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)); |
+} |