| Index: webrtc/api/java/android/org/webrtc/GlRectDrawer.java
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| diff --git a/webrtc/api/java/android/org/webrtc/GlRectDrawer.java b/webrtc/api/java/android/org/webrtc/GlRectDrawer.java
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| deleted file mode 100644
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| index cfadff108a5d81e2f1993f7eb1f3f90d56095e5a..0000000000000000000000000000000000000000
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| --- a/webrtc/api/java/android/org/webrtc/GlRectDrawer.java
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| +++ /dev/null
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| @@ -1,216 +0,0 @@
|
| -/*
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| - * Copyright 2015 The WebRTC project authors. All Rights Reserved.
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| - *
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| - * Use of this source code is governed by a BSD-style license
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| - * that can be found in the LICENSE file in the root of the source
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| - * tree. An additional intellectual property rights grant can be found
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| - * in the file PATENTS. All contributing project authors may
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| - * be found in the AUTHORS file in the root of the source tree.
|
| - */
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| -
|
| -package org.webrtc;
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| -
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| -import android.opengl.GLES11Ext;
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| -import android.opengl.GLES20;
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| -
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| -import org.webrtc.GlShader;
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| -import org.webrtc.GlUtil;
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| -
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| -import java.nio.ByteBuffer;
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| -import java.nio.FloatBuffer;
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| -import java.util.Arrays;
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| -import java.util.IdentityHashMap;
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| -import java.util.Map;
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| -
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| -/**
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| - * Helper class to draw an opaque quad on the target viewport location. Rotation, mirror, and
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| - * cropping is specified using a 4x4 texture coordinate transform matrix. The frame input can either
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| - * be an OES texture or YUV textures in I420 format. The GL state must be preserved between draw
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| - * calls, this is intentional to maximize performance. The function release() must be called
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| - * manually to free the resources held by this object.
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| - */
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| -public class GlRectDrawer implements RendererCommon.GlDrawer {
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| - // Simple vertex shader, used for both YUV and OES.
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| - private static final String VERTEX_SHADER_STRING =
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| - "varying vec2 interp_tc;\n"
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| - + "attribute vec4 in_pos;\n"
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| - + "attribute vec4 in_tc;\n"
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| - + "\n"
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| - + "uniform mat4 texMatrix;\n"
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| - + "\n"
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| - + "void main() {\n"
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| - + " gl_Position = in_pos;\n"
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| - + " interp_tc = (texMatrix * in_tc).xy;\n"
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| - + "}\n";
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| -
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| - private static final String YUV_FRAGMENT_SHADER_STRING =
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| - "precision mediump float;\n"
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| - + "varying vec2 interp_tc;\n"
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| - + "\n"
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| - + "uniform sampler2D y_tex;\n"
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| - + "uniform sampler2D u_tex;\n"
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| - + "uniform sampler2D v_tex;\n"
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| - + "\n"
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| - + "void main() {\n"
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| - // CSC according to http://www.fourcc.org/fccyvrgb.php
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| - + " float y = texture2D(y_tex, interp_tc).r;\n"
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| - + " float u = texture2D(u_tex, interp_tc).r - 0.5;\n"
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| - + " float v = texture2D(v_tex, interp_tc).r - 0.5;\n"
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| - + " gl_FragColor = vec4(y + 1.403 * v, "
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| - + " y - 0.344 * u - 0.714 * v, "
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| - + " y + 1.77 * u, 1);\n"
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| - + "}\n";
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| -
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| - private static final String RGB_FRAGMENT_SHADER_STRING =
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| - "precision mediump float;\n"
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| - + "varying vec2 interp_tc;\n"
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| - + "\n"
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| - + "uniform sampler2D rgb_tex;\n"
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| - + "\n"
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| - + "void main() {\n"
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| - + " gl_FragColor = texture2D(rgb_tex, interp_tc);\n"
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| - + "}\n";
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| -
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| - private static final String OES_FRAGMENT_SHADER_STRING =
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| - "#extension GL_OES_EGL_image_external : require\n"
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| - + "precision mediump float;\n"
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| - + "varying vec2 interp_tc;\n"
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| - + "\n"
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| - + "uniform samplerExternalOES oes_tex;\n"
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| - + "\n"
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| - + "void main() {\n"
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| - + " gl_FragColor = texture2D(oes_tex, interp_tc);\n"
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| - + "}\n";
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| -
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| - // Vertex coordinates in Normalized Device Coordinates, i.e. (-1, -1) is bottom-left and (1, 1) is
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| - // top-right.
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| - private static final FloatBuffer FULL_RECTANGLE_BUF =
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| - GlUtil.createFloatBuffer(new float[] {
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| - -1.0f, -1.0f, // Bottom left.
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| - 1.0f, -1.0f, // Bottom right.
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| - -1.0f, 1.0f, // Top left.
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| - 1.0f, 1.0f, // Top right.
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| - });
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| -
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| - // Texture coordinates - (0, 0) is bottom-left and (1, 1) is top-right.
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| - private static final FloatBuffer FULL_RECTANGLE_TEX_BUF =
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| - GlUtil.createFloatBuffer(new float[] {
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| - 0.0f, 0.0f, // Bottom left.
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| - 1.0f, 0.0f, // Bottom right.
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| - 0.0f, 1.0f, // Top left.
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| - 1.0f, 1.0f // Top right.
