Index: webrtc/modules/video_render/ios/open_gles20.mm |
diff --git a/webrtc/modules/video_render/ios/open_gles20.mm b/webrtc/modules/video_render/ios/open_gles20.mm |
deleted file mode 100644 |
index d1735280f26e2a1ab4a8aa7641c3debdef127654..0000000000000000000000000000000000000000 |
--- a/webrtc/modules/video_render/ios/open_gles20.mm |
+++ /dev/null |
@@ -1,330 +0,0 @@ |
-/* |
- * Copyright (c) 2012 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. |
- */ |
- |
-#if !defined(__has_feature) || !__has_feature(objc_arc) |
-#error "This file requires ARC support." |
-#endif |
- |
-// This files is mostly copied from |
-// webrtc/modules/video_render/android/video_render_opengles20.h |
- |
-// TODO(sjlee): unify this copy with the android one. |
-#include "webrtc/modules/video_render/ios/open_gles20.h" |
-#include "webrtc/system_wrappers/include/trace.h" |
- |
-using namespace webrtc; |
- |
-const char OpenGles20::indices_[] = {0, 3, 2, 0, 2, 1}; |
- |
-const char OpenGles20::vertext_shader_[] = { |
- "attribute vec4 aPosition;\n" |
- "attribute vec2 aTextureCoord;\n" |
- "varying vec2 vTextureCoord;\n" |
- "void main() {\n" |
- " gl_Position = aPosition;\n" |
- " vTextureCoord = aTextureCoord;\n" |
- "}\n"}; |
- |
-// The fragment shader. |
-// Do YUV to RGB565 conversion. |
-const char OpenGles20::fragment_shader_[] = { |
- "precision mediump float;\n" |
- "uniform sampler2D Ytex;\n" |
- "uniform sampler2D Utex,Vtex;\n" |
- "varying vec2 vTextureCoord;\n" |
- "void main(void) {\n" |
- " float nx,ny,r,g,b,y,u,v;\n" |
- " mediump vec4 txl,ux,vx;" |
- " nx=vTextureCoord[0];\n" |
- " ny=vTextureCoord[1];\n" |
- " y=texture2D(Ytex,vec2(nx,ny)).r;\n" |
- " u=texture2D(Utex,vec2(nx,ny)).r;\n" |
- " v=texture2D(Vtex,vec2(nx,ny)).r;\n" |
- " y=1.1643*(y-0.0625);\n" |
- " u=u-0.5;\n" |
- " v=v-0.5;\n" |
- " r=y+1.5958*v;\n" |
- " g=y-0.39173*u-0.81290*v;\n" |
- " b=y+2.017*u;\n" |
- " gl_FragColor=vec4(r,g,b,1.0);\n" |
- "}\n"}; |
- |
-OpenGles20::OpenGles20() : texture_width_(-1), texture_height_(-1) { |
- texture_ids_[0] = 0; |
- texture_ids_[1] = 0; |
- texture_ids_[2] = 0; |
- |
- program_ = 0; |
- |
- const GLfloat vertices[20] = { |
- // X, Y, Z, U, V |
- -1, -1, 0, 0, 1, // Bottom Left |
- 1, -1, 0, 1, 1, // Bottom Right |
- 1, 1, 0, 1, 0, // Top Right |
- -1, 1, 0, 0, 0}; // Top Left |
- |
- memcpy(vertices_, vertices, sizeof(vertices_)); |
-} |
- |
-OpenGles20::~OpenGles20() { |
- if (program_) { |
- glDeleteTextures(3, texture_ids_); |
- glDeleteProgram(program_); |
- } |
-} |
- |
-bool OpenGles20::Setup(int32_t width, int32_t height) { |
- program_ = CreateProgram(vertext_shader_, fragment_shader_); |
- if (!program_) { |
- return false; |
- } |
- |
- int position_handle = glGetAttribLocation(program_, "aPosition"); |
- int texture_handle = glGetAttribLocation(program_, "aTextureCoord"); |
- |
- // set the vertices array in the shader |
- // vertices_ contains 4 vertices with 5 coordinates. |
- // 3 for (xyz) for the vertices and 2 for the texture |
- glVertexAttribPointer( |
- position_handle, 3, GL_FLOAT, false, 5 * sizeof(GLfloat), vertices_); |
- |
- glEnableVertexAttribArray(position_handle); |
- |
