BUG=webrtc:5702 R=glaznev@webrtc.org, perkj@webrtc.org Review URL: https://codereview.webrtc.org/1848483002 . Cr-Commit-Position: refs/heads/master@{#12178}
486 lines
18 KiB
Java
486 lines
18 KiB
Java
/*
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* Copyright 2015 The WebRTC project authors. All Rights Reserved.
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*
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* Use of this source code is governed by a BSD-style license
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* that can be found in the LICENSE file in the root of the source
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* tree. An additional intellectual property rights grant can be found
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* in the file PATENTS. All contributing project authors may
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* be found in the AUTHORS file in the root of the source tree.
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*/
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package org.webrtc;
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import android.graphics.SurfaceTexture;
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import android.opengl.GLES11Ext;
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import android.opengl.GLES20;
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import android.os.Build;
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import android.os.Handler;
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import android.os.HandlerThread;
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import android.os.SystemClock;
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import java.nio.ByteBuffer;
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import java.nio.FloatBuffer;
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import java.util.concurrent.Callable;
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import java.util.concurrent.CountDownLatch;
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import java.util.concurrent.TimeUnit;
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/**
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* Helper class to create and synchronize access to a SurfaceTexture. The caller will get notified
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* of new frames in onTextureFrameAvailable(), and should call returnTextureFrame() when done with
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* the frame. Only one texture frame can be in flight at once, so returnTextureFrame() must be
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* called in order to receive a new frame. Call stopListening() to stop receiveing new frames. Call
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* dispose to release all resources once the texture frame is returned.
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* Note that there is a C++ counter part of this class that optionally can be used. It is used for
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* wrapping texture frames into webrtc::VideoFrames and also handles calling returnTextureFrame()
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* when the webrtc::VideoFrame is no longer used.
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*/
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class SurfaceTextureHelper {
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private static final String TAG = "SurfaceTextureHelper";
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/**
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* Callback interface for being notified that a new texture frame is available. The calls will be
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* made on a dedicated thread with a bound EGLContext. The thread will be the same throughout the
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* lifetime of the SurfaceTextureHelper instance, but different from the thread calling the
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* SurfaceTextureHelper constructor. The callee is not allowed to make another EGLContext current
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* on the calling thread.
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*/
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public interface OnTextureFrameAvailableListener {
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abstract void onTextureFrameAvailable(
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int oesTextureId, float[] transformMatrix, long timestampNs);
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}
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/**
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* Construct a new SurfaceTextureHelper sharing OpenGL resources with |sharedContext|. A dedicated
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* thread and handler is created for handling the SurfaceTexture.
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*/
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public static SurfaceTextureHelper create(
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final String threadName, final EglBase.Context sharedContext) {
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final HandlerThread thread = new HandlerThread(threadName);
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thread.start();
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final Handler handler = new Handler(thread.getLooper());
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// The onFrameAvailable() callback will be executed on the SurfaceTexture ctor thread. See:
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// http://grepcode.com/file/repository.grepcode.com/java/ext/com.google.android/android/5.1.1_r1/android/graphics/SurfaceTexture.java#195.
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// Therefore, in order to control the callback thread on API lvl < 21, the SurfaceTextureHelper
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// is constructed on the |handler| thread.
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return ThreadUtils.invokeUninterruptibly(handler, new Callable<SurfaceTextureHelper>() {
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@Override
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public SurfaceTextureHelper call() {
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return new SurfaceTextureHelper(sharedContext, handler);
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}
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});
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}
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// State for YUV conversion, instantiated on demand.
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static private class YuvConverter {
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private final EglBase eglBase;
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private final GlShader shader;
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private boolean released = false;
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// Vertex coordinates in Normalized Device Coordinates, i.e.
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// (-1, -1) is bottom-left and (1, 1) is top-right.