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| - });
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| -
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| - private static class Shader {
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| - public final GlShader glShader;
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| - public final int texMatrixLocation;
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| -
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| - public Shader(String fragmentShader) {
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| - this.glShader = new GlShader(VERTEX_SHADER_STRING, fragmentShader);
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| - this.texMatrixLocation = glShader.getUniformLocation("texMatrix");
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| - }
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| - }
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| -
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| - // The keys are one of the fragments shaders above.
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| - private final Map<String, Shader> shaders = new IdentityHashMap<String, Shader>();
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| -
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| - /**
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| - * Draw an OES texture frame with specified texture transformation matrix. Required resources are
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| - * allocated at the first call to this function.
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| - */
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| - @Override
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| - public void drawOes(int oesTextureId, float[] texMatrix, int frameWidth, int frameHeight,
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| - int viewportX, int viewportY, int viewportWidth, int viewportHeight) {
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| - prepareShader(OES_FRAGMENT_SHADER_STRING, texMatrix);
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| - GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
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| - // updateTexImage() may be called from another thread in another EGL context, so we need to
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| - // bind/unbind the texture in each draw call so that GLES understads it's a new texture.
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| - GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, oesTextureId);
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| - drawRectangle(viewportX, viewportY, viewportWidth, viewportHeight);
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| - GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, 0);
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| - }
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| -
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| - /**
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| - * Draw a RGB(A) texture frame with specified texture transformation matrix. Required resources
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| - * are allocated at the first call to this function.
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| - */
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| - @Override
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| - public void drawRgb(int textureId, float[] texMatrix, int frameWidth, int frameHeight,
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| - int viewportX, int viewportY, int viewportWidth, int viewportHeight) {
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| - prepareShader(RGB_FRAGMENT_SHADER_STRING, texMatrix);
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| - GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
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| - GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId);
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| - drawRectangle(viewportX, viewportY, viewportWidth, viewportHeight);
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| - // Unbind the texture as a precaution.
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| - GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
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| - }
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| -
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| - /**
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| - * Draw a YUV frame with specified texture transformation matrix. Required resources are
|
| - * allocated at the first call to this function.
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| - */
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| - @Override
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| - public void drawYuv(int[] yuvTextures, float[] texMatrix, int frameWidth, int frameHeight,
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| - int viewportX, int viewportY, int viewportWidth, int viewportHeight) {
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| - prepareShader(YUV_FRAGMENT_SHADER_STRING, texMatrix);
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| - // Bind the textures.
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| - for (int i = 0; i < 3; ++i) {
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| - GLES20.glActiveTexture(GLES20.GL_TEXTURE0 + i);
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| - GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, yuvTextures[i]);
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| - }
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| - drawRectangle(viewportX, viewportY, viewportWidth, viewportHeight);
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| - // Unbind the textures as a precaution..
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| - for (int i = 0; i < 3; ++i) {
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| - GLES20.glActiveTexture(GLES20.GL_TEXTURE0 + i);
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| - GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
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| - }
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| - }
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| -
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| - private void drawRectangle(int x, int y, int width, int height) {
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| - // Draw quad.
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| - GLES20.glViewport(x, y, width, height);
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| - GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
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| - }
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| -
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| - private void prepareShader(String fragmentShader, float[] texMatrix) {
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| - final Shader shader;
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| - if (shaders.containsKey(fragmentShader)) {
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| - shader = shaders.get(fragmentShader);
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| - } else {
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| - // Lazy allocation.
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| - shader = new Shader(fragmentShader);
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| - shaders.put(fragmentShader, shader);
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| - shader.glShader.useProgram();
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| - // Initialize fragment shader uniform values.
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| - if (fragmentShader == YUV_FRAGMENT_SHADER_STRING) {
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| - GLES20.glUniform1i(shader.glShader.getUniformLocation("y_tex"), 0);
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| - GLES20.glUniform1i(shader.glShader.getUniformLocation("u_tex"), 1);
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| - GLES20.glUniform1i(shader.glShader.getUniformLocation("v_tex"), 2);
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| - } else if (fragmentShader == RGB_FRAGMENT_SHADER_STRING) {
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| - GLES20.glUniform1i(shader.glShader.getUniformLocation("rgb_tex"), 0);
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| - } else if (fragmentShader == OES_FRAGMENT_SHADER_STRING) {
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| - GLES20.glUniform1i(shader.glShader.getUniformLocation("oes_tex"), 0);
|
| - } else {
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| - throw new IllegalStateException("Unknown fragment shader: " + fragmentShader);
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| - }
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| - GlUtil.checkNoGLES2Error("Initialize fragment shader uniform values.");
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| - // Initialize vertex shader attributes.
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| - shader.glShader.setVertexAttribArray("in_pos", 2, FULL_RECTANGLE_BUF);
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| - shader.glShader.setVertexAttribArray("in_tc", 2, FULL_RECTANGLE_TEX_BUF);
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| - }
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| - shader.glShader.useProgram();
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| - // Copy the texture transformation matrix over.
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| - GLES20.glUniformMatrix4fv(shader.texMatrixLocation, 1, false, texMatrix, 0);
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| - }
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| -
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| - /**
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| - * Release all GLES resources. This needs to be done manually, otherwise the resources are leaked.
|
| - */
|
| - @Override
|
| - public void release() {
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| - for (Shader shader : shaders.values()) {
|
| - shader.glShader.release();
|
| - }
|
| - shaders.clear();
|
| - }
|
| -}
|
|
|