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Unified Diff: talk/app/webrtc/java/android/org/webrtc/SurfaceTextureHelper.java

Issue 1460703002: Implement AndroidTextureBuffer::NativeToI420. (Closed) Base URL: https://chromium.googlesource.com/external/webrtc.git@master
Patch Set: Fix comment nits. Created 5 years ago
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Index: talk/app/webrtc/java/android/org/webrtc/SurfaceTextureHelper.java
diff --git a/talk/app/webrtc/java/android/org/webrtc/SurfaceTextureHelper.java b/talk/app/webrtc/java/android/org/webrtc/SurfaceTextureHelper.java
index c730a41b61f34e84e368814150593de18d799fad..39c3e6f00760c55df1543a90aa128bd1eb1d67fc 100644
--- a/talk/app/webrtc/java/android/org/webrtc/SurfaceTextureHelper.java
+++ b/talk/app/webrtc/java/android/org/webrtc/SurfaceTextureHelper.java
@@ -35,6 +35,8 @@ import android.os.Handler;
import android.os.HandlerThread;
import android.os.SystemClock;
+import java.nio.ByteBuffer;
+import java.nio.FloatBuffer;
import java.util.concurrent.Callable;
import java.util.concurrent.CountDownLatch;
import java.util.concurrent.TimeUnit;
@@ -93,11 +95,225 @@ class SurfaceTextureHelper {
});
}
+ // State for YUV conversion, instantiated on demand.
+ static private class YuvConverter {
+ private final EglBase eglBase;
+ private final GlShader shader;
+ private boolean released = false;
+
+ // Vertex coordinates in Normalized Device Coordinates, i.e.
+ // (-1, -1) is bottom-left and (1, 1) is top-right.
+ private static final FloatBuffer DEVICE_RECTANGLE =
+ GlUtil.createFloatBuffer(new float[] {
+ -1.0f, -1.0f, // Bottom left.
+ 1.0f, -1.0f, // Bottom right.
+ -1.0f, 1.0f, // Top left.
+ 1.0f, 1.0f, // Top right.
+ });
+
+ // Texture coordinates - (0, 0) is bottom-left and (1, 1) is top-right.
+ private static final FloatBuffer TEXTURE_RECTANGLE =
+ GlUtil.createFloatBuffer(new float[] {
+ 0.0f, 0.0f, // Bottom left.
+ 1.0f, 0.0f, // Bottom right.
+ 0.0f, 1.0f, // Top left.
+ 1.0f, 1.0f // Top right.
+ });
+
+ private static final String VERTEX_SHADER =
+ "varying vec2 interp_tc;\n"
+ + "attribute vec4 in_pos;\n"
+ + "attribute vec4 in_tc;\n"
+ + "\n"
+ + "uniform mat4 texMatrix;\n"
+ + "\n"
+ + "void main() {\n"
+ + " gl_Position = in_pos;\n"
+ + " interp_tc = (texMatrix * in_tc).xy;\n"
+ + "}\n";
+
+ private static final String FRAGMENT_SHADER =
+ "#extension GL_OES_EGL_image_external : require\n"
+ + "precision mediump float;\n"
+ + "varying vec2 interp_tc;\n"
+ + "\n"
+ + "uniform samplerExternalOES oesTex;\n"
+ // Difference in texture coordinate corresponding to one
+ // sub-pixel in the x direction.
+ + "uniform vec2 xUnit;\n"
+ // Color conversion coefficients, including constant term
+ + "uniform vec4 coeffs;\n"
+ + "\n"
+ + "void main() {\n"
+ // Since the alpha read from the texture is always 1, this could
+ // be written as a mat4 x vec4 multiply. However, that seems to
+ // give a worse framerate, possibly because the additional
+ // multiplies by 1.0 consume resources. TODO(nisse): Could also
+ // try to do it as a vec3 x mat3x4, followed by an add in of a
+ // constant vector.