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private static final FloatBuffer DEVICE_RECTANGLE =
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GlUtil.createFloatBuffer(new float[] {
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-1.0f, -1.0f, // Bottom left.
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1.0f, -1.0f, // Bottom right.
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-1.0f, 1.0f, // Top left.
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1.0f, 1.0f, // Top right.
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});
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// Texture coordinates - (0, 0) is bottom-left and (1, 1) is top-right.
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private static final FloatBuffer TEXTURE_RECTANGLE =
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GlUtil.createFloatBuffer(new float[] {
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0.0f, 0.0f, // Bottom left.
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1.0f, 0.0f, // Bottom right.
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0.0f, 1.0f, // Top left.
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1.0f, 1.0f // Top right.
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});
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private static final String VERTEX_SHADER =
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"varying vec2 interp_tc;\n"
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+ "attribute vec4 in_pos;\n"
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+ "attribute vec4 in_tc;\n"
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+ "\n"
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+ "uniform mat4 texMatrix;\n"
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+ "\n"
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+ "void main() {\n"
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+ " gl_Position = in_pos;\n"
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+ " interp_tc = (texMatrix * in_tc).xy;\n"
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+ "}\n";
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private static final String FRAGMENT_SHADER =
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"#extension GL_OES_EGL_image_external : require\n"
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+ "precision mediump float;\n"
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+ "varying vec2 interp_tc;\n"
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+ "\n"
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+ "uniform samplerExternalOES oesTex;\n"
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// Difference in texture coordinate corresponding to one
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// sub-pixel in the x direction.
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+ "uniform vec2 xUnit;\n"
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// Color conversion coefficients, including constant term
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+ "uniform vec4 coeffs;\n"
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+ "\n"
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+ "void main() {\n"
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// Since the alpha read from the texture is always 1, this could
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// be written as a mat4 x vec4 multiply. However, that seems to
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// give a worse framerate, possibly because the additional
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// multiplies by 1.0 consume resources. TODO(nisse): Could also
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// try to do it as a vec3 x mat3x4, followed by an add in of a
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// constant vector.
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+ " gl_FragColor.r = coeffs.a + dot(coeffs.rgb,\n"
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+ " texture2D(oesTex, interp_tc - 1.5 * xUnit).rgb);\n"
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+ " gl_FragColor.g = coeffs.a + dot(coeffs.rgb,\n"
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+ " texture2D(oesTex, interp_tc - 0.5 * xUnit).rgb);\n"
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+ " gl_FragColor.b = coeffs.a + dot(coeffs.rgb,\n"
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+ " texture2D(oesTex, interp_tc + 0.5 * xUnit).rgb);\n"
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+ " gl_FragColor.a = coeffs.a + dot(coeffs.rgb,\n"
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+ " texture2D(oesTex, interp_tc + 1.5 * xUnit).rgb);\n"
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+ "}\n";
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private int texMatrixLoc;
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private int xUnitLoc;
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private int coeffsLoc;;
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YuvConverter (EglBase.Context sharedContext) {
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eglBase = EglBase.create(sharedContext, EglBase.CONFIG_PIXEL_RGBA_BUFFER);
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eglBase.createDummyPbufferSurface();
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eglBase.makeCurrent();
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shader = new GlShader(VERTEX_SHADER, FRAGMENT_SHADER);
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shader.useProgram();
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texMatrixLoc = shader.getUniformLocation("texMatrix");
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xUnitLoc = shader.getUniformLocation("xUnit");
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coeffsLoc = shader.getUniformLocation("coeffs");
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GLES20.glUniform1i(shader.getUniformLocation("oesTex"), 0);
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GlUtil.checkNoGLES2Error("Initialize fragment shader uniform values.");
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// Initialize vertex shader attributes.
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shader.setVertexAttribArray("in_pos", 2, DEVICE_RECTANGLE);
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// If the width is not a multiple of 4 pixels, the texture
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// will be scaled up slightly and clipped at the right border.
