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| 1 /* |
| 2 * Copyright (c) 2012 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 #if !defined(__has_feature) || !__has_feature(objc_arc) |
| 12 #error "This file requires ARC support." |
| 13 #endif |
| 14 |
| 15 // This files is mostly copied from |
| 16 // webrtc/modules/video_render/android/video_render_opengles20.h |
| 17 |
| 18 // TODO(sjlee): unify this copy with the android one. |
| 19 #include "webrtc/modules/video_render/ios/open_gles20.h" |
| 20 #include "webrtc/system_wrappers/include/trace.h" |
| 21 |
| 22 using namespace webrtc; |
| 23 |
| 24 const char OpenGles20::indices_[] = {0, 3, 2, 0, 2, 1}; |
| 25 |
| 26 const char OpenGles20::vertext_shader_[] = { |
| 27 "attribute vec4 aPosition;\n" |
| 28 "attribute vec2 aTextureCoord;\n" |
| 29 "varying vec2 vTextureCoord;\n" |
| 30 "void main() {\n" |
| 31 " gl_Position = aPosition;\n" |
| 32 " vTextureCoord = aTextureCoord;\n" |
| 33 "}\n"}; |
| 34 |
| 35 // The fragment shader. |
| 36 // Do YUV to RGB565 conversion. |
| 37 const char OpenGles20::fragment_shader_[] = { |
| 38 "precision mediump float;\n" |
| 39 "uniform sampler2D Ytex;\n" |
| 40 "uniform sampler2D Utex,Vtex;\n" |
| 41 "varying vec2 vTextureCoord;\n" |
| 42 "void main(void) {\n" |
| 43 " float nx,ny,r,g,b,y,u,v;\n" |
| 44 " mediump vec4 txl,ux,vx;" |
| 45 " nx=vTextureCoord[0];\n" |
| 46 " ny=vTextureCoord[1];\n" |
| 47 " y=texture2D(Ytex,vec2(nx,ny)).r;\n" |
| 48 " u=texture2D(Utex,vec2(nx,ny)).r;\n" |
| 49 " v=texture2D(Vtex,vec2(nx,ny)).r;\n" |
| 50 " y=1.1643*(y-0.0625);\n" |
| 51 " u=u-0.5;\n" |
| 52 " v=v-0.5;\n" |
| 53 " r=y+1.5958*v;\n" |
| 54 " g=y-0.39173*u-0.81290*v;\n" |
| 55 " b=y+2.017*u;\n" |
| 56 " gl_FragColor=vec4(r,g,b,1.0);\n" |
| 57 "}\n"}; |
| 58 |
| 59 OpenGles20::OpenGles20() : texture_width_(-1), texture_height_(-1) { |
| 60 texture_ids_[0] = 0; |
| 61 texture_ids_[1] = 0; |
| 62 texture_ids_[2] = 0; |
| 63 |
| 64 program_ = 0; |
| 65 |
| 66 const GLfloat vertices[20] = { |
| 67 // X, Y, Z, U, V |
| 68 -1, -1, 0, 0, 1, // Bottom Left |
| 69 1, -1, 0, 1, 1, // Bottom Right |
| 70 1, 1, 0, 1, 0, // Top Right |
| 71 -1, 1, 0, 0, 0}; // Top Left |
| 72 |
| 73 memcpy(vertices_, vertices, sizeof(vertices_)); |
| 74 } |
| 75 |
| 76 OpenGles20::~OpenGles20() { |
| 77 if (program_) { |
| 78 glDeleteTextures(3, texture_ids_); |
| 79 glDeleteProgram(program_); |
| 80 } |
| 81 } |
| 82 |
| 83 bool OpenGles20::Setup(int32_t width, int32_t height) { |
| 84 program_ = CreateProgram(vertext_shader_, fragment_shader_); |
| 85 if (!program_) { |
| 86 return false; |
| 87 } |
| 88 |
| 89 int position_handle = glGetAttribLocation(program_, "aPosition"); |
| 90 int texture_handle = glGetAttribLocation(program_, "aTextureCoord"); |
| 91 |
| 92 // set the vertices array in the shader |
| 93 // vertices_ contains 4 vertices with 5 coordinates. |
| 94 // 3 for (xyz) for the vertices and 2 for the texture |
| 95 glVertexAttribPointer( |
| 96 position_handle, 3, GL_FLOAT, false, 5 * sizeof(GLfloat), vertices_); |
| 97 |
| 98 glEnableVertexAttribArray(position_handle); |
| 99 |
| 100 // set the texture coordinate array in the shader |
| 101 // vertices_ contains 4 vertices with 5 coordinates. |
| 102 // 3 for (xyz) for the vertices and 2 for the texture |
| 103 glVertexAttribPointer( |
| 104 texture_handle, 2, GL_FLOAT, false, 5 * sizeof(GLfloat), &vertices_[3]); |
| 105 glEnableVertexAttribArray(texture_handle); |
| 106 |
| 107 glUseProgram(program_); |
| 108 int i = glGetUniformLocation(program_, "Ytex"); |
