| Index: webrtc/api/objc/RTCOpenGLVideoRenderer.mm
|
| diff --git a/webrtc/api/objc/RTCOpenGLVideoRenderer.mm b/webrtc/api/objc/RTCOpenGLVideoRenderer.mm
|
| deleted file mode 100644
|
| index b4a7c7b13a0de28e8f3dfb2373a59ce4bb07c8c0..0000000000000000000000000000000000000000
|
| --- a/webrtc/api/objc/RTCOpenGLVideoRenderer.mm
|
| +++ /dev/null
|
| @@ -1,485 +0,0 @@
|
| -/*
|
| - * Copyright 2015 The WebRTC project authors. All Rights Reserved.
|
| - *
|
| - * Use of this source code is governed by a BSD-style license
|
| - * that can be found in the LICENSE file in the root of the source
|
| - * tree. An additional intellectual property rights grant can be found
|
| - * in the file PATENTS. All contributing project authors may
|
| - * be found in the AUTHORS file in the root of the source tree.
|
| - */
|
| -
|
| -#import "RTCOpenGLVideoRenderer.h"
|
| -
|
| -#include <string.h>
|
| -
|
| -#include "webrtc/base/scoped_ptr.h"
|
| -
|
| -#if TARGET_OS_IPHONE
|
| -#import <OpenGLES/ES3/gl.h>
|
| -#else
|
| -#import <OpenGL/gl3.h>
|
| -#endif
|
| -
|
| -#import "RTCVideoFrame.h"
|
| -
|
| -// TODO(tkchin): check and log openGL errors. Methods here return BOOLs in
|
| -// anticipation of that happening in the future.
|
| -
|
| -#if TARGET_OS_IPHONE
|
| -#define RTC_PIXEL_FORMAT GL_LUMINANCE
|
| -#define SHADER_VERSION
|
| -#define VERTEX_SHADER_IN "attribute"
|
| -#define VERTEX_SHADER_OUT "varying"
|
| -#define FRAGMENT_SHADER_IN "varying"
|
| -#define FRAGMENT_SHADER_OUT
|
| -#define FRAGMENT_SHADER_COLOR "gl_FragColor"
|
| -#define FRAGMENT_SHADER_TEXTURE "texture2D"
|
| -#else
|
| -#define RTC_PIXEL_FORMAT GL_RED
|
| -#define SHADER_VERSION "#version 150\n"
|
| -#define VERTEX_SHADER_IN "in"
|
| -#define VERTEX_SHADER_OUT "out"
|
| -#define FRAGMENT_SHADER_IN "in"
|
| -#define FRAGMENT_SHADER_OUT "out vec4 fragColor;\n"
|
| -#define FRAGMENT_SHADER_COLOR "fragColor"
|
| -#define FRAGMENT_SHADER_TEXTURE "texture"
|
| -#endif
|
| -
|
| -// Vertex shader doesn't do anything except pass coordinates through.
|
| -static const char kVertexShaderSource[] =
|
| - SHADER_VERSION
|
| - VERTEX_SHADER_IN " vec2 position;\n"
|
| - VERTEX_SHADER_IN " vec2 texcoord;\n"
|
| - VERTEX_SHADER_OUT " vec2 v_texcoord;\n"
|
| - "void main() {\n"
|
| - " gl_Position = vec4(position.x, position.y, 0.0, 1.0);\n"
|
| - " v_texcoord = texcoord;\n"
|
| - "}\n";
|
| -
|
| -// Fragment shader converts YUV values from input textures into a final RGB
|
| -// pixel. The conversion formula is from http://www.fourcc.org/fccyvrgb.php.
|
| -static const char kFragmentShaderSource[] =
|
| - SHADER_VERSION
|
| - "precision highp float;"
|
| - FRAGMENT_SHADER_IN " vec2 v_texcoord;\n"
|
| - "uniform lowp sampler2D s_textureY;\n"
|
| - "uniform lowp sampler2D s_textureU;\n"
|
| - "uniform lowp sampler2D s_textureV;\n"
|
| - FRAGMENT_SHADER_OUT
|
| - "void main() {\n"
|
| - " float y, u, v, r, g, b;\n"
|
| - " y = " FRAGMENT_SHADER_TEXTURE "(s_textureY, v_texcoord).r;\n"
|
| - " u = " FRAGMENT_SHADER_TEXTURE "(s_textureU, v_texcoord).r;\n"
|
| - " v = " FRAGMENT_SHADER_TEXTURE "(s_textureV, v_texcoord).r;\n"
|
| - " u = u - 0.5;\n"
|
| - " v = v - 0.5;\n"
|
| - " r = y + 1.403 * v;\n"
|
| - " g = y - 0.344 * u - 0.714 * v;\n"
|
| - " b = y + 1.770 * u;\n"
|
| - " " FRAGMENT_SHADER_COLOR " = vec4(r, g, b, 1.0);\n"
|
| - " }\n";
|
| -
|
| -// Compiles a shader of the given |type| with GLSL source |source| and returns
|
| -// the shader handle or 0 on error.
