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      1 // Copyright (c) 2010 The Chromium OS 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 <stdio.h>
      6 #include <sys/mman.h>
      7 
      8 #include <memory>
      9 
     10 #include "base/logging.h"
     11 
     12 #include "main.h"
     13 #include "testbase.h"
     14 #include "utils.h"
     15 #include "yuv2rgb.h"
     16 
     17 namespace glbench {
     18 
     19 class YuvToRgbTest : public DrawArraysTestFunc {
     20  public:
     21   YuvToRgbTest() {
     22     memset(textures_, 0, sizeof(textures_));
     23   }
     24   virtual ~YuvToRgbTest() {
     25     glDeleteTextures(arraysize(textures_), textures_);
     26   }
     27   virtual bool Run();
     28   virtual const char* Name() const { return "yuv_to_rgb"; }
     29 
     30   enum YuvTestFlavor {
     31     YUV_PLANAR_ONE_TEXTURE_SLOW,
     32     YUV_PLANAR_ONE_TEXTURE_FASTER,
     33     YUV_PLANAR_THREE_TEXTURES,
     34     YUV_SEMIPLANAR_TWO_TEXTURES,
     35   };
     36 
     37  private:
     38   GLuint textures_[6];
     39   YuvTestFlavor flavor_;
     40   GLuint YuvToRgbShaderProgram(GLuint vertex_buffer, int width, int height);
     41   bool SetupTextures();
     42   DISALLOW_COPY_AND_ASSIGN(YuvToRgbTest);
     43 };
     44 
     45 
     46 GLuint YuvToRgbTest::YuvToRgbShaderProgram(GLuint vertex_buffer,
     47                                            int width, int height) {
     48   const char *vertex = NULL;
     49   const char *fragment = NULL;
     50 
     51   switch (flavor_) {
     52     case YUV_PLANAR_ONE_TEXTURE_SLOW:
     53       vertex = YUV2RGB_VERTEX_1;
     54       fragment = YUV2RGB_FRAGMENT_1;
     55       break;
     56     case YUV_PLANAR_ONE_TEXTURE_FASTER:
     57       vertex = YUV2RGB_VERTEX_2;
     58       fragment = YUV2RGB_FRAGMENT_2;
     59       break;
     60     case YUV_PLANAR_THREE_TEXTURES:
     61       vertex = YUV2RGB_VERTEX_34;
     62       fragment = YUV2RGB_FRAGMENT_3;
     63       break;
     64     case YUV_SEMIPLANAR_TWO_TEXTURES:
     65       vertex = YUV2RGB_VERTEX_34;
     66       fragment = YUV2RGB_FRAGMENT_4;
     67       break;
     68   }
     69 
     70   size_t size_vertex = 0;
     71   size_t size_fragment = 0;
     72   char *yuv_to_rgb_vertex = static_cast<char *>(
     73       MmapFile(vertex, &size_vertex));
     74   char *yuv_to_rgb_fragment = static_cast<char *>(
     75       MmapFile(fragment, &size_fragment));
     76   GLuint program = 0;
     77 
     78   if (!yuv_to_rgb_fragment || !yuv_to_rgb_vertex)
     79     goto done;
     80 
     81   {
     82     program = InitShaderProgramWithHeader(NULL, yuv_to_rgb_vertex,
     83                                           yuv_to_rgb_fragment);
     84 
     85     int imageWidthUniform = glGetUniformLocation(program, "imageWidth");
     86     int imageHeightUniform = glGetUniformLocation(program, "imageHeight");
     87 
     88     int textureSampler = glGetUniformLocation(program, "textureSampler");
     89     int evenLinesSampler = glGetUniformLocation(program, "paritySampler");
     90     int ySampler = glGetUniformLocation(program, "ySampler");
     91     int uSampler = glGetUniformLocation(program, "uSampler");
     92     int vSampler = glGetUniformLocation(program, "vSampler");
     93     int uvSampler = glGetUniformLocation(program, "uvSampler");
     94 
     95     glUniform1f(imageWidthUniform, width);
     96     glUniform1f(imageHeightUniform, height);
     97     glUniform1i(textureSampler, 0);
     98     glUniform1i(evenLinesSampler, 1);
     99 
    100     glUniform1i(ySampler, 2);
    101     glUniform1i(uSampler, 3);
    102     glUniform1i(vSampler, 4);
    103     glUniform1i(uvSampler, 5);
    104 
    105     {
    106       // This is used only if USE_UNIFORM_MATRIX is enabled in fragment
    107       // shaders.
