This CL splits out the code in RTCNV12Shader.mm for uploading byte buffers to textures into its own class RTCNV12TextureCache. The purpose is to prepare for allowing clients to inject their own shaders. RTCNV12TextureCache will be used in the generic code, while the actual shaders in RTCNV12Shader will be customizable by the client. BUG=webrtc:7473 Review-Url: https://codereview.webrtc.org/2835203003 Cr-Commit-Position: refs/heads/master@{#17902}
108 lines
3.2 KiB
Plaintext
108 lines
3.2 KiB
Plaintext
/*
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* Copyright 2016 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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#import "RTCShader.h"
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#import "RTCNV12TextureCache.h"
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#import "RTCShader+Private.h"
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#import "WebRTC/RTCLogging.h"
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#import "WebRTC/RTCVideoFrame.h"
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#include "webrtc/base/checks.h"
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#include "webrtc/base/optional.h"
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static const char kNV12FragmentShaderSource[] =
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SHADER_VERSION
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"precision mediump float;"
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FRAGMENT_SHADER_IN " vec2 v_texcoord;\n"
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"uniform lowp sampler2D s_textureY;\n"
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"uniform lowp sampler2D s_textureUV;\n"
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FRAGMENT_SHADER_OUT
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"void main() {\n"
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" mediump float y;\n"
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" mediump vec2 uv;\n"
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" y = " FRAGMENT_SHADER_TEXTURE "(s_textureY, v_texcoord).r;\n"
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" uv = " FRAGMENT_SHADER_TEXTURE "(s_textureUV, v_texcoord).ra -\n"
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" vec2(0.5, 0.5);\n"
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" " FRAGMENT_SHADER_COLOR " = vec4(y + 1.403 * uv.y,\n"
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" y - 0.344 * uv.x - 0.714 * uv.y,\n"
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" y + 1.770 * uv.x,\n"
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" 1.0);\n"
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" }\n";
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@implementation RTCNativeNV12Shader {
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GLuint _vertexBuffer;
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GLuint _nv12Program;
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GLint _ySampler;
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GLint _uvSampler;
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RTCNV12TextureCache *_textureCache;
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// Store current rotation and only upload new vertex data when rotation
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// changes.
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rtc::Optional<RTCVideoRotation> _currentRotation;
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}
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- (instancetype)initWithContext:(GlContextType *)context {
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if (self = [super init]) {
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_textureCache = [[RTCNV12TextureCache alloc] initWithContext:context];
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if (!_textureCache || ![self setupNV12Program] ||
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!RTCSetupVerticesForProgram(_nv12Program, &_vertexBuffer, nullptr)) {
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RTCLog(@"Failed to initialize RTCNativeNV12Shader.");
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self = nil;
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}
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}
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return self;
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}
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- (void)dealloc {
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glDeleteProgram(_nv12Program);
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glDeleteBuffers(1, &_vertexBuffer);
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}
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- (BOOL)setupNV12Program {
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_nv12Program = RTCCreateProgramFromFragmentSource(kNV12FragmentShaderSource);
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if (!_nv12Program) {
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return NO;
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}
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_ySampler = glGetUniformLocation(_nv12Program, "s_textureY");
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_uvSampler = glGetUniformLocation(_nv12Program, "s_textureUV");
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return (_ySampler >= 0 && _uvSampler >= 0);
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}
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- (BOOL)drawFrame:(RTCVideoFrame *)frame {
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glUseProgram(_nv12Program);
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if (![_textureCache uploadFrameToTextures:frame]) {
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return NO;
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}
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// Y-plane.
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glActiveTexture(GL_TEXTURE0);
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glUniform1i(_ySampler, 0);
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glBindTexture(GL_TEXTURE_2D, _textureCache.yTexture);
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// UV-plane.
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glActiveTexture(GL_TEXTURE1);
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glUniform1i(_uvSampler, 1);
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glBindTexture(GL_TEXTURE_2D, _textureCache.uvTexture);
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glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
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if (!_currentRotation || frame.rotation != *_currentRotation) {
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_currentRotation = rtc::Optional<RTCVideoRotation>(frame.rotation);
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RTCSetVertexData(*_currentRotation);
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}
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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[_textureCache releaseTextures];
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return YES;
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}
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@end
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