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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_implementation.h"
     15 
     16 enum { kNumYUVPlanes = 3 };
     17 
     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 (!InitializeGLBindings(gfx::kGLImplementationDesktopGL)) {
     24     LOG(ERROR) << "InitializeGLBindings 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 // Texture Coordinates mapping the entire texture.
     71 static const float kTextureCoords[8] = {
     72   0, 0,
     73   0, 1,
     74   1, 0,
     75   1, 1,
     76 };
     77 
     78 // Pass-through vertex shader.
     79 static const char kVertexShader[] =
     80     "varying vec2 interp_tc;\n"
     81     "\n"
     82     "attribute vec4 in_pos;\n"
     83     "attribute vec2 in_tc;\n"
     84     "\n"
     85     "void main() {\n"
     86     "  interp_tc = in_tc;\n"
     87     "  gl_Position = in_pos;\n"
     88     "}\n";
     89 
     90 // YUV to RGB pixel shader. Loads a pixel from each plane and pass through the
     91 // matrix.
     92 static const char kFragmentShader[] =
     93     "varying vec2 interp_tc;\n"
     94     "\n"
     95     "uniform sampler2D y_tex;\n"
     96     "uniform sampler2D u_tex;\n"
     97     "uniform sampler2D v_tex;\n"
     98     "uniform mat3 yuv2rgb;\n"
     99     "\n"
    100     "void main() {\n"
    101     "  float y = texture2D(y_tex, interp_tc).x;\n"
    102     "  float u = texture2D(u_tex, interp_tc).r - .5;\n"
    103     "  float v = texture2D(v_tex, interp_tc).r - .5;\n"
    104     "  vec3 rgb = yuv2rgb * vec3(y, u, v);\n"
    105     "  gl_FragColor = vec4(rgb, 1);\n"
    106     "}\n";
    107 
    108 // Buffer size for compile errors.
    109 static const unsigned int kErrorSize = 4096;
    110 
    111 GlVideoRenderer::GlVideoRenderer(Display* display, Window window)
    112     : display_(display),
    113       window_(window),
    114       gl_context_(NULL) {
    115 }
    116 
    117 GlVideoRenderer::~GlVideoRenderer() {
    118   glXMakeCurrent(display_, 0, NULL);
    119   glXDestroyContext(display_, gl_context_);
    120 }
    121 
    122 void GlVideoRenderer::Paint(media::VideoFrame* video_frame) {
    123   if (!gl_context_)
    124     Initialize(video_frame->coded_size(), video_frame->visible_rect());
    125 
    126   // Convert YUV frame to RGB.
    127   DCHECK(video_frame->format() == media::VideoFrame::YV12 ||
    128          video_frame->format() == media::VideoFrame::YV16);
    129   DCHECK(video_frame->stride(media::VideoFrame::kUPlane) ==
    130          video_frame->stride(media::VideoFrame::kVPlane));
    131 
    132   if (glXGetCurrentContext() != gl_context_ ||
    133       glXGetCurrentDrawable() != window_) {
    134     glXMakeCurrent(display_, window_, gl_context_);
    135   }
    136   for (unsigned int i = 0; i < kNumYUVPlanes; ++i) {
    137     unsigned int width = video_frame->stride(i);
    138     unsigned int height = video_frame->rows(i);
    139     glActiveTexture(GL_TEXTURE0 + i);
    140     glPixelStorei(GL_UNPACK_ROW_LENGTH, video_frame->stride(i));
    141     glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, width, height, 0,
    142                  GL_LUMINANCE, GL_UNSIGNED_BYTE, video_frame->data(i));
    143   }
    144 
    145   glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
    146   glXSwapBuffers(display_, window_);
    147 }
    148 
    149 void GlVideoRenderer::Initialize(gfx::Size coded_size, gfx::Rect visible_rect) {
    150   CHECK(!gl_context_);
    151   LOG(INFO) << "Initializing GL Renderer...";
    152 
    153   // Resize the window to fit that of the video.
    154   XResizeWindow(display_, window_, visible_rect.width(), visible_rect.height());
    155 
    156   gl_context_ = InitGLContext(display_, window_);
    157   CHECK(gl_context_) << "Failed to initialize GL context";
    158 
    159   // Create 3 textures, one for each plane, and bind them to different
    160   // texture units.
