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Side by Side Diff: webrtc/api/objc/RTCOpenGLVideoRenderer.mm

Issue 1903663002: Build dynamic iOS SDK. (Closed) Base URL: https://chromium.googlesource.com/external/webrtc.git@master
Patch Set: Fix test gyp Created 4 years, 7 months ago
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1 /*
2 * Copyright 2015 The WebRTC project authors. All Rights Reserved.
3 *
4 * Use of this source code is governed by a BSD-style license
5 * that can be found in the LICENSE file in the root of the source
6 * tree. An additional intellectual property rights grant can be found
7 * in the file PATENTS. All contributing project authors may
8 * be found in the AUTHORS file in the root of the source tree.
9 */
10
11 #import "RTCOpenGLVideoRenderer.h"
12
13 #include <string.h>
14
15 #include "webrtc/base/scoped_ptr.h"
16
17 #if TARGET_OS_IPHONE
18 #import <OpenGLES/ES3/gl.h>
19 #else
20 #import <OpenGL/gl3.h>
21 #endif
22
23 #import "RTCVideoFrame.h"
24
25 // TODO(tkchin): check and log openGL errors. Methods here return BOOLs in
26 // anticipation of that happening in the future.
27
28 #if TARGET_OS_IPHONE
29 #define RTC_PIXEL_FORMAT GL_LUMINANCE
30 #define SHADER_VERSION
31 #define VERTEX_SHADER_IN "attribute"
32 #define VERTEX_SHADER_OUT "varying"
33 #define FRAGMENT_SHADER_IN "varying"
34 #define FRAGMENT_SHADER_OUT
35 #define FRAGMENT_SHADER_COLOR "gl_FragColor"
36 #define FRAGMENT_SHADER_TEXTURE "texture2D"
37 #else
38 #define RTC_PIXEL_FORMAT GL_RED
39 #define SHADER_VERSION "#version 150\n"
40 #define VERTEX_SHADER_IN "in"
41 #define VERTEX_SHADER_OUT "out"
42 #define FRAGMENT_SHADER_IN "in"
43 #define FRAGMENT_SHADER_OUT "out vec4 fragColor;\n"
44 #define FRAGMENT_SHADER_COLOR "fragColor"
45 #define FRAGMENT_SHADER_TEXTURE "texture"
46 #endif
47
48 // Vertex shader doesn't do anything except pass coordinates through.
49 static const char kVertexShaderSource[] =
50 SHADER_VERSION
51 VERTEX_SHADER_IN " vec2 position;\n"
52 VERTEX_SHADER_IN " vec2 texcoord;\n"
53 VERTEX_SHADER_OUT " vec2 v_texcoord;\n"
54 "void main() {\n"
55 " gl_Position = vec4(position.x, position.y, 0.0, 1.0);\n"
56 " v_texcoord = texcoord;\n"
57 "}\n";
58
59 // Fragment shader converts YUV values from input textures into a final RGB
60 // pixel. The conversion formula is from http://www.fourcc.org/fccyvrgb.php.
61 static const char kFragmentShaderSource[] =
62 SHADER_VERSION
63 "precision highp float;"
64 FRAGMENT_SHADER_IN " vec2 v_texcoord;\n"
65 "uniform lowp sampler2D s_textureY;\n"
66 "uniform lowp sampler2D s_textureU;\n"
67 "uniform lowp sampler2D s_textureV;\n"
68 FRAGMENT_SHADER_OUT
69 "void main() {\n"
70 " float y, u, v, r, g, b;\n"
71 " y = " FRAGMENT_SHADER_TEXTURE "(s_textureY, v_texcoord).r;\n"
72 " u = " FRAGMENT_SHADER_TEXTURE "(s_textureU, v_texcoord).r;\n"
73 " v = " FRAGMENT_SHADER_TEXTURE "(s_textureV, v_texcoord).r;\n"
74 " u = u - 0.5;\n"
75 " v = v - 0.5;\n"
76 " r = y + 1.403 * v;\n"
77 " g = y - 0.344 * u - 0.714 * v;\n"
78 " b = y + 1.770 * u;\n"
79 " " FRAGMENT_SHADER_COLOR " = vec4(r, g, b, 1.0);\n"
80 " }\n";
81
82 // Compiles a shader of the given |type| with GLSL source |source| and returns
83 // the shader handle or 0 on error.
84 GLuint CreateShader(GLenum type, const GLchar *source) {
85 GLuint shader = glCreateShader(type);
86 if (!shader) {
87 return 0;
88 }
89 glShaderSource(shader, 1, &source, NULL);
90 glCompileShader(shader);
91 GLint compileStatus = GL_FALSE;
92 glGetShaderiv(shader, GL_COMPILE_STATUS, &compileStatus);
93 if (compileStatus == GL_FALSE) {
94 glDeleteShader(shader);
95 shader = 0;
96 }
97 return shader;
98 }
99
100 // Links a shader program with the given vertex and fragment shaders and
101 // returns the program handle or 0 on error.
