File: yuv_to_rgb_converter.cc

package info (click to toggle)
chromium-browser 57.0.2987.98-1~deb8u1
  • links: PTS, VCS
  • area: main
  • in suites: jessie
  • size: 2,637,852 kB
  • ctags: 2,544,394
  • sloc: cpp: 12,815,961; ansic: 3,676,222; python: 1,147,112; asm: 526,608; java: 523,212; xml: 286,794; perl: 92,654; sh: 86,408; objc: 73,271; makefile: 27,698; cs: 18,487; yacc: 13,031; tcl: 12,957; pascal: 4,875; ml: 4,716; lex: 3,904; sql: 3,862; ruby: 1,982; lisp: 1,508; php: 1,368; exp: 404; awk: 325; csh: 117; jsp: 39; sed: 37
file content (166 lines) | stat: -rw-r--r-- 5,848 bytes parent folder | download
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
// Copyright 2016 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.

#include "ui/gl/yuv_to_rgb_converter.h"

#include "base/strings/stringize_macros.h"
#include "base/strings/stringprintf.h"
#include "ui/gl/gl_helper.h"
#include "ui/gl/gl_version_info.h"
#include "ui/gl/scoped_api.h"
#include "ui/gl/scoped_binders.h"

namespace gl {
namespace {

const char kVertexHeaderCompatiblityProfile[] =
    "#version 110\n"
    "#define ATTRIBUTE attribute\n"
    "#define VARYING varying\n";

const char kVertexHeaderCoreProfile[] =
    "#version 150\n"
    "#define ATTRIBUTE in\n"
    "#define VARYING out\n";

const char kFragmentHeaderCompatiblityProfile[] =
    "#version 110\n"
    "#extension GL_ARB_texture_rectangle : require\n"
    "#define VARYING varying\n"
    "#define FRAGCOLOR gl_FragColor\n"
    "#define TEX texture2DRect\n";

const char kFragmentHeaderCoreProfile[] =
    "#version 150\n"
    "#define VARYING in\n"
    "#define TEX texture\n"
    "#define FRAGCOLOR frag_color\n"
    "out vec4 FRAGCOLOR;\n";

// clang-format off
const char kVertexShader[] =
STRINGIZE(
  ATTRIBUTE vec2 a_position;
  uniform vec2 a_texScale;
  VARYING vec2 v_texCoord;
  void main() {
    gl_Position = vec4(a_position.x, a_position.y, 0.0, 1.0);
    v_texCoord = (a_position + vec2(1.0, 1.0)) * 0.5 * a_texScale;
  }
);

const char kFragmentShader[] =
STRINGIZE(
  uniform sampler2DRect a_y_texture;
  uniform sampler2DRect a_uv_texture;
  VARYING vec2 v_texCoord;
  void main() {
    vec3 yuv_adj = vec3(-0.0625, -0.5, -0.5);
    mat3 yuv_matrix = mat3(vec3(1.164, 1.164, 1.164),
                           vec3(0.0, -.391, 2.018),
                           vec3(1.596, -.813, 0.0));
    vec3 yuv = vec3(
        TEX(a_y_texture, v_texCoord).r,
        TEX(a_uv_texture, v_texCoord * 0.5).rg);
    FRAGCOLOR = vec4(yuv_matrix * (yuv + yuv_adj), 1.0);
  }
);
// clang-format on

}  // namespace

YUVToRGBConverter::YUVToRGBConverter(const GLVersionInfo& gl_version_info) {
  bool use_core_profile = gl_version_info.is_desktop_core_profile;
  ScopedSetGLToRealGLApi scoped_set_gl_api;
  glGenFramebuffersEXT(1, &framebuffer_);
  vertex_buffer_ = GLHelper::SetupQuadVertexBuffer();
  vertex_shader_ = GLHelper::LoadShader(
      GL_VERTEX_SHADER,
      base::StringPrintf("%s\n%s",
                         use_core_profile ? kVertexHeaderCoreProfile
                                          : kVertexHeaderCompatiblityProfile,
                         kVertexShader)
          .c_str());
  fragment_shader_ = GLHelper::LoadShader(
      GL_FRAGMENT_SHADER,
      base::StringPrintf("%s\n%s",
                         use_core_profile ? kFragmentHeaderCoreProfile
                                          : kFragmentHeaderCompatiblityProfile,
                         kFragmentShader)
          .c_str());
  program_ = GLHelper::SetupProgram(vertex_shader_, fragment_shader_);