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shader.setVertexAttribArray("in_tc", 2, TEXTURE_RECTANGLE);
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eglBase.detachCurrent();
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}
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synchronized void convert(ByteBuffer buf,
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int width, int height, int stride, int textureId, float [] transformMatrix) {
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if (released) {
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throw new IllegalStateException(
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"YuvConverter.convert called on released object");
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}
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// We draw into a buffer laid out like
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//
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// +---------+
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// | |
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// | Y |
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// | |
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// | |
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// +----+----+
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// | U | V |
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// | | |
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// +----+----+
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//
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// In memory, we use the same stride for all of Y, U and V. The
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// U data starts at offset |height| * |stride| from the Y data,
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// and the V data starts at at offset |stride/2| from the U
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// data, with rows of U and V data alternating.
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//
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// Now, it would have made sense to allocate a pixel buffer with
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// a single byte per pixel (EGL10.EGL_COLOR_BUFFER_TYPE,
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// EGL10.EGL_LUMINANCE_BUFFER,), but that seems to be
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// unsupported by devices. So do the following hack: Allocate an
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// RGBA buffer, of width |stride|/4. To render each of these
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// large pixels, sample the texture at 4 different x coordinates
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// and store the results in the four components.
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//
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// Since the V data needs to start on a boundary of such a
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// larger pixel, it is not sufficient that |stride| is even, it
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// has to be a multiple of 8 pixels.
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if (stride % 8 != 0) {
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throw new IllegalArgumentException(
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"Invalid stride, must be a multiple of 8");
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}
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if (stride < width){
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throw new IllegalArgumentException(
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"Invalid stride, must >= width");
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}
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int y_width = (width+3) / 4;
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int uv_width = (width+7) / 8;
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int uv_height = (height+1)/2;
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int total_height = height + uv_height;
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int size = stride * total_height;
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if (buf.capacity() < size) {
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throw new IllegalArgumentException("YuvConverter.convert called with too small buffer");
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}
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// Produce a frame buffer starting at top-left corner, not
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// bottom-left.
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transformMatrix =
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RendererCommon.multiplyMatrices(transformMatrix,
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RendererCommon.verticalFlipMatrix());
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// Create new pBuffferSurface with the correct size if needed.
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if (eglBase.hasSurface()) {
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if (eglBase.surfaceWidth() != stride/4 ||
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eglBase.surfaceHeight() != total_height){
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eglBase.releaseSurface();
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eglBase.createPbufferSurface(stride/4, total_height);
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}
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} else {
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eglBase.createPbufferSurface(stride/4, total_height);
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}
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eglBase.makeCurrent();
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GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
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GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, textureId);
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GLES20.glUniformMatrix4fv(texMatrixLoc, 1, false, transformMatrix, 0);
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// Draw Y
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GLES20.glViewport(0, 0, y_width, height);
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// Matrix * (1;0;0;0) / width. Note that opengl uses column major order.
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GLES20.glUniform2f(xUnitLoc,
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transformMatrix[0] / width,
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transformMatrix[1] / width);
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// Y'UV444 to RGB888, see
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// https://en.wikipedia.org/wiki/YUV#Y.27UV444_to_RGB888_conversion.
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// We use the ITU-R coefficients for U and V */
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GLES20.glUniform4f(coeffsLoc, 0.299f, 0.587f, 0.114f, 0.0f);
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GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
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// Draw U
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GLES20.glViewport(0, height, uv_width, uv_height);
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// Matrix * (1;0;0;0) / (2*width). Note that opengl uses column major order.