102 GLuint CreateProgram(GLuint vertexShader, GLuint fragmentShader) {
103 if (vertexShader == 0 || fragmentShader == 0) {
104 return 0;
105 }
106 GLuint program = glCreateProgram();
107 if (!program) {
108 return 0;
109 }
110 glAttachShader(program, vertexShader);
111 glAttachShader(program, fragmentShader);
112 glLinkProgram(program);
113 GLint linkStatus = GL_FALSE;
114 glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
115 if (linkStatus == GL_FALSE) {
116 glDeleteProgram(program);
117 program = 0;
118 }
119 return program;
120 }
121
122 // When modelview and projection matrices are identity (default) the world is
123 // contained in the square around origin with unit size 2. Drawing to these
124 // coordinates is equivalent to drawing to the entire screen. The texture is
125 // stretched over that square using texture coordinates (u, v) that range
126 // from (0, 0) to (1, 1) inclusive. Texture coordinates are flipped vertically
127 // here because the incoming frame has origin in upper left hand corner but
128 // OpenGL expects origin in bottom left corner.
129 const GLfloat gVertices[] = {
130 // X, Y, U, V.
131 -1, -1, 0, 1, // Bottom left.
132 1, -1, 1, 1, // Bottom right.
133 1, 1, 1, 0, // Top right.
134 -1, 1, 0, 0, // Top left.
135 };
136
137 // |kNumTextures| must not exceed 8, which is the limit in OpenGLES2. Two sets
138 // of 3 textures are used here, one for each of the Y, U and V planes. Having
139 // two sets alleviates CPU blockage in the event that the GPU is asked to render
140 // to a texture that is already in use.
141 static const GLsizei kNumTextureSets = 2;
142 static const GLsizei kNumTextures = 3 * kNumTextureSets;
143
144 @implementation RTCOpenGLVideoRenderer {
145 #if TARGET_OS_IPHONE
146 EAGLContext *_context;
147 #else
148 NSOpenGLContext *_context;
149 #endif
150 BOOL _isInitialized;
151 GLint _currentTextureSet;
152 // Handles for OpenGL constructs.
153 GLuint _textures[kNumTextures];
154 GLuint _program;
155 #if !TARGET_OS_IPHONE
156 GLuint _vertexArray;
157 #endif
158 GLuint _vertexBuffer;
159 GLint _position;
160 GLint _texcoord;
161 GLint _ySampler;
162 GLint _uSampler;
163 GLint _vSampler;
164 // Used to create a non-padded plane for GPU upload when we receive padded
165 // frames.
166 rtc::scoped_ptr<uint8_t[]> _planeBuffer;
167 }
168
169 @synthesize lastDrawnFrame = _lastDrawnFrame;
170
171 + (void)initialize {
172 // Disable dithering for performance.
173 glDisable(GL_DITHER);
174 }
175
176 #if TARGET_OS_IPHONE
177 - (instancetype)initWithContext:(EAGLContext *)context {
178 #else
179 - (instancetype)initWithContext:(NSOpenGLContext *)context {
180 #endif
181 NSAssert(context != nil, @"context cannot be nil");
182 if (self = [super init]) {
183 _context = context;
184 }
185 return self;
186 }
187
188 - (BOOL)drawFrame:(RTCVideoFrame *)frame {
189 if (!_isInitialized) {
190 return NO;
191 }
192 if (_lastDrawnFrame == frame) {
193 return NO;
194 }
195 [self ensureGLContext];
196 glClear(GL_COLOR_BUFFER_BIT);
197 if (frame) {
198 if (![self updateTextureSizesForFrame:frame] ||
199 ![self updateTextureDataForFrame:frame]) {
200 return NO;
201 }
202 #if !TARGET_OS_IPHONE
203 glBindVertexArray(_vertexArray);
204 #endif
205 glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
206 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
207 }
208 #if !TARGET_OS_IPHONE
209 [_context flushBuffer];
210 #endif
211 _lastDrawnFrame = frame;
212 return YES;
213 }
214
215 - (void)setupGL {
216 if (_isInitialized) {
217 return;
218 }
219 [self ensureGLContext];
220 if (![self setupProgram]) {
221 return;
222 }
223 if (![self setupTextures]) {
224 return;
225 }
226 if (![self setupVertices]) {
227 return;
228 }
229 glUseProgram(_program);
230 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
231 _isInitialized = YES;
232 }
233
234 - (void)teardownGL {
235 if (!_isInitialized) {
236 return;
237 }
238 [self ensureGLContext];
239 glDeleteProgram(_program);
240 _program = 0;
241 glDeleteTextures(kNumTextures, _textures);
242 glDeleteBuffers(1, &_vertexBuffer);
243 _vertexBuffer = 0;
244 #if !TARGET_OS_IPHONE
245 glDeleteVertexArrays(1, &_vertexArray);
246 #endif
247 _isInitialized = NO;
248 }
249
250 #pragma mark - Private
251
252 - (void)ensureGLContext {
253 NSAssert(_context, @"context shouldn't be nil");
254 #if TARGET_OS_IPHONE
255 if ([EAGLContext currentContext] != _context) {
256 [EAGLContext setCurrentContext:_context];
257 }
258 #else
259 if ([NSOpenGLContext currentContext] != _context) {
260 [_context makeCurrentContext];
261 }
262 #endif
263 }
264
265 - (BOOL)setupProgram {
266 NSAssert(!_program, @"program already set up");
267 GLuint vertexShader = CreateShader(GL_VERTEX_SHADER, kVertexShaderSource);
268 NSAssert(vertexShader, @"failed to create vertex shader");
269 GLuint fragmentShader =
270 CreateShader(GL_FRAGMENT_SHADER, kFragmentShaderSource);
271 NSAssert(fragmentShader, @"failed to create fragment shader");
272 _program = CreateProgram(vertexShader, fragmentShader);
273 // Shaders are created only to generate program.