| 109 glUniform1i(i, 0); /* Bind Ytex to texture unit 0 */ |
| 110 |
| 111 i = glGetUniformLocation(program_, "Utex"); |
| 112 glUniform1i(i, 1); /* Bind Utex to texture unit 1 */ |
| 113 |
| 114 i = glGetUniformLocation(program_, "Vtex"); |
| 115 glUniform1i(i, 2); /* Bind Vtex to texture unit 2 */ |
| 116 |
| 117 glViewport(0, 0, width, height); |
| 118 return true; |
| 119 } |
| 120 |
| 121 bool OpenGles20::SetCoordinates(const float z_order, |
| 122 const float left, |
| 123 const float top, |
| 124 const float right, |
| 125 const float bottom) { |
| 126 if (top > 1 || top < 0 || right > 1 || right < 0 || bottom > 1 || |
| 127 bottom < 0 || left > 1 || left < 0) { |
| 128 return false; |
| 129 } |
| 130 |
| 131 // Bottom Left |
| 132 vertices_[0] = (left * 2) - 1; |
| 133 vertices_[1] = -1 * (2 * bottom) + 1; |
| 134 vertices_[2] = z_order; |
| 135 |
| 136 // Bottom Right |
| 137 vertices_[5] = (right * 2) - 1; |
| 138 vertices_[6] = -1 * (2 * bottom) + 1; |
| 139 vertices_[7] = z_order; |
| 140 |
| 141 // Top Right |
| 142 vertices_[10] = (right * 2) - 1; |
| 143 vertices_[11] = -1 * (2 * top) + 1; |
| 144 vertices_[12] = z_order; |
| 145 |
| 146 // Top Left |
| 147 vertices_[15] = (left * 2) - 1; |
| 148 vertices_[16] = -1 * (2 * top) + 1; |
| 149 vertices_[17] = z_order; |
| 150 |
| 151 return true; |
| 152 } |
| 153 |
| 154 bool OpenGles20::Render(const VideoFrame& frame) { |
| 155 if (texture_width_ != (GLsizei)frame.width() || |
| 156 texture_height_ != (GLsizei)frame.height()) { |
| 157 SetupTextures(frame); |
| 158 } |
| 159 UpdateTextures(frame); |
| 160 |
| 161 glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, indices_); |
| 162 |
| 163 return true; |
| 164 } |
| 165 |
| 166 GLuint OpenGles20::LoadShader(GLenum shader_type, const char* shader_source) { |
| 167 GLuint shader = glCreateShader(shader_type); |
| 168 if (shader) { |
| 169 glShaderSource(shader, 1, &shader_source, NULL); |
| 170 glCompileShader(shader); |
| 171 |
| 172 GLint compiled = 0; |
| 173 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); |
| 174 if (!compiled) { |
| 175 GLint info_len = 0; |
| 176 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &info_len); |
| 177 if (info_len) { |
| 178 char* buf = (char*)malloc(info_len); |
| 179 glGetShaderInfoLog(shader, info_len, NULL, buf); |
| 180 WEBRTC_TRACE(kTraceError, |
| 181 kTraceVideoRenderer, |
| 182 0, |
| 183 "%s: Could not compile shader %d: %s", |
| 184 __FUNCTION__, |
| 185 shader_type, |
| 186 buf); |
| 187 free(buf); |
| 188 } |
| 189 glDeleteShader(shader); |
| 190 shader = 0; |
| 191 } |
| 192 } |
| 193 return shader; |
| 194 } |
| 195 |
| 196 GLuint OpenGles20::CreateProgram(const char* vertex_source, |
| 197 const char* fragment_source) { |
| 198 GLuint vertex_shader = LoadShader(GL_VERTEX_SHADER, vertex_source); |
| 199 if (!vertex_shader) { |
| 200 return -1; |
| 201 } |
| 202 |
| 203 GLuint fragment_shader = LoadShader(GL_FRAGMENT_SHADER, fragment_source); |
| 204 if (!fragment_shader) { |
| 205 return -1; |
| 206 } |
| 207 |
| 208 GLuint program = glCreateProgram(); |
| 209 if (program) { |
| 210 glAttachShader(program, vertex_shader); |
| 211 glAttachShader(program, fragment_shader); |
| 212 glLinkProgram(program); |
| 213 GLint link_status = GL_FALSE; |
| 214 glGetProgramiv(program, GL_LINK_STATUS, &link_status); |
| 215 if (link_status != GL_TRUE) { |
| 216 GLint info_len = 0; |
| 217 glGetProgramiv(program, GL_INFO_LOG_LENGTH, &info_len); |
| 218 if (info_len) { |
| 219 char* buf = (char*)malloc(info_len); |