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GLES20.glUniform2f(xUnitLoc,
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transformMatrix[0] / (2.0f*width),
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transformMatrix[1] / (2.0f*width));
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GLES20.glUniform4f(coeffsLoc, -0.169f, -0.331f, 0.499f, 0.5f);
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GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
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// Draw V
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GLES20.glViewport(stride/8, height, uv_width, uv_height);
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GLES20.glUniform4f(coeffsLoc, 0.499f, -0.418f, -0.0813f, 0.5f);
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GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
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GLES20.glReadPixels(0, 0, stride/4, total_height, GLES20.GL_RGBA,
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GLES20.GL_UNSIGNED_BYTE, buf);
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GlUtil.checkNoGLES2Error("YuvConverter.convert");
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// Unbind texture. Reportedly needed on some devices to get
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// the texture updated from the camera.
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GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, 0);
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eglBase.detachCurrent();
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}
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synchronized void release() {
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released = true;
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eglBase.makeCurrent();
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shader.release();
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eglBase.release();
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}
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}
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private final Handler handler;
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private final EglBase eglBase;
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private final SurfaceTexture surfaceTexture;
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private final int oesTextureId;
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private YuvConverter yuvConverter;
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// These variables are only accessed from the |handler| thread.
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private OnTextureFrameAvailableListener listener;
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// The possible states of this class.
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private boolean hasPendingTexture = false;
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private volatile boolean isTextureInUse = false;
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private boolean isQuitting = false;
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// |pendingListener| is set in setListener() and the runnable is posted to the handler thread.
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// setListener() is not allowed to be called again before stopListening(), so this is thread safe.
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private OnTextureFrameAvailableListener pendingListener;
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final Runnable setListenerRunnable = new Runnable() {
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@Override
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public void run() {
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Logging.d(TAG, "Setting listener to " + pendingListener);
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listener = pendingListener;
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pendingListener = null;
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// May alredy have a pending frame - try delivering it.
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tryDeliverTextureFrame();
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}
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};
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private SurfaceTextureHelper(EglBase.Context sharedContext, Handler handler) {
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if (handler.getLooper().getThread() != Thread.currentThread()) {
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throw new IllegalStateException("SurfaceTextureHelper must be created on the handler thread");
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}
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this.handler = handler;
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eglBase = EglBase.create(sharedContext, EglBase.CONFIG_PIXEL_BUFFER);
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eglBase.createDummyPbufferSurface();
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eglBase.makeCurrent();
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oesTextureId = GlUtil.generateTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES);
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surfaceTexture = new SurfaceTexture(oesTextureId);
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surfaceTexture.setOnFrameAvailableListener(new SurfaceTexture.OnFrameAvailableListener() {
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@Override
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public void onFrameAvailable(SurfaceTexture surfaceTexture) {
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hasPendingTexture = true;
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tryDeliverTextureFrame();
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}
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});
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}
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private YuvConverter getYuvConverter() {
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// yuvConverter is assigned once
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if (yuvConverter != null)
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return yuvConverter;
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synchronized(this) {
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if (yuvConverter == null)
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yuvConverter = new YuvConverter(eglBase.getEglBaseContext());
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return yuvConverter;
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}
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}
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/**
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* Start to stream textures to the given |listener|. If you need to change listener, you need to
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* call stopListening() first.
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*/
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public void startListening(final OnTextureFrameAvailableListener listener) {
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if (this.listener != null || this.pendingListener != null) {
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throw new IllegalStateException("SurfaceTextureHelper listener has already been set.");
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}
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this.pendingListener = listener;
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handler.post(setListenerRunnable);
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}
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/**
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* Stop listening. The listener set in startListening() is guaranteded to not receive any more
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* onTextureFrameAvailable() callbacks after this function returns. This function must be called
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* on the getHandler() thread.
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*/
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public void stopListening() {
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if (handler.getLooper().getThread() != Thread.currentThread()) {
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throw new IllegalStateException("Wrong thread.");
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}
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Logging.d(TAG, "stopListening()");
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handler.removeCallbacks(setListenerRunnable);
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this.listener = null;
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this.pendingListener = null;
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}
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/**
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* Retrieve the underlying SurfaceTexture. The SurfaceTexture should be passed in to a video
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* producer such as a camera or decoder.