274 if (vertexShader) {
275 glDeleteShader(vertexShader);
276 }
277 if (fragmentShader) {
278 glDeleteShader(fragmentShader);
279 }
280 if (!_program) {
281 return NO;
282 }
283 _position = glGetAttribLocation(_program, "position");
284 _texcoord = glGetAttribLocation(_program, "texcoord");
285 _ySampler = glGetUniformLocation(_program, "s_textureY");
286 _uSampler = glGetUniformLocation(_program, "s_textureU");
287 _vSampler = glGetUniformLocation(_program, "s_textureV");
288 if (_position < 0 || _texcoord < 0 || _ySampler < 0 || _uSampler < 0 ||
289 _vSampler < 0) {
290 return NO;
291 }
292 return YES;
293 }
294
295 - (BOOL)setupTextures {
296 glGenTextures(kNumTextures, _textures);
297 // Set parameters for each of the textures we created.
298 for (GLsizei i = 0; i < kNumTextures; i++) {
299 glActiveTexture(GL_TEXTURE0 + i);
300 glBindTexture(GL_TEXTURE_2D, _textures[i]);
301 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
302 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
303 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
304 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
305 }
306 return YES;
307 }
308
309 - (BOOL)updateTextureSizesForFrame:(RTCVideoFrame *)frame {
310 if (frame.height == _lastDrawnFrame.height &&
311 frame.width == _lastDrawnFrame.width &&
312 frame.chromaWidth == _lastDrawnFrame.chromaWidth &&
313 frame.chromaHeight == _lastDrawnFrame.chromaHeight) {
314 return YES;
315 }
316 GLsizei lumaWidth = static_cast<GLsizei>(frame.width);
317 GLsizei lumaHeight = static_cast<GLsizei>(frame.height);
318 GLsizei chromaWidth = static_cast<GLsizei>(frame.chromaWidth);
319 GLsizei chromaHeight = static_cast<GLsizei>(frame.chromaHeight);
320 for (GLint i = 0; i < kNumTextureSets; i++) {
321 glActiveTexture(GL_TEXTURE0 + i * 3);
322 glTexImage2D(GL_TEXTURE_2D,
323 0,
324 RTC_PIXEL_FORMAT,
325 lumaWidth,
326 lumaHeight,
327 0,
328 RTC_PIXEL_FORMAT,
329 GL_UNSIGNED_BYTE,
330 0);
331 glActiveTexture(GL_TEXTURE0 + i * 3 + 1);
332 glTexImage2D(GL_TEXTURE_2D,
333 0,
334 RTC_PIXEL_FORMAT,
335 chromaWidth,
336 chromaHeight,
337 0,
338 RTC_PIXEL_FORMAT,
339 GL_UNSIGNED_BYTE,
340 0);
341 glActiveTexture(GL_TEXTURE0 + i * 3 + 2);
342 glTexImage2D(GL_TEXTURE_2D,
343 0,
344 RTC_PIXEL_FORMAT,
345 chromaWidth,
346 chromaHeight,
347 0,
348 RTC_PIXEL_FORMAT,
349 GL_UNSIGNED_BYTE,
350 0);
351 }
352 if ((NSUInteger)frame.yPitch != frame.width ||
353 (NSUInteger)frame.uPitch != frame.chromaWidth ||
354 (NSUInteger)frame.vPitch != frame.chromaWidth) {
355 _planeBuffer.reset(new uint8_t[frame.width * frame.height]);
356 } else {
357 _planeBuffer.reset();
358 }
359 return YES;
360 }
361
362 - (void)uploadPlane:(const uint8_t *)plane
363 sampler:(GLint)sampler
364 offset:(GLint)offset
365 width:(size_t)width
366 height:(size_t)height
367 stride:(int32_t)stride {
368 glActiveTexture(static_cast<GLenum>(GL_TEXTURE0 + offset));
369 // When setting texture sampler uniforms, the texture index is used not
370 // the texture handle.
