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authorLorry Tar Creator <lorry-tar-importer@lorry>2017-06-27 06:07:23 +0000
committerLorry Tar Creator <lorry-tar-importer@lorry>2017-06-27 06:07:23 +0000
commit1bf1084f2b10c3b47fd1a588d85d21ed0eb41d0c (patch)
tree46dcd36c86e7fbc6e5df36deb463b33e9967a6f7 /Source/WebCore/platform/graphics/gstreamer/VideoTextureCopierGStreamer.cpp
parent32761a6cee1d0dee366b885b7b9c777e67885688 (diff)
downloadWebKitGtk-tarball-master.tar.gz
Diffstat (limited to 'Source/WebCore/platform/graphics/gstreamer/VideoTextureCopierGStreamer.cpp')
-rw-r--r--Source/WebCore/platform/graphics/gstreamer/VideoTextureCopierGStreamer.cpp190
1 files changed, 190 insertions, 0 deletions
diff --git a/Source/WebCore/platform/graphics/gstreamer/VideoTextureCopierGStreamer.cpp b/Source/WebCore/platform/graphics/gstreamer/VideoTextureCopierGStreamer.cpp
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+++ b/Source/WebCore/platform/graphics/gstreamer/VideoTextureCopierGStreamer.cpp
@@ -0,0 +1,190 @@
+/*
+ Copyright (C) 2016 Igalia S.L.
+
+ This library is free software; you can redistribute it and/or
+ modify it under the terms of the GNU Library General Public
+ License as published by the Free Software Foundation; either
+ version 2 of the License, or (at your option) any later version.
+
+ This library is distributed in the hope that it will be useful,
+ but WITHOUT ANY WARRANTY; without even the implied warranty of
+ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ Library General Public License for more details.
+
+ You should have received a copy of the GNU Library General Public License
+ along with this library; see the file COPYING.LIB. If not, write to
+ the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
+ Boston, MA 02110-1301, USA.
+ */
+
+
+#include "config.h"
+#include "VideoTextureCopierGStreamer.h"
+
+#if USE(GSTREAMER_GL)
+
+#include "GLContext.h"
+#include "ImageOrientation.h"
+#include "TextureMapperShaderProgram.h"
+
+namespace WebCore {
+
+VideoTextureCopierGStreamer::VideoTextureCopierGStreamer()
+{
+ GLContext* previousContext = GLContext::current();
+ ASSERT(previousContext);
+ PlatformDisplay::sharedDisplayForCompositing().sharingGLContext()->makeContextCurrent();
+
+ m_context3D = GraphicsContext3D::createForCurrentGLContext();
+
+ m_shaderProgram = TextureMapperShaderProgram::create(*m_context3D, TextureMapperShaderProgram::Texture);
+
+ m_framebuffer = m_context3D->createFramebuffer();
+
+ static const GLfloat vertices[] = { 0, 0, 1, 0, 1, 1, 0, 1 };
+ m_vbo = m_context3D->createBuffer();
+ m_context3D->bindBuffer(GraphicsContext3D::ARRAY_BUFFER, m_vbo);
+ m_context3D->bufferData(GraphicsContext3D::ARRAY_BUFFER, sizeof(GC3Dfloat) * 8, vertices, GraphicsContext3D::STATIC_DRAW);
+
+ updateTextureSpaceMatrix();
+
+ previousContext->makeContextCurrent();
+}
+
+VideoTextureCopierGStreamer::~VideoTextureCopierGStreamer()
+{
+ GLContext* previousContext = GLContext::current();
+ ASSERT(previousContext);
+ PlatformDisplay::sharedDisplayForCompositing().sharingGLContext()->makeContextCurrent();
+
+ m_context3D->deleteFramebuffer(m_framebuffer);
+ m_context3D->deleteBuffer(m_vbo);
+ m_shaderProgram = nullptr;
+ m_context3D = nullptr;
+
+ previousContext->makeContextCurrent();
+}
+
+void VideoTextureCopierGStreamer::updateTextureSpaceMatrix()
+{
+ m_textureSpaceMatrix.makeIdentity();
+
+ switch (m_orientation) {
+ case OriginRightTop:
+ m_textureSpaceMatrix.rotate(-90);
+ m_textureSpaceMatrix.translate(-1, 0);
+ break;
+ case OriginBottomRight:
+ m_textureSpaceMatrix.rotate(180);
+ m_textureSpaceMatrix.translate(-1, -1);
+ break;
+ case OriginLeftBottom:
+ m_textureSpaceMatrix.rotate(-270);
+ m_textureSpaceMatrix.translate(0, -1);
+ break;
+ default:
+ ASSERT_NOT_REACHED();
+ }
+
+ if (!m_flipY) {
+ m_textureSpaceMatrix.flipY();
+ m_textureSpaceMatrix.translate(0, -1);
+ }
+}
+
+void VideoTextureCopierGStreamer::updateTransformationMatrix()
+{
+ FloatRect targetRect = FloatRect(FloatPoint(), m_size);
+ TransformationMatrix identityMatrix;
+ m_modelViewMatrix = TransformationMatrix(identityMatrix).multiply(TransformationMatrix::rectToRect(FloatRect(0, 0, 1, 1), targetRect));
+
+ // Taken from TextureMapperGL.
