OLD | NEW |
1 /* | 1 /* |
2 * Copyright 2015 The WebRTC project authors. All Rights Reserved. | 2 * Copyright 2015 The WebRTC project authors. All Rights Reserved. |
3 * | 3 * |
4 * Use of this source code is governed by a BSD-style license | 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 | 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 | 6 * tree. An additional intellectual property rights grant can be found |
7 * in the file PATENTS. All contributing project authors may | 7 * in the file PATENTS. All contributing project authors may |
8 * be found in the AUTHORS file in the root of the source tree. | 8 * be found in the AUTHORS file in the root of the source tree. |
9 */ | 9 */ |
10 | 10 |
11 #import "RTCOpenGLVideoRenderer.h" | 11 #import "RTCOpenGLVideoRenderer.h" |
12 | 12 |
13 #if TARGET_OS_IPHONE | 13 #import "RTCShader+Private.h" |
14 #import <OpenGLES/ES3/gl.h> | |
15 #else | |
16 #import <OpenGL/gl3.h> | |
17 #endif | |
18 #include <string.h> | |
19 #include <memory> | |
20 | |
21 #import "WebRTC/RTCVideoFrame.h" | 14 #import "WebRTC/RTCVideoFrame.h" |
22 | 15 |
23 | |
24 // TODO(tkchin): check and log openGL errors. Methods here return BOOLs in | |
25 // anticipation of that happening in the future. | |
26 | |
27 #if TARGET_OS_IPHONE | |
28 #define RTC_PIXEL_FORMAT GL_LUMINANCE | |
29 #define SHADER_VERSION | |
30 #define VERTEX_SHADER_IN "attribute" | |
31 #define VERTEX_SHADER_OUT "varying" | |
32 #define FRAGMENT_SHADER_IN "varying" | |
33 #define FRAGMENT_SHADER_OUT | |
34 #define FRAGMENT_SHADER_COLOR "gl_FragColor" | |
35 #define FRAGMENT_SHADER_TEXTURE "texture2D" | |
36 #else | |
37 #define RTC_PIXEL_FORMAT GL_RED | |
38 #define SHADER_VERSION "#version 150\n" | |
39 #define VERTEX_SHADER_IN "in" | |
40 #define VERTEX_SHADER_OUT "out" | |
41 #define FRAGMENT_SHADER_IN "in" | |
42 #define FRAGMENT_SHADER_OUT "out vec4 fragColor;\n" | |
43 #define FRAGMENT_SHADER_COLOR "fragColor" | |
44 #define FRAGMENT_SHADER_TEXTURE "texture" | |
45 #endif | |
46 | |
47 // Vertex shader doesn't do anything except pass coordinates through. | |
48 static const char kVertexShaderSource[] = | |
49 SHADER_VERSION | |
50 VERTEX_SHADER_IN " vec2 position;\n" | |
51 VERTEX_SHADER_IN " vec2 texcoord;\n" | |
52 VERTEX_SHADER_OUT " vec2 v_texcoord;\n" | |
53 "void main() {\n" | |
54 " gl_Position = vec4(position.x, position.y, 0.0, 1.0);\n" | |
55 " v_texcoord = texcoord;\n" | |
56 "}\n"; | |
57 | |
58 // Fragment shader converts YUV values from input textures into a final RGB | |
59 // pixel. The conversion formula is from http://www.fourcc.org/fccyvrgb.php. | |
60 static const char kFragmentShaderSource[] = | |
61 SHADER_VERSION | |
62 "precision highp float;" | |
63 FRAGMENT_SHADER_IN " vec2 v_texcoord;\n" | |
64 "uniform lowp sampler2D s_textureY;\n" | |
65 "uniform lowp sampler2D s_textureU;\n" | |
66 "uniform lowp sampler2D s_textureV;\n" | |
67 FRAGMENT_SHADER_OUT | |
68 "void main() {\n" | |
69 " float y, u, v, r, g, b;\n" | |
70 " y = " FRAGMENT_SHADER_TEXTURE "(s_textureY, v_texcoord).r;\n" | |
71 " u = " FRAGMENT_SHADER_TEXTURE "(s_textureU, v_texcoord).r;\n" | |
72 " v = " FRAGMENT_SHADER_TEXTURE "(s_textureV, v_texcoord).r;\n" | |
73 " u = u - 0.5;\n" | |
74 " v = v - 0.5;\n" | |
75 " r = y + 1.403 * v;\n" | |
76 " g = y - 0.344 * u - 0.714 * v;\n" | |
77 " b = y + 1.770 * u;\n" | |
78 " " FRAGMENT_SHADER_COLOR " = vec4(r, g, b, 1.0);\n" | |
79 " }\n"; | |
80 | |