|
| -GLuint CreateShader(GLenum type, const GLchar *source) {
|
| - GLuint shader = glCreateShader(type);
|
| - if (!shader) {
|
| - return 0;
|
| - }
|
| - glShaderSource(shader, 1, &source, NULL);
|
| - glCompileShader(shader);
|
| - GLint compileStatus = GL_FALSE;
|
| - glGetShaderiv(shader, GL_COMPILE_STATUS, &compileStatus);
|
| - if (compileStatus == GL_FALSE) {
|
| - glDeleteShader(shader);
|
| - shader = 0;
|
| - }
|
| - return shader;
|
| -}
|
| -
|
| -// Links a shader program with the given vertex and fragment shaders and
|
| -// returns the program handle or 0 on error.
|
| -GLuint CreateProgram(GLuint vertexShader, GLuint fragmentShader) {
|
| - if (vertexShader == 0 || fragmentShader == 0) {
|
| - return 0;
|
| - }
|
| - GLuint program = glCreateProgram();
|
| - if (!program) {
|
| - return 0;
|
| - }
|
| - glAttachShader(program, vertexShader);
|
| - glAttachShader(program, fragmentShader);
|
| - glLinkProgram(program);
|
| - GLint linkStatus = GL_FALSE;
|
| - glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
|
| - if (linkStatus == GL_FALSE) {
|
| - glDeleteProgram(program);
|
| - program = 0;
|
| - }
|
| - return program;
|
| -}
|
| -
|
| -// When modelview and projection matrices are identity (default) the world is
|
| -// contained in the square around origin with unit size 2. Drawing to these
|
| -// coordinates is equivalent to drawing to the entire screen. The texture is
|
| -// stretched over that square using texture coordinates (u, v) that range
|
| -// from (0, 0) to (1, 1) inclusive. Texture coordinates are flipped vertically
|
| -// here because the incoming frame has origin in upper left hand corner but
|
| -// OpenGL expects origin in bottom left corner.
|
| -const GLfloat gVertices[] = {
|
| - // X, Y, U, V.
|
| - -1, -1, 0, 1, // Bottom left.
|
| - 1, -1, 1, 1, // Bottom right.
|
| - 1, 1, 1, 0, // Top right.
|
| - -1, 1, 0, 0, // Top left.
|
| -};
|
| -
|
| -// |kNumTextures| must not exceed 8, which is the limit in OpenGLES2. Two sets
|
| -// of 3 textures are used here, one for each of the Y, U and V planes. Having
|
| -// two sets alleviates CPU blockage in the event that the GPU is asked to render
|
| -// to a texture that is already in use.
|
| -static const GLsizei kNumTextureSets = 2;
|
| -static const GLsizei kNumTextures = 3 * kNumTextureSets;
|
| -
|
| -@implementation RTCOpenGLVideoRenderer {
|
| -#if TARGET_OS_IPHONE
|
| - EAGLContext *_context;
|
| -#else
|
| - NSOpenGLContext *_context;
|
| -#endif
|
| - BOOL _isInitialized;
|
| - GLint _currentTextureSet;
|
| - // Handles for OpenGL constructs.
|
| - GLuint _textures[kNumTextures];
|
| - GLuint _program;
|
| -#if !TARGET_OS_IPHONE
|
| - GLuint _vertexArray;
|
| -#endif
|
| - GLuint _vertexBuffer;
|
| - GLint _position;
|
| - GLint _texcoord;
|
| - GLint _ySampler;
|
| - GLint _uSampler;
|
| - GLint _vSampler;
|
| - // Used to create a non-padded plane for GPU upload when we receive padded
|
| - // frames.
|
| - rtc::scoped_ptr<uint8_t[]> _planeBuffer;
|
| -}
|
| -
|
| -@synthesize lastDrawnFrame = _lastDrawnFrame;
|
| -
|
| -+ (void)initialize {
|
| - // Disable dithering for performance.
