"
88     "uniform sampler2D u_tex;\n"
89     "uniform sampler2D v_tex;\n"
90     "uniform mat3 yuv2rgb;\n"
91     "\n"
92     "void main() {\n"
93     "  float y = texture2D(y_tex, interp_tc).x;\n"
94     "  float u = texture2D(u_tex, interp_tc).r - .5;\n"
95     "  float v = texture2D(v_tex, interp_tc).r - .5;\n"
96     "  vec3 rgb = yuv2rgb * vec3(y, u, v);\n"
97     "  gl_FragColor = vec4(rgb, 1);\n"
98     "}\n";
99 
100 // Buffer size for compile errors.
101 static const unsigned int kErrorSize = 4096;
102 
GlVideoRenderer(Display * display,Window window)103 GlVideoRenderer::GlVideoRenderer(Display* display, Window window)
104     : display_(display),
105       window_(window),
106       gl_context_(NULL) {
107 }
108 
~GlVideoRenderer()109 GlVideoRenderer::~GlVideoRenderer() {
110   glXMakeCurrent(display_, 0, NULL);
111   glXDestroyContext(display_, gl_context_);
112 }
113 
Paint(const scoped_refptr<media::VideoFrame> & video_frame)114 void GlVideoRenderer::Paint(
115     const scoped_refptr<media::VideoFrame>& video_frame) {
116   if (!gl_context_)
117     Initialize(video_frame->coded_size(), video_frame->visible_rect());
118 
119   // Convert YUV frame to RGB.
120   DCHECK(video_frame->format() == media::VideoFrame::YV12 ||
121          video_frame->format() == media::VideoFrame::I420 ||
122          video_frame->format() == media::VideoFrame::YV16);
123   DCHECK(video_frame->stride(media::VideoFrame::kUPlane) ==
124          video_frame->stride(media::VideoFrame::kVPlane));
125 
126   if (glXGetCurrentContext() != gl_context_ ||
127       glXGetCurrentDrawable() != window_) {
128     glXMakeCurrent(display_, window_, gl_context_);
129   }
130   for (unsigned int i = 0; i < kNumYUVPlanes; ++i) {
131     unsigned int width = video_frame->stride(i);
132     unsigned int height = video_frame->rows(i);
133     glActiveTexture(GL_TEXTURE0 + i);
134     glPixelStorei(GL_UNPACK_ROW_LENGTH, video_frame->stride(i));
135     glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, width, height, 0,
136                  GL_LUMINANCE, GL_UNSIGNED_BYTE, video_frame->data(i));
137   }
138 
139   glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
140   glXSwapBuffers(display_, window_);
141 }
142 
Initialize(gfx::Size coded_size,gfx::Rect visible_rect)143 void GlVideoRenderer::Initialize(gfx::Size coded_size, gfx::Rect visible_rect) {
144   CHECK(!gl_context_);
145   VLOG(0) << "Initializing GL Renderer...";
146 
147   // Resize the window to fit that of the video.
148   XResizeWindow(display_, window_, visible_rect.width(), visible_rect.height());
149 
150   gl_context_ = InitGLContext(display_, window_);
151   CHECK(gl_context_) << "Failed to initialize GL context";
152 
153   // Create 3 textures, one for each plane, and bind them to different
154   // texture units.
155   glGenTextures(3, textures_);
156   glActiveTexture(GL_TEXTURE0);
157   glBindTexture(GL_TEXTURE_2D, textures_[0]);
158   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
159   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
160   glEnable(GL_TEXTURE_2D);
161 
162   glActiveTexture(GL_TEXTURE1);
163   glBindTexture(GL_TEXTURE_2D, textures_[1]);
164   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
165   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
166   glEnable(GL_TEXTURE_2D);
167 
168   glActiveTexture(GL_TEXTURE2);
169   glBindTexture(GL_TEXTURE_2D, textures_[2]);
170   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
171   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
172   glEnable(GL_TEXTURE_2D);
173 
174   GLuint program = glCreateProgram();
175 
176   // Create our YUV->RGB shader.
177   GLuint vertex_shader = glCreateShader(GL_VERTEX_SHADER);
178   const char* vs_source = kVertexShader;
179   int vs_size = sizeof(kVertexShader);
180   glShaderSource(vertex_shader, 1, &vs_source, &vs_size);
181   glCompileShader(vertex_shader);
182   int result = GL_FALSE;
183   glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &result);
184   if (!result) {
185     char log[kErrorSize];
186     int len = 0;
187     glGetShaderInfoLog(vertex_shader, kErrorSize - 1, &len, log);
188     log[kErrorSize - 1] = 0;
189     LOG(FATAL) << log;
190   }
191   glAttachShader(program, vertex_shader);
192   glDeleteShader(vertex_shader);
193 
194   GLuint fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
195   const char* ps_source = kFragmentShader;
196   int ps_size = sizeof(kFragmentShader);
197   glShaderSource(fragment_shader, 1, &ps_source, &ps_size);
198   glCompileShader(fragment_shader);
199   result = GL_FALSE;
200   glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &result);
201   if (!result) {
202     char log[kErrorSize];
203     int len = 0;
204     glGetShaderInfoLog(fragment_shader, kErrorSize - 1, &len, log);
205     log[kErrorSize - 1] = 0;
206     LOG(FATAL) << log;
207   }
208   glAttachShader(program, fragment_shader);
209   glDeleteShader(fragment_shader);
210 
211   glLinkProgram(program);
212   result = GL_FALSE;
213   glGetProgramiv(program, GL_LINK_STATUS, &result);
214   if (!result) {
215     char log[kErrorSize];
216     int len = 0;
217     glGetProgramInfoLog(program, kErrorSize - 1, &len, log);
218     log[kErrorSize - 1] = 0;
219     LOG(FATAL) << log;
220   }
221   glUseProgram(program);
222   glDeleteProgram(program);
223 
224   // Bind parameters.
225   glUniform1i(glGetUniformLocation(program, "y_tex"), 0);
226   glUniform1i(glGetUniformLocation(program, "u_tex"), 1);
227   glUniform1i(glGetUniformLocation(program, "v_tex"), 2);
228   int yuv2rgb_location = glGetUniformLocation(program, "yuv2rgb");
229   glUniformMatrix3fv(yuv2rgb_location, 1, GL_TRUE, kYUV2RGB);
230 
231   int pos_location = glGetAttribLocation(program, "in_pos");
232   glEnableVertexAttribArray(pos_location);
233   glVertexAttribPointer(pos_location, 2, GL_FLOAT, GL_FALSE, 0, kVertices);
234 
235   int tc_location = glGetAttribLocation(program, "in_tc");
236   glEnableVertexAttribArray(tc_location);
237   float verts[8];
238   float x0 = static_cast<float>(visible_rect.x()) / coded_size.width();
239   float y0 = static_cast<float>(visible_rect.y()) / coded_size.height();
240   float x1 = static_cast<float>(visible_rect.right()) / coded_size.width();
241   float y1 = static_cast<float>(visible_rect.bottom()) / coded_size.height();
242   verts[0] = x0; verts[1] = y0;
243   verts[2] = x0; verts[3] = y1;
244   verts[4] = x1; verts[5] = y0;
245   verts[6] = x1; verts[7] = y1;
246   glVertexAttribPointer(tc_location, 2, GL_FLOAT, GL_FALSE, 0, verts);
247 
248   // We are getting called on a thread. Release the context so that it can be
249   // made current on the main thread.
250   glXMakeCurrent(display_, 0, NULL);
251 }
252