81 // Compiles a shader of the given |type| with GLSL source |source| and returns | |
82 // the shader handle or 0 on error. | |
83 GLuint CreateShader(GLenum type, const GLchar *source) { | |
84 GLuint shader = glCreateShader(type); | |
85 if (!shader) { | |
86 return 0; | |
87 } | |
88 glShaderSource(shader, 1, &source, NULL); | |
89 glCompileShader(shader); | |
90 GLint compileStatus = GL_FALSE; | |
91 glGetShaderiv(shader, GL_COMPILE_STATUS, &compileStatus); | |
92 if (compileStatus == GL_FALSE) { | |
93 glDeleteShader(shader); | |
94 shader = 0; | |
95 } | |
96 return shader; | |
97 } | |
98 | |
99 // Links a shader program with the given vertex and fragment shaders and | |
100 // returns the program handle or 0 on error. | |
101 GLuint CreateProgram(GLuint vertexShader, GLuint fragmentShader) { | |
102 if (vertexShader == 0 || fragmentShader == 0) { | |
103 return 0; | |
104 } | |
105 GLuint program = glCreateProgram(); | |
106 if (!program) { | |
107 return 0; | |
108 } | |
109 glAttachShader(program, vertexShader); | |
110 glAttachShader(program, fragmentShader); | |
111 glLinkProgram(program); | |
112 GLint linkStatus = GL_FALSE; | |
113 glGetProgramiv(program, GL_LINK_STATUS, &linkStatus); | |
114 if (linkStatus == GL_FALSE) { | |
115 glDeleteProgram(program); | |
116 program = 0; | |
117 } | |
118 return program; | |
119 } | |
120 | |
121 // When modelview and projection matrices are identity (default) the world is | |
122 // contained in the square around origin with unit size 2. Drawing to these | |
123 // coordinates is equivalent to drawing to the entire screen. The texture is | |
124 // stretched over that square using texture coordinates (u, v) that range | |
125 // from (0, 0) to (1, 1) inclusive. Texture coordinates are flipped vertically | |
126 // here because the incoming frame has origin in upper left hand corner but | |
127 // OpenGL expects origin in bottom left corner. | |
128 const GLfloat gVertices[] = { | |
129 // X, Y, U, V. | |
130 -1, -1, 0, 1, // Bottom left. | |
131 1, -1, 1, 1, // Bottom right. | |
132 1, 1, 1, 0, // Top right. | |
133 -1, 1, 0, 0, // Top left. | |
134 }; | |
135 | |
136 // |kNumTextures| must not exceed 8, which is the limit in OpenGLES2. Two sets | |
137 // of 3 textures are used here, one for each of the Y, U and V planes. Having | |
138 // two sets alleviates CPU blockage in the event that the GPU is asked to render | |
139 // to a texture that is already in use. | |
140 static const GLsizei kNumTextureSets = 2; | |
141 static const GLsizei kNumTextures = 3 * kNumTextureSets; | |
142 | |
143 @implementation RTCOpenGLVideoRenderer { | 16 @implementation RTCOpenGLVideoRenderer { |
144 #if TARGET_OS_IPHONE | 17 GlContextType *_context; |
145 EAGLContext *_context; | |
146 #else | |
147 NSOpenGLContext *_context; | |
148 #endif | |
149 BOOL _isInitialized; | 18 BOOL _isInitialized; |
150 GLint _currentTextureSet; | 19 id<RTCShader> _i420Shader; |
151 // Handles for OpenGL constructs. | 20 id<RTCShader> _nv12Shader; |
152 GLuint _textures[kNumTextures]; | |
153 GLuint _program; | |
154 #if !TARGET_OS_IPHONE | |
155 GLuint _vertexArray; | |
156 #endif | |
157 GLuint _vertexBuffer; | |
158 GLint _position; | |
159 GLint _texcoord; | |
160 GLint _ySampler; | |
161 GLint _uSampler; | |
162 GLint _vSampler; | |
163 // Used to create a non-padded plane for GPU upload when we receive padded | |
164 // frames. | |
165 std::unique_ptr<uint8_t[]> _planeBuffer; | |
166 } | 21 } |
167 | 22 |