    108       float c[] = {
    109         1.0,    1.0,    1.0,   0.0,
    110         0.0,   -0.344,  1.772, 0.0,
    111         1.402, -0.714,  0.0,   0.0,
    112         -0.701,  0.529, -0.886, 1.0
    113       };
    114       int conversion = glGetUniformLocation(program, "conversion");
    115       glUniformMatrix4fv(conversion, 1, GL_FALSE, c);
    116       assert(glGetError() == 0);
    117     }
    118 
    119     int attribute_index = glGetAttribLocation(program, "c");
    120     glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
    121     glVertexAttribPointer(attribute_index, 2, GL_FLOAT, GL_FALSE, 0, NULL);
    122     glEnableVertexAttribArray(attribute_index);
    123     return program;
    124   }
    125 
    126 
    127 done:
    128   munmap(yuv_to_rgb_fragment, size_fragment);
    129   munmap(yuv_to_rgb_fragment, size_vertex);
    130   return program;
    131 }
    132 
    133 
    134 bool YuvToRgbTest::SetupTextures() {
    135   bool ret = false;
    136   size_t size = 0;
    137   char evenodd[2] = {0, static_cast<char>(-1)};
    138   char* pixels = static_cast<char *>(MmapFile(YUV2RGB_NAME, &size));
    139   const int luma_size = YUV2RGB_WIDTH * YUV2RGB_PIXEL_HEIGHT;
    140   const int chroma_size = YUV2RGB_WIDTH/2 * YUV2RGB_PIXEL_HEIGHT/2;
    141   const char* u_plane = pixels + luma_size;
    142   const char* v_plane = pixels + luma_size + chroma_size;
    143   if (!pixels) {
    144     printf("# Error: Could not open image file: %s\n", YUV2RGB_NAME);
    145     goto done;
    146   }
    147   if (size != YUV2RGB_SIZE) {
    148     printf("# Error: Image file of wrong size, got %d, expected %d\n",
    149            static_cast<int>(size), YUV2RGB_SIZE);
    150     goto done;
    151   }
    152 
    153   glGenTextures(arraysize(textures_), textures_);
    154   glActiveTexture(GL_TEXTURE0);
    155   glBindTexture(GL_TEXTURE_2D, textures_[0]);
    156   glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, YUV2RGB_WIDTH, YUV2RGB_HEIGHT,
    157                0, GL_LUMINANCE, GL_UNSIGNED_BYTE, pixels);
    158 
    159   glActiveTexture(GL_TEXTURE1);
    160   glBindTexture(GL_TEXTURE_2D, textures_[1]);
    161   glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 2, 1,
    162                0, GL_LUMINANCE, GL_UNSIGNED_BYTE, evenodd);
    163 
    164   glActiveTexture(GL_TEXTURE2);
    165   glBindTexture(GL_TEXTURE_2D, textures_[2]);
    166   glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE,
    167                YUV2RGB_WIDTH, YUV2RGB_PIXEL_HEIGHT,
    168                0, GL_LUMINANCE, GL_UNSIGNED_BYTE, pixels);
    169 
    170   glActiveTexture(GL_TEXTURE3);
    171   glBindTexture(GL_TEXTURE_2D, textures_[3]);
    172   glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE,
    173                YUV2RGB_WIDTH/2, YUV2RGB_PIXEL_HEIGHT/2,
    174                0, GL_LUMINANCE, GL_UNSIGNED_BYTE, u_plane);
    175 
    176   glActiveTexture(GL_TEXTURE4);
    177   glBindTexture(GL_TEXTURE_2D, textures_[4]);
    178   glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE,
    179                YUV2RGB_WIDTH/2, YUV2RGB_PIXEL_HEIGHT/2,
    180                0, GL_LUMINANCE, GL_UNSIGNED_BYTE, v_plane);
    181 
    182   {
    183     std::unique_ptr<char[]> buf_uv(new char[chroma_size * 2]);
    184     char* buf_uv_ptr = buf_uv.get();
    185     for (int i = 0; i < chroma_size; i++) {
    186         *buf_uv_ptr++ = u_plane[i];
    187         *buf_uv_ptr++ = v_plane[i];
    188     }
    189 
    190     glActiveTexture(GL_TEXTURE5);
    191     glBindTexture(GL_TEXTURE_2D, textures_[5]);
    192     glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA,
    193                  YUV2RGB_WIDTH/2, YUV2RGB_PIXEL_HEIGHT/2,
    194                  0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, buf_uv.get());
    195   }
    196 
    197   for (unsigned int i = 0; i < arraysize(textures_); i++) {
    198     glActiveTexture(GL_TEXTURE0 + i);
    199     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    200     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    201     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    202     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    203   }
    204 
    205   ret = true;
    206 
    207 done:
    208   munmap(pixels, size);
    209   return ret;
    210 }
    211 
    212 
    213 bool YuvToRgbTest::Run() {
    214   glClearColor(0.f, 1.f, 0.f, 1.f);
    215 
    216   GLuint program = 0;
    217   GLuint vertex_buffer = 0;
    218   GLfloat vertices[8] = {
    219     0.f, 0.f,
    220     1.f, 0.f,
    221     0.f, 1.f,
    222     1.f, 1.f,
    223   };
    224   vertex_buffer = SetupVBO(GL_ARRAY_BUFFER, sizeof(vertices), vertices);
    225 
    226   if (!SetupTextures())
    227     return false;
    228 
    229   glViewport(0, 0, YUV2RGB_WIDTH, YUV2RGB_PIXEL_HEIGHT);
    230 
    231   YuvTestFlavor flavors[] = {
    232     YUV_PLANAR_ONE_TEXTURE_SLOW, YUV_PLANAR_ONE_TEXTURE_FASTER,
    233     YUV_PLANAR_THREE_TEXTURES, YUV_SEMIPLANAR_TWO_TEXTURES
    234   };
    235   const char* flavor_names[] = {
    236     "yuv_shader_1", "yuv_shader_2", "yuv_shader_3", "yuv_shader_4"
    237   };
    238   for (unsigned int f = 0; f < arraysize(flavors); f++) {
    239     flavor_ = flavors[f];
    240 
    241     program = YuvToRgbShaderProgram(vertex_buffer,
    242                                     YUV2RGB_WIDTH, YUV2RGB_PIXEL_HEIGHT);
    243     if (program) {
    244       FillRateTestNormalSubWindow(flavor_names[f],
    245                                   std::min(YUV2RGB_WIDTH, g_width),
    246                                   std::min(YUV2RGB_PIXEL_HEIGHT, g_height));
    247     } else {
    248       printf("# Error: Could not set up YUV shader.\n");
    249     }
    250 
    251     glDeleteProgram(program);
    252   }
    253 
    254   glDeleteBuffers(1, &vertex_buffer);
    255 
    256   return true;
    257 }
    258 
    259 
    260 TestBase* GetYuvToRgbTest() {
    261   return new YuvToRgbTest();
    262 }
    263 
    264 } // namespace glbench
    265