|
| - glDisable(GL_DITHER);
|
| -}
|
| -
|
| -#if TARGET_OS_IPHONE
|
| -- (instancetype)initWithContext:(EAGLContext *)context {
|
| -#else
|
| -- (instancetype)initWithContext:(NSOpenGLContext *)context {
|
| -#endif
|
| - NSAssert(context != nil, @"context cannot be nil");
|
| - if (self = [super init]) {
|
| - _context = context;
|
| - }
|
| - return self;
|
| -}
|
| -
|
| -- (BOOL)drawFrame:(RTCVideoFrame *)frame {
|
| - if (!_isInitialized) {
|
| - return NO;
|
| - }
|
| - if (_lastDrawnFrame == frame) {
|
| - return NO;
|
| - }
|
| - [self ensureGLContext];
|
| - glClear(GL_COLOR_BUFFER_BIT);
|
| - if (frame) {
|
| - if (![self updateTextureSizesForFrame:frame] ||
|
| - ![self updateTextureDataForFrame:frame]) {
|
| - return NO;
|
| - }
|
| -#if !TARGET_OS_IPHONE
|
| - glBindVertexArray(_vertexArray);
|
| -#endif
|
| - glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
|
| - glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
|
| - }
|
| -#if !TARGET_OS_IPHONE
|
| - [_context flushBuffer];
|
| -#endif
|
| - _lastDrawnFrame = frame;
|
| - return YES;
|
| -}
|
| -
|
| -- (void)setupGL {
|
| - if (_isInitialized) {
|
| - return;
|
| - }
|
| - [self ensureGLContext];
|
| - if (![self setupProgram]) {
|
| - return;
|
| - }
|
| - if (![self setupTextures]) {
|
| - return;
|
| - }
|
| - if (![self setupVertices]) {
|
| - return;
|
| - }
|
| - glUseProgram(_program);
|
| - glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
| - _isInitialized = YES;
|
| -}
|
| -
|
| -- (void)teardownGL {
|
| - if (!_isInitialized) {
|
| - return;
|
| - }
|
| - [self ensureGLContext];
|
| - glDeleteProgram(_program);
|
| - _program = 0;
|
| - glDeleteTextures(kNumTextures, _textures);
|
| - glDeleteBuffers(1, &_vertexBuffer);
|
| - _vertexBuffer = 0;
|
| -#if !TARGET_OS_IPHONE
|
| - glDeleteVertexArrays(1, &_vertexArray);
|
| -#endif
|
| - _isInitialized = NO;
|
| -}
|
| -
|
| -#pragma mark - Private
|
| -
|
| -- (void)ensureGLContext {
|
| - NSAssert(_context, @"context shouldn't be nil");
|
| -#if TARGET_OS_IPHONE
|
| - if ([EAGLContext currentContext] != _context) {
|
| - [EAGLContext setCurrentContext:_context];
|
| - }
|
| -#else
|
| - if ([NSOpenGLContext currentContext] != _context) {
|
| - [_context makeCurrentContext];
|
| - }
|
| -#endif
|
| -}
|
| -
|
| -- (BOOL)setupProgram {
|
| - NSAssert(!_program, @"program already set up");
|
| - GLuint vertexShader = CreateShader(GL_VERTEX_SHADER, kVertexShaderSource);
|
| - NSAssert(vertexShader, @"failed to create vertex shader");
|
| - GLuint fragmentShader =
|
| - CreateShader(GL_FRAGMENT_SHADER, kFragmentShaderSource);
|
| - NSAssert(fragmentShader, @"failed to create fragment shader");
|
| - _program = CreateProgram(vertexShader, fragmentShader);
|
| - // Shaders are created only to generate program.
|
| - if (vertexShader) {
|
| - glDeleteShader(vertexShader);
|
| - }
|
| - if (fragmentShader) {
|
| - glDeleteShader(fragmentShader);
|
| - }
|
| - if (!_program) {
|
| - return NO;
|
| - }
|
| - _position = glGetAttribLocation(_program, "position");
|
| - _texcoord = glGetAttribLocation(_program, "texcoord");
|
| - _ySampler = glGetUniformLocation(_program, "s_textureY");
|
| - _uSampler = glGetUniformLocation(_program, "s_textureU");
|
| - _vSampler = glGetUniformLocation(_program, "s_textureV");
|
| - if (_position < 0 || _texcoord < 0 || _ySampler < 0 || _uSampler < 0 ||
|
| - _vSampler < 0) {
|
| - return NO;
|
| - }
|
| - return YES;
|
| -}
|
| -
|
| -- (BOOL)setupTextures {
|
| - glGenTextures(kNumTextures, _textures);
|
| - // Set parameters for each of the textures we created.
