RTCOpenGLVideoRenderer is currently shared between RTCEAGLVideoView and RTCNSGLVideoView, and contains some iOS specific code and some Mac specific code. We plan on adding an interface for injectable OpenGL ES shaders to RTCEAGLVideoView, and it's easier if RTCEAGLVideoView and RTCNSGLVideoView have separate code paths. This CL removes RTCOpenGLVideoRenderer and inlines the necessary code in RTCEAGLVideoView and RTCNSGLVideoView. BUG=webrtc:7473 Review-Url: https://codereview.webrtc.org/2812613003 Cr-Commit-Position: refs/heads/master@{#17693}
225 lines
7.3 KiB
Plaintext
225 lines
7.3 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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#include <vector>
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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/optional.h"
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// |kNumTextures| must not exceed 8, which is the limit in OpenGLES2. Two sets
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// of 3 textures are used here, one for each of the Y, U and V planes. Having
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// two sets alleviates CPU blockage in the event that the GPU is asked to render
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// to a texture that is already in use.
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static const GLsizei kNumTextureSets = 2;
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static const GLsizei kNumTexturesPerSet = 3;
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static const GLsizei kNumTextures = kNumTexturesPerSet * kNumTextureSets;
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// Fragment shader converts YUV values from input textures into a final RGB
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// pixel. The conversion formula is from http://www.fourcc.org/fccyvrgb.php.
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static const char kI420FragmentShaderSource[] =
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SHADER_VERSION
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"precision highp 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_textureU;\n"
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"uniform lowp sampler2D s_textureV;\n"
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FRAGMENT_SHADER_OUT
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"void main() {\n"
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" float y, u, v, r, g, b;\n"
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" y = " FRAGMENT_SHADER_TEXTURE "(s_textureY, v_texcoord).r;\n"
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" u = " FRAGMENT_SHADER_TEXTURE "(s_textureU, v_texcoord).r;\n"
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" v = " FRAGMENT_SHADER_TEXTURE "(s_textureV, v_texcoord).r;\n"
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" u = u - 0.5;\n"
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" v = v - 0.5;\n"
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" r = y + 1.403 * v;\n"
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" g = y - 0.344 * u - 0.714 * v;\n"
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" b = y + 1.770 * u;\n"
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" " FRAGMENT_SHADER_COLOR " = vec4(r, g, b, 1.0);\n"
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" }\n";
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@implementation RTCI420Shader {
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BOOL _hasUnpackRowLength;
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GLint _currentTextureSet;
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// Handles for OpenGL constructs.
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GLuint _textures[kNumTextures];
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GLuint _i420Program;
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GLuint _vertexArray;
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GLuint _vertexBuffer;
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GLint _ySampler;
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GLint _uSampler;
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GLint _vSampler;
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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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// Used to create a non-padded plane for GPU upload when we receive padded
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// frames.
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std::vector<uint8_t> _planeBuffer;
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}
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- (instancetype)initWithContext:(GlContextType *)context {
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if (self = [super init]) {
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#if TARGET_OS_IPHONE
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_hasUnpackRowLength = (context.API == kEAGLRenderingAPIOpenGLES3);
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#else
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_hasUnpackRowLength = YES;
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#endif
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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if (![self setupI420Program] || ![self setupTextures] ||
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!RTCSetupVerticesForProgram(_i420Program, &_vertexBuffer, &_vertexArray)) {
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RTCLog(@"Failed to initialize RTCI420Shader.");
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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(_i420Program);
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glDeleteTextures(kNumTextures, _textures);
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glDeleteBuffers(1, &_vertexBuffer);
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glDeleteVertexArrays(1, &_vertexArray);
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}
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- (BOOL)setupI420Program {
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_i420Program = RTCCreateProgramFromFragmentSource(kI420FragmentShaderSource);
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if (!_i420Program) {
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return NO;
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}
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_ySampler = glGetUniformLocation(_i420Program, "s_textureY");
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_uSampler = glGetUniformLocation(_i420Program, "s_textureU");
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_vSampler = glGetUniformLocation(_i420Program, "s_textureV");
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return (_ySampler >= 0 && _uSampler >= 0 && _vSampler >= 0);
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}
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- (BOOL)setupTextures {
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glGenTextures(kNumTextures, _textures);
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// Set parameters for each of the textures we created.