+ const float nearValue = 9999999;
+ const float farValue = -99999;
+
+ m_projectionMatrix = TransformationMatrix(2.0 / float(m_size.width()), 0, 0, 0,
+ 0, (-2.0) / float(m_size.height()), 0, 0,
+ 0, 0, -2.f / (farValue - nearValue), 0,
+ -1, 1, -(farValue + nearValue) / (farValue - nearValue), 1);
+}
+
+bool VideoTextureCopierGStreamer::copyVideoTextureToPlatformTexture(Platform3DObject inputTexture, IntSize& frameSize, Platform3DObject outputTexture, GC3Denum outputTarget, GC3Dint level, GC3Denum internalFormat, GC3Denum format, GC3Denum type, bool flipY, ImageOrientation& sourceOrientation)
+{
+ if (!m_shaderProgram || !m_framebuffer || !m_vbo || frameSize.isEmpty())
+ return false;
+
+ if (m_size != frameSize) {
+ m_size = frameSize;
+ updateTransformationMatrix();
+ }
+
+ if (m_flipY != flipY || m_orientation != sourceOrientation) {
+ m_flipY = flipY;
+ m_orientation = sourceOrientation;
+ updateTextureSpaceMatrix();
+ }
+
+ // Save previous context and activate the sharing one.
+ GLContext* previousContext = GLContext::current();
+ ASSERT(previousContext);
+ PlatformDisplay::sharedDisplayForCompositing().sharingGLContext()->makeContextCurrent();
+
+ // Save previous bound framebuffer, texture and viewport.
+ GC3Dint boundFramebuffer = 0;
+ GC3Dint boundTexture = 0;
+ GC3Dint previousViewport[4] = { 0, 0, 0, 0};
+ m_context3D->getIntegerv(GraphicsContext3D::FRAMEBUFFER_BINDING, &boundFramebuffer);
+ m_context3D->getIntegerv(GraphicsContext3D::TEXTURE_BINDING_2D, &boundTexture);
+ m_context3D->getIntegerv(GraphicsContext3D::VIEWPORT, previousViewport);
+
+ // Set proper parameters to the output texture and allocate uninitialized memory for it.
+ m_context3D->bindTexture(outputTarget, outputTexture);
+ m_context3D->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_MIN_FILTER, GraphicsContext3D::LINEAR);
+ m_context3D->texParameterf(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_WRAP_S, GraphicsContext3D::CLAMP_TO_EDGE);
+ m_context3D->texParameterf(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_WRAP_T, GraphicsContext3D::CLAMP_TO_EDGE);
+ m_context3D->texImage2DDirect(outputTarget, level, internalFormat, m_size.width(), m_size.height(), 0, format, type, nullptr);
+
+ // Bind framebuffer to paint and attach the destination texture to it.
+ m_context3D->bindFramebuffer(GraphicsContext3D::FRAMEBUFFER, m_framebuffer);
+ m_context3D->framebufferTexture2D(GraphicsContext3D::FRAMEBUFFER, GraphicsContext3D::COLOR_ATTACHMENT0, GL_TEXTURE_2D, outputTexture, 0);
+
+ // Set proper wrap parameter to the source texture.
+ m_context3D->bindTexture(GL_TEXTURE_2D, inputTexture);
+ m_context3D->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_MIN_FILTER, GraphicsContext3D::LINEAR);
+ m_context3D->texParameterf(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_WRAP_S, GraphicsContext3D::CLAMP_TO_EDGE);
+ m_context3D->texParameterf(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_WRAP_T, GraphicsContext3D::CLAMP_TO_EDGE);
+
+ // Set the viewport.
+ m_context3D->viewport(0, 0, m_size.width(), m_size.height());
+
+ // Set program parameters.
+ m_context3D->useProgram(m_shaderProgram->programID());
+ m_context3D->uniform1i(m_shaderProgram->samplerLocation(), 0);
+ m_shaderProgram->setMatrix(m_shaderProgram->modelViewMatrixLocation(), m_modelViewMatrix);
+ m_shaderProgram->setMatrix(m_shaderProgram->projectionMatrixLocation(), m_projectionMatrix);
+ m_shaderProgram->setMatrix(m_shaderProgram->textureSpaceMatrixLocation(), m_textureSpaceMatrix);
+
+ // Perform the copy.
+ m_context3D->enableVertexAttribArray(m_shaderProgram->vertexLocation());
+ m_context3D->bindBuffer(GraphicsContext3D::ARRAY_BUFFER, m_vbo);
+ m_context3D->vertexAttribPointer(m_shaderProgram->vertexLocation(), 2, GraphicsContext3D::FLOAT, false, 0, 0);
+ m_context3D->drawArrays(GraphicsContext3D::TRIANGLE_FAN, 0, 4);
+ m_context3D->bindBuffer(GraphicsContext3D::ARRAY_BUFFER, 0);
+ m_context3D->disableVertexAttribArray(m_shaderProgram->vertexLocation());
+ m_context3D->useProgram(0);
+
+ // Restore previous bindings and viewport.
+ m_context3D->bindFramebuffer(GraphicsContext3D::FRAMEBUFFER, boundFramebuffer);
+ m_context3D->bindTexture(outputTarget, boundTexture);
+ m_context3D->viewport(previousViewport[0], previousViewport[1], previousViewport[2], previousViewport[3]);
+
+ bool ok = (m_context3D->getError() == GraphicsContext3D::NO_ERROR);
+
+ // Restore previous context.
+ previousContext->makeContextCurrent();
+ return ok;
+}
+
+} // namespace WebCore
+
+#endif // USE(GSTREAMER_GL)