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 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; 102 103 GlVideoRenderer::GlVideoRenderer(Display* display, Window window) 104 : display_(display), 105 window_(window), 106 gl_context_(NULL) { 107 } 108 109 GlVideoRenderer::~GlVideoRenderer() { 110 glXMakeCurrent(display_, 0, NULL); 111 glXDestroyContext(display_, gl_context_); 112 } 113 114 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 } 142 143 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