- // set the texture coordinate array in the shader |
- // vertices_ contains 4 vertices with 5 coordinates. |
- // 3 for (xyz) for the vertices and 2 for the texture |
- glVertexAttribPointer( |
- texture_handle, 2, GL_FLOAT, false, 5 * sizeof(GLfloat), &vertices_[3]); |
- glEnableVertexAttribArray(texture_handle); |
- |
- glUseProgram(program_); |
- int i = glGetUniformLocation(program_, "Ytex"); |
- glUniform1i(i, 0); /* Bind Ytex to texture unit 0 */ |
- |
- i = glGetUniformLocation(program_, "Utex"); |
- glUniform1i(i, 1); /* Bind Utex to texture unit 1 */ |
- |
- i = glGetUniformLocation(program_, "Vtex"); |
- glUniform1i(i, 2); /* Bind Vtex to texture unit 2 */ |
- |
- glViewport(0, 0, width, height); |
- return true; |
-} |
- |
-bool OpenGles20::SetCoordinates(const float z_order, |
- const float left, |
- const float top, |
- const float right, |
- const float bottom) { |
- if (top > 1 || top < 0 || right > 1 || right < 0 || bottom > 1 || |
- bottom < 0 || left > 1 || left < 0) { |
- return false; |
- } |
- |
- // Bottom Left |
- vertices_[0] = (left * 2) - 1; |
- vertices_[1] = -1 * (2 * bottom) + 1; |
- vertices_[2] = z_order; |
- |
- // Bottom Right |
- vertices_[5] = (right * 2) - 1; |
- vertices_[6] = -1 * (2 * bottom) + 1; |
- vertices_[7] = z_order; |
- |
- // Top Right |
- vertices_[10] = (right * 2) - 1; |
- vertices_[11] = -1 * (2 * top) + 1; |
- vertices_[12] = z_order; |
- |
- // Top Left |
- vertices_[15] = (left * 2) - 1; |
- vertices_[16] = -1 * (2 * top) + 1; |
- vertices_[17] = z_order; |
- |
- return true; |
-} |
- |
-bool OpenGles20::Render(const VideoFrame& frame) { |
- if (texture_width_ != (GLsizei)frame.width() || |
- texture_height_ != (GLsizei)frame.height()) { |
- SetupTextures(frame); |
- } |
- UpdateTextures(frame); |
- |
- glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, indices_); |
- |
- return true; |
-} |
- |
-GLuint OpenGles20::LoadShader(GLenum shader_type, const char* shader_source) { |
- GLuint shader = glCreateShader(shader_type); |
- if (shader) { |
- glShaderSource(shader, 1, &shader_source, NULL); |
- glCompileShader(shader); |
- |
- GLint compiled = 0; |
- glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); |
- if (!compiled) { |
- GLint info_len = 0; |
- glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &info_len); |
- if (info_len) { |
- char* buf = (char*)malloc(info_len); |
- glGetShaderInfoLog(shader, info_len, NULL, buf); |
- WEBRTC_TRACE(kTraceError, |
- kTraceVideoRenderer, |
- 0, |
- "%s: Could not compile shader %d: %s", |
- __FUNCTION__, |
- shader_type, |
- buf); |
- free(buf); |
- } |
- glDeleteShader(shader); |
- shader = 0; |
- } |
- } |
- return shader; |
-} |
- |
-GLuint OpenGles20::CreateProgram(const char* vertex_source, |
- const char* fragment_source) { |
- GLuint vertex_shader = LoadShader(GL_VERTEX_SHADER, vertex_source); |
- if (!vertex_shader) { |
- return -1; |
- } |
- |
- GLuint fragment_shader = LoadShader(GL_FRAGMENT_SHADER, fragment_source); |
- if (!fragment_shader) { |
- return -1; |
- } |
- |
- GLuint program = glCreateProgram(); |
- if (program) { |
- glAttachShader(program, vertex_shader); |
- glAttachShader(program, fragment_shader); |