+ + " gl_FragColor.r = coeffs.a + dot(coeffs.rgb,\n"
+ + " texture2D(oesTex, interp_tc - 1.5 * xUnit).rgb);\n"
+ + " gl_FragColor.g = coeffs.a + dot(coeffs.rgb,\n"
+ + " texture2D(oesTex, interp_tc - 0.5 * xUnit).rgb);\n"
+ + " gl_FragColor.b = coeffs.a + dot(coeffs.rgb,\n"
+ + " texture2D(oesTex, interp_tc + 0.5 * xUnit).rgb);\n"
+ + " gl_FragColor.a = coeffs.a + dot(coeffs.rgb,\n"
+ + " texture2D(oesTex, interp_tc + 1.5 * xUnit).rgb);\n"
+ + "}\n";
+
+ private int texMatrixLoc;
+ private int xUnitLoc;
+ private int coeffsLoc;;
+
+ YuvConverter (EglBase.Context sharedContext) {
+ eglBase = EglBase.create(sharedContext, EglBase.CONFIG_PIXEL_RGBA_BUFFER);
+ eglBase.createDummyPbufferSurface();
+ eglBase.makeCurrent();
+
+ shader = new GlShader(VERTEX_SHADER, FRAGMENT_SHADER);
+ shader.useProgram();
+ texMatrixLoc = shader.getUniformLocation("texMatrix");
+ xUnitLoc = shader.getUniformLocation("xUnit");
+ coeffsLoc = shader.getUniformLocation("coeffs");
+ GLES20.glUniform1i(shader.getUniformLocation("oesTex"), 0);
+ GlUtil.checkNoGLES2Error("Initialize fragment shader uniform values.");
+ // Initialize vertex shader attributes.
+ shader.setVertexAttribArray("in_pos", 2, DEVICE_RECTANGLE);
+ // If the width is not a multiple of 4 pixels, the texture
+ // will be scaled up slightly and clipped at the right border.
+ shader.setVertexAttribArray("in_tc", 2, TEXTURE_RECTANGLE);
+ eglBase.detachCurrent();
+ }
+
+ synchronized void convert(ByteBuffer buf,
+ int width, int height, int stride, int textureId, float [] transformMatrix) {
+ if (released) {
+ throw new IllegalStateException(
+ "YuvConverter.convert called on released object");
+ }
+
+ // We draw into a buffer laid out like
+ //
+ // +---------+
+ // | |
+ // | Y |
+ // | |
+ // | |
+ // +----+----+
+ // | U | V |
+ // | | |
+ // +----+----+
+ //
+ // In memory, we use the same stride for all of Y, U and V. The
+ // U data starts at offset |height| * |stride| from the Y data,
+ // and the V data starts at at offset |stride/2| from the U
+ // data, with rows of U and V data alternating.
+ //
+ // Now, it would have made sense to allocate a pixel buffer with
+ // a single byte per pixel (EGL10.EGL_COLOR_BUFFER_TYPE,
+ // EGL10.EGL_LUMINANCE_BUFFER,), but that seems to be
+ // unsupported by devices. So do the following hack: Allocate an
+ // RGBA buffer, of width |stride|/4. To render each of these
+ // large pixels, sample the texture at 4 different x coordinates
+ // and store the results in the four components.
+ //
+ // Since the V data needs to start on a boundary of such a
+ // larger pixel, it is not sufficient that |stride| is even, it
+ // has to be a multiple of 8 pixels.
+
+ if (stride % 8 != 0) {
+ throw new IllegalArgumentException(
+ "Invalid stride, must be a multiple of 8");
+ }
+ if (stride < width){
+ throw new IllegalArgumentException(
+ "Invalid stride, must >= width");
+ }
+
+ int y_width = (width+3) / 4;
+ int uv_width = (width+7) / 8;
+ int uv_height = (height+1)/2;
+ int total_height = height + uv_height;
+ int size = stride * total_height;
+
+ if (buf.capacity() < size) {
+ throw new IllegalArgumentException("YuvConverter.convert called with too small buffer");
+ }
+ // Produce a frame buffer starting at top-left corner, not
+ // bottom-left.
+ transformMatrix =
+ RendererCommon.multiplyMatrices(transformMatrix,
+ RendererCommon.verticalFlipMatrix());
+
+ // Create new pBuffferSurface with the correct size if needed.