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for (GLsizei i = 0; i < kNumTextures; i++) {
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glBindTexture(GL_TEXTURE_2D, _textures[i]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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}
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return YES;
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}
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- (BOOL)drawFrame:(RTCVideoFrame*)frame {
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glUseProgram(_i420Program);
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if (![self updateTextureDataForFrame:frame]) {
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return NO;
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}
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#if !TARGET_OS_IPHONE
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glBindVertexArray(_vertexArray);
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#endif
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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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return YES;
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}
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- (void)uploadPlane:(const uint8_t *)plane
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sampler:(GLint)sampler
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offset:(GLint)offset
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width:(size_t)width
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height:(size_t)height
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stride:(int32_t)stride {
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glActiveTexture(static_cast<GLenum>(GL_TEXTURE0 + offset));
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glBindTexture(GL_TEXTURE_2D, _textures[offset]);
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// When setting texture sampler uniforms, the texture index is used not
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// the texture handle.
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glUniform1i(sampler, offset);
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const uint8_t *uploadPlane = plane;
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if ((size_t)stride != width) {
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if (_hasUnpackRowLength) {
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// GLES3 allows us to specify stride.
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glPixelStorei(GL_UNPACK_ROW_LENGTH, stride);
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glTexImage2D(GL_TEXTURE_2D,
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0,
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RTC_PIXEL_FORMAT,
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static_cast<GLsizei>(width),
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static_cast<GLsizei>(height),
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0,
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RTC_PIXEL_FORMAT,
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GL_UNSIGNED_BYTE,
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uploadPlane);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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return;
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} else {
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// Make an unpadded copy and upload that instead. Quick profiling showed
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// that this is faster than uploading row by row using glTexSubImage2D.
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uint8_t *unpaddedPlane = _planeBuffer.data();
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for (size_t y = 0; y < height; ++y) {
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memcpy(unpaddedPlane + y * width, plane + y * stride, width);
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}
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uploadPlane = unpaddedPlane;
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}
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}
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glTexImage2D(GL_TEXTURE_2D,
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0,
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RTC_PIXEL_FORMAT,
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static_cast<GLsizei>(width),
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static_cast<GLsizei>(height),
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0,
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RTC_PIXEL_FORMAT,
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GL_UNSIGNED_BYTE,
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uploadPlane);
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}
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- (BOOL)updateTextureDataForFrame:(RTCVideoFrame *)frame {
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GLint textureOffset = _currentTextureSet * 3;
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NSAssert(textureOffset + 3 <= kNumTextures, @"invalid offset");
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const int chromaWidth = (frame.width + 1) / 2;
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const int chromaHeight = (frame.height + 1) / 2;
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if (frame.strideY != frame.width ||
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frame.strideU != chromaWidth ||
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frame.strideV != chromaWidth) {
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_planeBuffer.resize(frame.width * frame.height);
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}
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[self uploadPlane:frame.dataY
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sampler:_ySampler
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offset:textureOffset
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width:frame.width
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height:frame.height
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stride:frame.strideY];
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[self uploadPlane:frame.dataU
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sampler:_uSampler
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offset:textureOffset + 1
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width:chromaWidth
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height:chromaHeight
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stride:frame.strideU];
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[self uploadPlane:frame.dataV
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sampler:_vSampler
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offset:textureOffset + 2
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width:chromaWidth
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height:chromaHeight
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stride:frame.strideV];
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_currentTextureSet = (_currentTextureSet + 1) % kNumTextureSets;
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return YES;
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}
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@end
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