  ScopedUseProgram use_program(program_);
  size_location_ = glGetUniformLocation(program_, "a_texScale");
  DCHECK_NE(-1, size_location_);
  int y_sampler_location = glGetUniformLocation(program_, "a_y_texture");
  DCHECK_NE(-1, y_sampler_location);
  int uv_sampler_location = glGetUniformLocation(program_, "a_uv_texture");
  DCHECK_NE(-1, uv_sampler_location);

  glGenTextures(1, &y_texture_);
  glGenTextures(1, &uv_texture_);

  glUniform1i(y_sampler_location, 0);
  glUniform1i(uv_sampler_location, 1);
}

YUVToRGBConverter::~YUVToRGBConverter() {
  ScopedSetGLToRealGLApi scoped_set_gl_api;
  glDeleteTextures(1, &y_texture_);
  glDeleteTextures(1, &uv_texture_);
  glDeleteProgram(program_);
  glDeleteShader(vertex_shader_);
  glDeleteShader(fragment_shader_);
  glDeleteBuffersARB(1, &vertex_buffer_);
  glDeleteFramebuffersEXT(1, &framebuffer_);
}

void YUVToRGBConverter::CopyYUV420ToRGB(unsigned target,
                                        const gfx::Size& size,
                                        unsigned rgb_texture) {
  ScopedSetGLToRealGLApi scoped_set_gl_api;

  // Note that state restoration is done explicitly instead of scoped binders to
  // avoid https://crbug.com/601729.
  GLint old_active_texture = -1;
  glGetIntegerv(GL_ACTIVE_TEXTURE, &old_active_texture);
  GLint old_texture0_binding = -1;
  glActiveTexture(GL_TEXTURE0);
  glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_texture0_binding);
  GLint old_texture1_binding = -1;
  glActiveTexture(GL_TEXTURE1);
  glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_texture1_binding);

  // Allocate the rgb texture.
  glBindTexture(target, rgb_texture);
  glTexImage2D(target, 0, GL_RGB, size.width(), size.height(),
               0, GL_RGB, GL_UNSIGNED_BYTE, nullptr);

  // Set up and issue the draw call.
  glActiveTexture(GL_TEXTURE0);
  glBindTexture(GL_TEXTURE_RECTANGLE_ARB, y_texture_);
  glActiveTexture(GL_TEXTURE1);
  glBindTexture(GL_TEXTURE_RECTANGLE_ARB, uv_texture_);
  ScopedFramebufferBinder framebuffer_binder(framebuffer_);
  ScopedViewport viewport(0, 0, size.width(), size.height());
  glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
                            target, rgb_texture, 0);
  DCHECK_EQ(static_cast<GLenum>(GL_FRAMEBUFFER_COMPLETE),
            glCheckFramebufferStatusEXT(GL_FRAMEBUFFER));
  ScopedUseProgram use_program(program_);
  glUniform2f(size_location_, size.width(), size.height());
  GLHelper::DrawQuad(vertex_buffer_);

  // Restore previous state.
  glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
                            target, 0, 0);
  glActiveTexture(GL_TEXTURE0);
  glBindTexture(GL_TEXTURE_RECTANGLE_ARB, old_texture0_binding);
  glActiveTexture(GL_TEXTURE1);
  glBindTexture(GL_TEXTURE_RECTANGLE_ARB, old_texture1_binding);
  glActiveTexture(old_active_texture);
}

}  // namespace gl