168 @synthesize lastDrawnFrame = _lastDrawnFrame; | 23 @synthesize lastDrawnFrame = _lastDrawnFrame; |
169 | 24 |
170 + (void)initialize { | 25 + (void)initialize { |
171 // Disable dithering for performance. | 26 // Disable dithering for performance. |
172 glDisable(GL_DITHER); | 27 glDisable(GL_DITHER); |
173 } | 28 } |
174 | 29 |
175 #if TARGET_OS_IPHONE | 30 - (instancetype)initWithContext:(GlContextType *)context { |
176 - (instancetype)initWithContext:(EAGLContext *)context { | |
177 #else | |
178 - (instancetype)initWithContext:(NSOpenGLContext *)context { | |
179 #endif | |
180 NSAssert(context != nil, @"context cannot be nil"); | 31 NSAssert(context != nil, @"context cannot be nil"); |
181 if (self = [super init]) { | 32 if (self = [super init]) { |
182 _context = context; | 33 _context = context; |
183 } | 34 } |
184 return self; | 35 return self; |
185 } | 36 } |
186 | 37 |
187 - (BOOL)drawFrame:(RTCVideoFrame *)frame { | 38 - (BOOL)drawFrame:(RTCVideoFrame *)frame { |
188 if (!_isInitialized) { | 39 if (!_isInitialized || !frame || frame == _lastDrawnFrame) { |
189 return NO; | |
190 } | |
191 if (_lastDrawnFrame == frame) { | |
192 return NO; | 40 return NO; |
193 } | 41 } |
194 [self ensureGLContext]; | 42 [self ensureGLContext]; |
195 glClear(GL_COLOR_BUFFER_BIT); | 43 glClear(GL_COLOR_BUFFER_BIT); |
196 if (frame) { | 44 id<RTCShader> shader = nil; |
197 if (![self updateTextureSizesForFrame:frame] || | 45 #if TARGET_OS_IPHONE |
198 ![self updateTextureDataForFrame:frame]) { | 46 if (frame.nativeHandle) { |
199 return NO; | 47 if (!_nv12Shader) { |
| 48 _nv12Shader = [[RTCNativeNV12Shader alloc] initWithContext:_context]; |
200 } | 49 } |
201 #if !TARGET_OS_IPHONE | 50 shader = _nv12Shader; |
202 glBindVertexArray(_vertexArray); | 51 #else |
| 52 // Rendering native CVPixelBuffer is not supported on OS X. |
| 53 if (false) { |
203 #endif | 54 #endif |
204 glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer); | 55 } else { |
205 glDrawArrays(GL_TRIANGLE_FAN, 0, 4); | 56 if (!_i420Shader) { |
| 57 _i420Shader = [[RTCI420Shader alloc] initWithContext:_context]; |
| 58 } |
| 59 shader = _i420Shader; |
206 } | 60 } |
| 61 if (!shader || ![shader drawFrame:frame]) { |
| 62 return NO; |
| 63 } |
| 64 |
207 #if !TARGET_OS_IPHONE | 65 #if !TARGET_OS_IPHONE |
208 [_context flushBuffer]; | 66 [_context flushBuffer]; |
209 #endif | 67 #endif |
210 _lastDrawnFrame = frame; | 68 _lastDrawnFrame = frame; |
| 69 |
211 return YES; | 70 return YES; |
212 } | 71 } |
213 | 72 |
214 - (void)setupGL { | 73 - (void)setupGL { |
215 if (_isInitialized) { | 74 if (_isInitialized) { |
216 return; | 75 return; |
217 } | 76 } |
218 [self ensureGLContext]; | 77 [self ensureGLContext]; |
219 if (![self setupProgram]) { | |
220 return; | |
221 } | |
222 if (![self setupTextures]) { | |
223 return; | |
224 } | |
225 if (![self setupVertices]) { | |
226 return; | |
227 } | |
228 glUseProgram(_program); | |
229 glPixelStorei(GL_UNPACK_ALIGNMENT, 1); | |
230 _isInitialized = YES; | 78 _isInitialized = YES; |
231 } | 79 } |
232 | 80 |
233 - (void)teardownGL { | 81 - (void)teardownGL { |
234 if (!_isInitialized) { | 82 if (!_isInitialized) { |
235 return; | 83 return; |
236 } | 84 } |
237 [self ensureGLContext]; | 85 [self ensureGLContext]; |
238 glDeleteProgram(_program); | 86 _i420Shader = nil; |
239 _program = 0; | 87 _nv12Shader = nil; |
240 glDeleteTextures(kNumTextures, _textures); | |
241 glDeleteBuffers(1, &_vertexBuffer); | |
242 _vertexBuffer = 0; | |
