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Unified Diff: webrtc/modules/video_render/ios/open_gles20.mm

Issue 1923613003: Revert of Delete video_render module. (Closed) Base URL: https://chromium.googlesource.com/external/webrtc.git@master
Patch Set: Created 4 years, 8 months ago
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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
new file mode 100644
index 0000000000000000000000000000000000000000..d1735280f26e2a1ab4a8aa7641c3debdef127654
--- /dev/null
+++ b/webrtc/modules/video_render/ios/open_gles20.mm
@@ -0,0 +1,330 @@
+/*
+ * 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));
+}
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