371 glUniform1i(sampler, offset);
372 #if TARGET_OS_IPHONE
373 BOOL hasUnpackRowLength = _context.API == kEAGLRenderingAPIOpenGLES3;
374 #else
375 BOOL hasUnpackRowLength = YES;
376 #endif
377 const uint8_t *uploadPlane = plane;
378 if ((size_t)stride != width) {
379 if (hasUnpackRowLength) {
380 // GLES3 allows us to specify stride.
381 glPixelStorei(GL_UNPACK_ROW_LENGTH, stride);
382 glTexImage2D(GL_TEXTURE_2D,
383 0,
384 RTC_PIXEL_FORMAT,
385 static_cast<GLsizei>(width),
386 static_cast<GLsizei>(height),
387 0,
388 RTC_PIXEL_FORMAT,
389 GL_UNSIGNED_BYTE,
390 uploadPlane);
391 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
392 return;
393 } else {
394 // Make an unpadded copy and upload that instead. Quick profiling showed
395 // that this is faster than uploading row by row using glTexSubImage2D.
396 uint8_t *unpaddedPlane = _planeBuffer.get();
397 for (size_t y = 0; y < height; ++y) {
398 memcpy(unpaddedPlane + y * width, plane + y * stride, width);
399 }
400 uploadPlane = unpaddedPlane;
401 }
402 }
403 glTexImage2D(GL_TEXTURE_2D,
404 0,
405 RTC_PIXEL_FORMAT,
406 static_cast<GLsizei>(width),
407 static_cast<GLsizei>(height),
408 0,
409 RTC_PIXEL_FORMAT,
410 GL_UNSIGNED_BYTE,
411 uploadPlane);
412 }
413
414 - (BOOL)updateTextureDataForFrame:(RTCVideoFrame *)frame {
415 GLint textureOffset = _currentTextureSet * 3;
416 NSAssert(textureOffset + 3 <= kNumTextures, @"invalid offset");
417
418 [self uploadPlane:frame.yPlane
419 sampler:_ySampler
420 offset:textureOffset
421 width:frame.width
422 height:frame.height
423 stride:frame.yPitch];
424
425 [self uploadPlane:frame.uPlane
426 sampler:_uSampler
427 offset:textureOffset + 1
428 width:frame.chromaWidth
429 height:frame.chromaHeight
430 stride:frame.uPitch];
431
432 [self uploadPlane:frame.vPlane
433 sampler:_vSampler
434 offset:textureOffset + 2
435 width:frame.chromaWidth
436 height:frame.chromaHeight
437 stride:frame.vPitch];
438
439 _currentTextureSet = (_currentTextureSet + 1) % kNumTextureSets;
440 return YES;
441 }
442
443 - (BOOL)setupVertices {
444 #if !TARGET_OS_IPHONE
445 NSAssert(!_vertexArray, @"vertex array already set up");
446 glGenVertexArrays(1, &_vertexArray);
447 if (!_vertexArray) {
448 return NO;
449 }
450 glBindVertexArray(_vertexArray);
451 #endif
452 NSAssert(!_vertexBuffer, @"vertex buffer already set up");
453 glGenBuffers(1, &_vertexBuffer);
454 if (!_vertexBuffer) {
455 #if !TARGET_OS_IPHONE
456 glDeleteVertexArrays(1, &_vertexArray);
457 _vertexArray = 0;
458 #endif
459 return NO;
460 }
461 glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
462 glBufferData(GL_ARRAY_BUFFER, sizeof(gVertices), gVertices, GL_DYNAMIC_DRAW);
463
464 // Read position attribute from |gVertices| with size of 2 and stride of 4
465 // beginning at the start of the array. The last argument indicates offset
466 // of data within |gVertices| as supplied to the vertex buffer.
467 glVertexAttribPointer(
468 _position, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (void *)0);
469 glEnableVertexAttribArray(_position);
470
471 // Read texcoord attribute from |gVertices| with size of 2 and stride of 4
472 // beginning at the first texcoord in the array. The last argument indicates
473 // offset of data within |gVertices| as supplied to the vertex buffer.
474 glVertexAttribPointer(_texcoord,
475 2,
476 GL_FLOAT,
477 GL_FALSE,
478 4 * sizeof(GLfloat),
479 (void *)(2 * sizeof(GLfloat)));
480 glEnableVertexAttribArray(_texcoord);
481
482 return YES;
483 }
484
485 @end
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