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*/
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public SurfaceTexture getSurfaceTexture() {
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return surfaceTexture;
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}
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/**
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* Retrieve the handler that calls onTextureFrameAvailable(). This handler is valid until
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* dispose() is called.
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*/
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public Handler getHandler() {
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return handler;
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}
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/**
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* Call this function to signal that you are done with the frame received in
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* onTextureFrameAvailable(). Only one texture frame can be in flight at once, so you must call
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* this function in order to receive a new frame.
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*/
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public void returnTextureFrame() {
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handler.post(new Runnable() {
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@Override public void run() {
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isTextureInUse = false;
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if (isQuitting) {
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release();
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} else {
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tryDeliverTextureFrame();
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}
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}
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});
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}
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public boolean isTextureInUse() {
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return isTextureInUse;
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}
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/**
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* Call disconnect() to stop receiving frames. OpenGL resources are released and the handler is
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* stopped when the texture frame has been returned by a call to returnTextureFrame(). You are
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* guaranteed to not receive any more onTextureFrameAvailable() after this function returns.
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*/
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public void dispose() {
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Logging.d(TAG, "dispose()");
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if (handler.getLooper().getThread() == Thread.currentThread()) {
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isQuitting = true;
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if (!isTextureInUse) {
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release();
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}
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return;
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}
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final CountDownLatch barrier = new CountDownLatch(1);
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handler.postAtFrontOfQueue(new Runnable() {
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@Override public void run() {
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isQuitting = true;
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barrier.countDown();
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if (!isTextureInUse) {
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release();
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}
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}
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});
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ThreadUtils.awaitUninterruptibly(barrier);
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}
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public void textureToYUV(ByteBuffer buf,
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int width, int height, int stride, int textureId, float [] transformMatrix) {
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if (textureId != oesTextureId)
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throw new IllegalStateException("textureToByteBuffer called with unexpected textureId");
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getYuvConverter().convert(buf, width, height, stride, textureId, transformMatrix);
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}
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private void tryDeliverTextureFrame() {
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if (handler.getLooper().getThread() != Thread.currentThread()) {
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throw new IllegalStateException("Wrong thread.");
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}
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if (isQuitting || !hasPendingTexture || isTextureInUse || listener == null) {
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return;
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}
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isTextureInUse = true;
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hasPendingTexture = false;
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// SurfaceTexture.updateTexImage apparently can compete and deadlock with eglSwapBuffers,
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// as observed on Nexus 5. Therefore, synchronize it with the EGL functions.
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// See https://bugs.chromium.org/p/webrtc/issues/detail?id=5702 for more info.
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synchronized (EglBase.lock) {
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surfaceTexture.updateTexImage();
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}
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final float[] transformMatrix = new float[16];
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surfaceTexture.getTransformMatrix(transformMatrix);
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final long timestampNs = (Build.VERSION.SDK_INT >= Build.VERSION_CODES.ICE_CREAM_SANDWICH)
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? surfaceTexture.getTimestamp()
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: TimeUnit.MILLISECONDS.toNanos(SystemClock.elapsedRealtime());
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listener.onTextureFrameAvailable(oesTextureId, transformMatrix, timestampNs);
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}
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private void release() {
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if (handler.getLooper().getThread() != Thread.currentThread()) {
|
|
throw new IllegalStateException("Wrong thread.");
|
|
}
|
|
if (isTextureInUse || !isQuitting) {
|
|
throw new IllegalStateException("Unexpected release.");
|
|
}
|
|
synchronized (this) {
|
|
if (yuvConverter != null)
|
|
yuvConverter.release();
|
|
}
|
|
GLES20.glDeleteTextures(1, new int[] {oesTextureId}, 0);
|
|
surfaceTexture.release();
|
|
eglBase.release();
|
|
handler.getLooper().quit();
|
|
}
|
|
}
|