|
| - for (GLsizei i = 0; i < kNumTextures; i++) {
|
| - glActiveTexture(GL_TEXTURE0 + i);
|
| - glBindTexture(GL_TEXTURE_2D, _textures[i]);
|
| - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
| - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
| - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
| - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
| - }
|
| - return YES;
|
| -}
|
| -
|
| -- (BOOL)updateTextureSizesForFrame:(RTCVideoFrame *)frame {
|
| - if (frame.height == _lastDrawnFrame.height &&
|
| - frame.width == _lastDrawnFrame.width &&
|
| - frame.chromaWidth == _lastDrawnFrame.chromaWidth &&
|
| - frame.chromaHeight == _lastDrawnFrame.chromaHeight) {
|
| - return YES;
|
| - }
|
| - GLsizei lumaWidth = static_cast<GLsizei>(frame.width);
|
| - GLsizei lumaHeight = static_cast<GLsizei>(frame.height);
|
| - GLsizei chromaWidth = static_cast<GLsizei>(frame.chromaWidth);
|
| - GLsizei chromaHeight = static_cast<GLsizei>(frame.chromaHeight);
|
| - for (GLint i = 0; i < kNumTextureSets; i++) {
|
| - glActiveTexture(GL_TEXTURE0 + i * 3);
|
| - glTexImage2D(GL_TEXTURE_2D,
|
| - 0,
|
| - RTC_PIXEL_FORMAT,
|
| - lumaWidth,
|
| - lumaHeight,
|
| - 0,
|
| - RTC_PIXEL_FORMAT,
|
| - GL_UNSIGNED_BYTE,
|
| - 0);
|
| - glActiveTexture(GL_TEXTURE0 + i * 3 + 1);
|
| - glTexImage2D(GL_TEXTURE_2D,
|
| - 0,
|
| - RTC_PIXEL_FORMAT,
|
| - chromaWidth,
|
| - chromaHeight,
|
| - 0,
|
| - RTC_PIXEL_FORMAT,
|
| - GL_UNSIGNED_BYTE,
|
| - 0);
|
| - glActiveTexture(GL_TEXTURE0 + i * 3 + 2);
|
| - glTexImage2D(GL_TEXTURE_2D,
|
| - 0,
|
| - RTC_PIXEL_FORMAT,
|
| - chromaWidth,
|
| - chromaHeight,
|
| - 0,
|
| - RTC_PIXEL_FORMAT,
|
| - GL_UNSIGNED_BYTE,
|
| - 0);
|
| - }
|
| - if ((NSUInteger)frame.yPitch != frame.width ||
|
| - (NSUInteger)frame.uPitch != frame.chromaWidth ||
|
| - (NSUInteger)frame.vPitch != frame.chromaWidth) {
|
| - _planeBuffer.reset(new uint8_t[frame.width * frame.height]);
|
| - } else {
|
| - _planeBuffer.reset();
|
| - }
|
| - return YES;
|
| -}
|
| -
|
| -- (void)uploadPlane:(const uint8_t *)plane
|
| - sampler:(GLint)sampler
|
| - offset:(GLint)offset
|
| - width:(size_t)width
|
| - height:(size_t)height
|
| - stride:(int32_t)stride {
|
| - glActiveTexture(static_cast<GLenum>(GL_TEXTURE0 + offset));
|
| - // When setting texture sampler uniforms, the texture index is used not
|
| - // the texture handle.
|
| - glUniform1i(sampler, offset);
|
| -#if TARGET_OS_IPHONE
|
| - BOOL hasUnpackRowLength = _context.API == kEAGLRenderingAPIOpenGLES3;
|
| -#else
|
| - BOOL hasUnpackRowLength = YES;
|
| -#endif
|
| - const uint8_t *uploadPlane = plane;
|
| - if ((size_t)stride != width) {
|
| - if (hasUnpackRowLength) {
|
| - // GLES3 allows us to specify stride.