- glLinkProgram(program); |
- GLint link_status = GL_FALSE; |
- glGetProgramiv(program, GL_LINK_STATUS, &link_status); |
- if (link_status != GL_TRUE) { |
- GLint info_len = 0; |
- glGetProgramiv(program, GL_INFO_LOG_LENGTH, &info_len); |
- if (info_len) { |
- char* buf = (char*)malloc(info_len); |
- glGetProgramInfoLog(program, info_len, NULL, buf); |
- WEBRTC_TRACE(kTraceError, |
- kTraceVideoRenderer, |
- 0, |
- "%s: Could not link program: %s", |
- __FUNCTION__, |
- buf); |
- free(buf); |
- } |
- glDeleteProgram(program); |
- program = 0; |
- } |
- } |
- |
- if (vertex_shader) { |
- glDeleteShader(vertex_shader); |
- } |
- |
- if (fragment_shader) { |
- glDeleteShader(fragment_shader); |
- } |
- |
- return program; |
-} |
- |
-static void InitializeTexture(int name, int id, int width, int height) { |
- glActiveTexture(name); |
- glBindTexture(GL_TEXTURE_2D, id); |
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
- glPixelStorei(GL_UNPACK_ALIGNMENT, 1); |
- glTexImage2D(GL_TEXTURE_2D, |
- 0, |
- GL_LUMINANCE, |
- width, |
- height, |
- 0, |
- GL_LUMINANCE, |
- GL_UNSIGNED_BYTE, |
- NULL); |
-} |
- |
-void OpenGles20::SetupTextures(const VideoFrame& frame) { |
- const GLsizei width = frame.width(); |
- const GLsizei height = frame.height(); |
- |
- if (!texture_ids_[0]) { |
- glGenTextures(3, texture_ids_); // Generate the Y, U and V texture |
- } |
- |
- InitializeTexture(GL_TEXTURE0, texture_ids_[0], width, height); |
- InitializeTexture(GL_TEXTURE1, texture_ids_[1], width / 2, height / 2); |
- InitializeTexture(GL_TEXTURE2, texture_ids_[2], width / 2, height / 2); |
- |
- texture_width_ = width; |
- texture_height_ = height; |
-} |
- |
-// Uploads a plane of pixel data, accounting for stride != width*bpp. |
-static void GlTexSubImage2D(GLsizei width, |
- GLsizei height, |
- int stride, |
- const uint8_t* plane) { |
- if (stride == width) { |
- // Yay! We can upload the entire plane in a single GL call. |
- glTexSubImage2D(GL_TEXTURE_2D, |
- 0, |
- 0, |
- 0, |
- width, |
- height, |
- GL_LUMINANCE, |
- GL_UNSIGNED_BYTE, |
- static_cast<const GLvoid*>(plane)); |
- } else { |
- // Boo! Since GLES2 doesn't have GL_UNPACK_ROW_LENGTH and iOS doesn't |
- // have GL_EXT_unpack_subimage we have to upload a row at a time. Ick. |
- for (int row = 0; row < height; ++row) { |
- glTexSubImage2D(GL_TEXTURE_2D, |
- 0, |
- 0, |
- row, |
- width, |
- 1, |
- GL_LUMINANCE, |
- GL_UNSIGNED_BYTE, |
- static_cast<const GLvoid*>(plane + (row * stride))); |
- } |
- } |
-} |
- |
-void OpenGles20::UpdateTextures(const VideoFrame& frame) { |
- const GLsizei width = frame.width(); |
- const GLsizei height = frame.height(); |
- |
- glActiveTexture(GL_TEXTURE0); |
- glBindTexture(GL_TEXTURE_2D, texture_ids_[0]); |
- GlTexSubImage2D(width, height, frame.stride(kYPlane), frame.buffer(kYPlane)); |
- |
- glActiveTexture(GL_TEXTURE1); |
- glBindTexture(GL_TEXTURE_2D, texture_ids_[1]); |
- GlTexSubImage2D( |
- width / 2, height / 2, frame.stride(kUPlane), frame.buffer(kUPlane)); |
- |
- glActiveTexture(GL_TEXTURE2); |
- glBindTexture(GL_TEXTURE_2D, texture_ids_[2]); |
- GlTexSubImage2D( |
- width / 2, height / 2, frame.stride(kVPlane), frame.buffer(kVPlane)); |
-} |