+ if (eglBase.hasSurface()) {
+ if (eglBase.surfaceWidth() != stride/4 ||
+ eglBase.surfaceHeight() != total_height){
+ eglBase.releaseSurface();
+ eglBase.createPbufferSurface(stride/4, total_height);
+ }
+ } else {
+ eglBase.createPbufferSurface(stride/4, total_height);
+ }
+
+ eglBase.makeCurrent();
+
+ GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
+ GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, textureId);
+ GLES20.glUniformMatrix4fv(texMatrixLoc, 1, false, transformMatrix, 0);
+
+ // Draw Y
+ GLES20.glViewport(0, 0, y_width, height);
+ // Matrix * (1;0;0;0) / width. Note that opengl uses column major order.
+ GLES20.glUniform2f(xUnitLoc,
+ transformMatrix[0] / width,
+ transformMatrix[1] / width);
+ // Y'UV444 to RGB888, see
+ // https://en.wikipedia.org/wiki/YUV#Y.27UV444_to_RGB888_conversion.
+ // We use the ITU-R coefficients for U and V */
+ GLES20.glUniform4f(coeffsLoc, 0.299f, 0.587f, 0.114f, 0.0f);
+ GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
+
+ // Draw U
+ GLES20.glViewport(0, height, uv_width, uv_height);
+ // Matrix * (1;0;0;0) / (2*width). Note that opengl uses column major order.
+ GLES20.glUniform2f(xUnitLoc,
+ transformMatrix[0] / (2.0f*width),
+ transformMatrix[1] / (2.0f*width));
+ GLES20.glUniform4f(coeffsLoc, -0.169f, -0.331f, 0.499f, 0.5f);
+ GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
+
+ // Draw V
+ GLES20.glViewport(stride/8, height, uv_width, uv_height);
+ GLES20.glUniform4f(coeffsLoc, 0.499f, -0.418f, -0.0813f, 0.5f);
+ GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
+
+ GLES20.glReadPixels(0, 0, stride/4, total_height, GLES20.GL_RGBA,
+ GLES20.GL_UNSIGNED_BYTE, buf);
+
+ GlUtil.checkNoGLES2Error("YuvConverter.convert");
+
+ // Unbind texture. Reportedly needed on some devices to get
+ // the texture updated from the camera.
+ GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, 0);
+ eglBase.detachCurrent();
+ }
+
+ synchronized void release() {
+ released = true;
+ eglBase.makeCurrent();
+ shader.release();
+ eglBase.release();
+ }
+ }
+
private final Handler handler;
private boolean isOwningThread;
private final EglBase eglBase;
private final SurfaceTexture surfaceTexture;
private final int oesTextureId;
+ private YuvConverter yuvConverter;
+
private OnTextureFrameAvailableListener listener;
// The possible states of this class.
private boolean hasPendingTexture = false;
@@ -120,6 +336,18 @@ class SurfaceTextureHelper {
surfaceTexture = new SurfaceTexture(oesTextureId);
}
+ private YuvConverter getYuvConverter() {
+ // yuvConverter is assigned once
+ if (yuvConverter != null)
+ return yuvConverter;
+
+ synchronized(this) {
+ if (yuvConverter == null)
+ yuvConverter = new YuvConverter(eglBase.getEglBaseContext());
+ return yuvConverter;
+ }
+ }
+
/**
* Start to stream textures to the given |listener|.
* A Listener can only be set once.
@@ -207,6 +435,14 @@ class SurfaceTextureHelper {
disconnect();
}
+ public void textureToYUV(ByteBuffer buf,
+ int width, int height, int stride, int textureId, float [] transformMatrix) {
+ if (textureId != oesTextureId)
+ throw new IllegalStateException("textureToByteBuffer called with unexpected textureId");
+
+ getYuvConverter().convert(buf, width, height, stride, textureId, transformMatrix);
+ }
+
private void tryDeliverTextureFrame() {
if (handler.getLooper().getThread() != Thread.currentThread()) {
throw new IllegalStateException("Wrong thread.");
@@ -235,6 +471,10 @@ class SurfaceTextureHelper {
if (isTextureInUse || !isQuitting) {
throw new IllegalStateException("Unexpected release.");
}
+ synchronized (this) {
+ if (yuvConverter != null)
+ yuvConverter.release();
+ }
eglBase.makeCurrent();
GLES20.glDeleteTextures(1, new int[] {oesTextureId}, 0);
surfaceTexture.release();

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