| 220 glGetProgramInfoLog(program, info_len, NULL, buf); |
| 221 WEBRTC_TRACE(kTraceError, |
| 222 kTraceVideoRenderer, |
| 223 0, |
| 224 "%s: Could not link program: %s", |
| 225 __FUNCTION__, |
| 226 buf); |
| 227 free(buf); |
| 228 } |
| 229 glDeleteProgram(program); |
| 230 program = 0; |
| 231 } |
| 232 } |
| 233 |
| 234 if (vertex_shader) { |
| 235 glDeleteShader(vertex_shader); |
| 236 } |
| 237 |
| 238 if (fragment_shader) { |
| 239 glDeleteShader(fragment_shader); |
| 240 } |
| 241 |
| 242 return program; |
| 243 } |
| 244 |
| 245 static void InitializeTexture(int name, int id, int width, int height) { |
| 246 glActiveTexture(name); |
| 247 glBindTexture(GL_TEXTURE_2D, id); |
| 248 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| 249 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| 250 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
| 251 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
| 252 glPixelStorei(GL_UNPACK_ALIGNMENT, 1); |
| 253 glTexImage2D(GL_TEXTURE_2D, |
| 254 0, |
| 255 GL_LUMINANCE, |
| 256 width, |
| 257 height, |
| 258 0, |
| 259 GL_LUMINANCE, |
| 260 GL_UNSIGNED_BYTE, |
| 261 NULL); |
| 262 } |
| 263 |
| 264 void OpenGles20::SetupTextures(const VideoFrame& frame) { |
| 265 const GLsizei width = frame.width(); |
| 266 const GLsizei height = frame.height(); |
| 267 |
| 268 if (!texture_ids_[0]) { |
| 269 glGenTextures(3, texture_ids_); // Generate the Y, U and V texture |
| 270 } |
| 271 |
| 272 InitializeTexture(GL_TEXTURE0, texture_ids_[0], width, height); |
| 273 InitializeTexture(GL_TEXTURE1, texture_ids_[1], width / 2, height / 2); |
| 274 InitializeTexture(GL_TEXTURE2, texture_ids_[2], width / 2, height / 2); |
| 275 |
| 276 texture_width_ = width; |
| 277 texture_height_ = height; |
| 278 } |
| 279 |
| 280 // Uploads a plane of pixel data, accounting for stride != width*bpp. |
| 281 static void GlTexSubImage2D(GLsizei width, |
| 282 GLsizei height, |
| 283 int stride, |
| 284 const uint8_t* plane) { |
| 285 if (stride == width) { |
| 286 // Yay! We can upload the entire plane in a single GL call. |
| 287 glTexSubImage2D(GL_TEXTURE_2D, |
| 288 0, |
| 289 0, |
| 290 0, |
| 291 width, |
| 292 height, |
| 293 GL_LUMINANCE, |
| 294 GL_UNSIGNED_BYTE, |
| 295 static_cast<const GLvoid*>(plane)); |
| 296 } else { |
| 297 // Boo! Since GLES2 doesn't have GL_UNPACK_ROW_LENGTH and iOS doesn't |
| 298 // have GL_EXT_unpack_subimage we have to upload a row at a time. Ick. |
| 299 for (int row = 0; row < height; ++row) { |
| 300 glTexSubImage2D(GL_TEXTURE_2D, |
| 301 0, |
| 302 0, |
| 303 row, |
| 304 width, |
| 305 1, |
| 306 GL_LUMINANCE, |
| 307 GL_UNSIGNED_BYTE, |
| 308 static_cast<const GLvoid*>(plane + (row * stride))); |
| 309 } |
| 310 } |
| 311 } |
| 312 |
| 313 void OpenGles20::UpdateTextures(const VideoFrame& frame) { |
| 314 const GLsizei width = frame.width(); |
| 315 const GLsizei height = frame.height(); |
| 316 |
| 317 glActiveTexture(GL_TEXTURE0); |
| 318 glBindTexture(GL_TEXTURE_2D, texture_ids_[0]); |
| 319 GlTexSubImage2D(width, height, frame.stride(kYPlane), frame.buffer(kYPlane)); |
| 320 |
| 321 glActiveTexture(GL_TEXTURE1); |
| 322 glBindTexture(GL_TEXTURE_2D, texture_ids_[1]); |
| 323 GlTexSubImage2D( |
| 324 width / 2, height / 2, frame.stride(kUPlane), frame.buffer(kUPlane)); |
| 325 |
| 326 glActiveTexture(GL_TEXTURE2); |
| 327 glBindTexture(GL_TEXTURE_2D, texture_ids_[2]); |
| 328 GlTexSubImage2D( |
| 329 width / 2, height / 2, frame.stride(kVPlane), frame.buffer(kVPlane)); |
| 330 } |
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