    161   glGenTextures(3, textures_);
    162   glActiveTexture(GL_TEXTURE0);
    163   glBindTexture(GL_TEXTURE_2D, textures_[0]);
    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_TEXTURE1);
    169   glBindTexture(GL_TEXTURE_2D, textures_[1]);
    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   glActiveTexture(GL_TEXTURE2);
    175   glBindTexture(GL_TEXTURE_2D, textures_[2]);
    176   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    177   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    178   glEnable(GL_TEXTURE_2D);
    179 
    180   GLuint program = glCreateProgram();
    181 
    182   // Create our YUV->RGB shader.
    183   GLuint vertex_shader = glCreateShader(GL_VERTEX_SHADER);
    184   const char* vs_source = kVertexShader;
    185   int vs_size = sizeof(kVertexShader);
    186   glShaderSource(vertex_shader, 1, &vs_source, &vs_size);
    187   glCompileShader(vertex_shader);
    188   int result = GL_FALSE;
    189   glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &result);
    190   if (!result) {
    191     char log[kErrorSize];
    192     int len = 0;
    193     glGetShaderInfoLog(vertex_shader, kErrorSize - 1, &len, log);
    194     log[kErrorSize - 1] = 0;
    195     LOG(FATAL) << log;
    196   }
    197   glAttachShader(program, vertex_shader);
    198   glDeleteShader(vertex_shader);
    199 
    200   GLuint fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
    201   const char* ps_source = kFragmentShader;
    202   int ps_size = sizeof(kFragmentShader);
    203   glShaderSource(fragment_shader, 1, &ps_source, &ps_size);
    204   glCompileShader(fragment_shader);
    205   result = GL_FALSE;
    206   glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &result);
    207   if (!result) {
    208     char log[kErrorSize];
    209     int len = 0;
    210     glGetShaderInfoLog(fragment_shader, kErrorSize - 1, &len, log);
    211     log[kErrorSize - 1] = 0;
    212     LOG(FATAL) << log;
    213   }
    214   glAttachShader(program, fragment_shader);
    215   glDeleteShader(fragment_shader);
    216 
    217   glLinkProgram(program);
    218   result = GL_FALSE;
    219   glGetProgramiv(program, GL_LINK_STATUS, &result);
    220   if (!result) {
    221     char log[kErrorSize];
    222     int len = 0;
    223     glGetProgramInfoLog(program, kErrorSize - 1, &len, log);
    224     log[kErrorSize - 1] = 0;
    225     LOG(FATAL) << log;
    226   }
    227   glUseProgram(program);
    228   glDeleteProgram(program);
    229 
    230   // Bind parameters.
    231   glUniform1i(glGetUniformLocation(program, "y_tex"), 0);
    232   glUniform1i(glGetUniformLocation(program, "u_tex"), 1);
    233   glUniform1i(glGetUniformLocation(program, "v_tex"), 2);
    234   int yuv2rgb_location = glGetUniformLocation(program, "yuv2rgb");
    235   glUniformMatrix3fv(yuv2rgb_location, 1, GL_TRUE, kYUV2RGB);
    236 
    237   int pos_location = glGetAttribLocation(program, "in_pos");
    238   glEnableVertexAttribArray(pos_location);
    239   glVertexAttribPointer(pos_location, 2, GL_FLOAT, GL_FALSE, 0, kVertices);
    240 
    241   int tc_location = glGetAttribLocation(program, "in_tc");
    242   glEnableVertexAttribArray(tc_location);
    243   float verts[8];
    244   float x0 = static_cast<float>(visible_rect.x()) / coded_size.width();
    245   float y0 = static_cast<float>(visible_rect.y()) / coded_size.height();
    246   float x1 = static_cast<float>(visible_rect.right()) / coded_size.width();
    247   float y1 = static_cast<float>(visible_rect.bottom()) / coded_size.height();
    248   verts[0] = x0; verts[1] = y0;
    249   verts[2] = x0; verts[3] = y1;
    250   verts[4] = x1; verts[5] = y0;
    251   verts[6] = x1; verts[7] = y1;
    252   glVertexAttribPointer(tc_location, 2, GL_FLOAT, GL_FALSE, 0, verts);
    253 
    254   // We are getting called on a thread. Release the context so that it can be
    255   // made current on the main thread.
    256   glXMakeCurrent(display_, 0, NULL);
    257 }
    258