|
| - glPixelStorei(GL_UNPACK_ROW_LENGTH, stride);
|
| - glTexImage2D(GL_TEXTURE_2D,
|
| - 0,
|
| - RTC_PIXEL_FORMAT,
|
| - static_cast<GLsizei>(width),
|
| - static_cast<GLsizei>(height),
|
| - 0,
|
| - RTC_PIXEL_FORMAT,
|
| - GL_UNSIGNED_BYTE,
|
| - uploadPlane);
|
| - glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
|
| - return;
|
| - } else {
|
| - // Make an unpadded copy and upload that instead. Quick profiling showed
|
| - // that this is faster than uploading row by row using glTexSubImage2D.
|
| - uint8_t *unpaddedPlane = _planeBuffer.get();
|
| - for (size_t y = 0; y < height; ++y) {
|
| - memcpy(unpaddedPlane + y * width, plane + y * stride, width);
|
| - }
|
| - uploadPlane = unpaddedPlane;
|
| - }
|
| - }
|
| - glTexImage2D(GL_TEXTURE_2D,
|
| - 0,
|
| - RTC_PIXEL_FORMAT,
|
| - static_cast<GLsizei>(width),
|
| - static_cast<GLsizei>(height),
|
| - 0,
|
| - RTC_PIXEL_FORMAT,
|
| - GL_UNSIGNED_BYTE,
|
| - uploadPlane);
|
| -}
|
| -
|
| -- (BOOL)updateTextureDataForFrame:(RTCVideoFrame *)frame {
|
| - GLint textureOffset = _currentTextureSet * 3;
|
| - NSAssert(textureOffset + 3 <= kNumTextures, @"invalid offset");
|
| -
|
| - [self uploadPlane:frame.yPlane
|
| - sampler:_ySampler
|
| - offset:textureOffset
|
| - width:frame.width
|
| - height:frame.height
|
| - stride:frame.yPitch];
|
| -
|
| - [self uploadPlane:frame.uPlane
|
| - sampler:_uSampler
|
| - offset:textureOffset + 1
|
| - width:frame.chromaWidth
|
| - height:frame.chromaHeight
|
| - stride:frame.uPitch];
|
| -
|
| - [self uploadPlane:frame.vPlane
|
| - sampler:_vSampler
|
| - offset:textureOffset + 2
|
| - width:frame.chromaWidth
|
| - height:frame.chromaHeight
|
| - stride:frame.vPitch];
|
| -
|
| - _currentTextureSet = (_currentTextureSet + 1) % kNumTextureSets;
|
| - return YES;
|
| -}
|
| -
|
| -- (BOOL)setupVertices {
|
| -#if !TARGET_OS_IPHONE
|
| - NSAssert(!_vertexArray, @"vertex array already set up");
|
| - glGenVertexArrays(1, &_vertexArray);
|
| - if (!_vertexArray) {
|
| - return NO;
|
| - }
|
| - glBindVertexArray(_vertexArray);
|
| -#endif
|
| - NSAssert(!_vertexBuffer, @"vertex buffer already set up");
|
| - glGenBuffers(1, &_vertexBuffer);
|
| - if (!_vertexBuffer) {
|
| -#if !TARGET_OS_IPHONE
|
| - glDeleteVertexArrays(1, &_vertexArray);
|
| - _vertexArray = 0;
|
| -#endif
|
| - return NO;
|
| - }
|
| - glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
|
| - glBufferData(GL_ARRAY_BUFFER, sizeof(gVertices), gVertices, GL_DYNAMIC_DRAW);
|
| -
|
| - // Read position attribute from |gVertices| with size of 2 and stride of 4
|
| - // beginning at the start of the array. The last argument indicates offset
|
| - // of data within |gVertices| as supplied to the vertex buffer.
|
| - glVertexAttribPointer(
|
| - _position, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (void *)0);
|
| - glEnableVertexAttribArray(_position);
|
| -
|
| - // Read texcoord attribute from |gVertices| with size of 2 and stride of 4
|
| - // beginning at the first texcoord in the array. The last argument indicates
|
| - // offset of data within |gVertices| as supplied to the vertex buffer.
|
| - glVertexAttribPointer(_texcoord,
|
| - 2,
|
| - GL_FLOAT,
|
| - GL_FALSE,
|
| - 4 * sizeof(GLfloat),
|
| - (void *)(2 * sizeof(GLfloat)));
|
| - glEnableVertexAttribArray(_texcoord);
|
| -
|
| - return YES;
|
| -}
|
| -
|
| -@end
|
|
|