243 #if !TARGET_OS_IPHONE | |
244 glDeleteVertexArrays(1, &_vertexArray); | |
245 #endif | |
246 _isInitialized = NO; | 88 _isInitialized = NO; |
247 } | 89 } |
248 | 90 |
249 #pragma mark - Private | 91 #pragma mark - Private |
250 | 92 |
251 - (void)ensureGLContext { | 93 - (void)ensureGLContext { |
252 NSAssert(_context, @"context shouldn't be nil"); | 94 NSAssert(_context, @"context shouldn't be nil"); |
253 #if TARGET_OS_IPHONE | 95 #if TARGET_OS_IPHONE |
254 if ([EAGLContext currentContext] != _context) { | 96 if ([EAGLContext currentContext] != _context) { |
255 [EAGLContext setCurrentContext:_context]; | 97 [EAGLContext setCurrentContext:_context]; |
256 } | 98 } |
257 #else | 99 #else |
258 if ([NSOpenGLContext currentContext] != _context) { | 100 if ([NSOpenGLContext currentContext] != _context) { |
259 [_context makeCurrentContext]; | 101 [_context makeCurrentContext]; |
260 } | 102 } |
261 #endif | 103 #endif |
262 } | 104 } |
263 | 105 |
264 - (BOOL)setupProgram { | |
265 NSAssert(!_program, @"program already set up"); | |
266 GLuint vertexShader = CreateShader(GL_VERTEX_SHADER, kVertexShaderSource); | |
267 NSAssert(vertexShader, @"failed to create vertex shader"); | |
268 GLuint fragmentShader = | |
269 CreateShader(GL_FRAGMENT_SHADER, kFragmentShaderSource); | |
270 NSAssert(fragmentShader, @"failed to create fragment shader"); | |
271 _program = CreateProgram(vertexShader, fragmentShader); | |
272 // Shaders are created only to generate program. | |
273 if (vertexShader) { | |
274 glDeleteShader(vertexShader); | |
275 } | |
276 if (fragmentShader) { | |
277 glDeleteShader(fragmentShader); | |
278 } | |
279 if (!_program) { | |
280 return NO; | |
281 } | |
282 _position = glGetAttribLocation(_program, "position"); | |
283 _texcoord = glGetAttribLocation(_program, "texcoord"); | |
284 _ySampler = glGetUniformLocation(_program, "s_textureY"); | |
285 _uSampler = glGetUniformLocation(_program, "s_textureU"); | |
286 _vSampler = glGetUniformLocation(_program, "s_textureV"); | |
287 if (_position < 0 || _texcoord < 0 || _ySampler < 0 || _uSampler < 0 || | |
288 _vSampler < 0) { | |
289 return NO; | |
290 } | |
291 return YES; | |
292 } | |
293 | |
294 - (BOOL)setupTextures { | |
295 glGenTextures(kNumTextures, _textures); | |
296 // Set parameters for each of the textures we created. | |
297 for (GLsizei i = 0; i < kNumTextures; i++) { | |
298 glActiveTexture(GL_TEXTURE0 + i); | |
299 glBindTexture(GL_TEXTURE_2D, _textures[i]); | |
300 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); | |
301 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); | |
302 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | |
303 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | |
304 } | |
305 return YES; | |
306 } | |
307 | |
308 - (BOOL)updateTextureSizesForFrame:(RTCVideoFrame *)frame { | |
309 if (frame.height == _lastDrawnFrame.height && | |
310 frame.width == _lastDrawnFrame.width && | |
311 frame.chromaWidth == _lastDrawnFrame.chromaWidth && | |
312 frame.chromaHeight == _lastDrawnFrame.chromaHeight) { | |
313 return YES; | |
314 } | |
315 GLsizei lumaWidth = static_cast<GLsizei>(frame.width); | |
316 GLsizei lumaHeight = static_cast<GLsizei>(frame.height); | |
317 GLsizei chromaWidth = static_cast<GLsizei>(frame.chromaWidth); | |
318 GLsizei chromaHeight = static_cast<GLsizei>(frame.chromaHeight); | |
319 for (GLint i = 0; i < kNumTextureSets; i++) { | |
320 glActiveTexture(GL_TEXTURE0 + i * 3); | |
321 glTexImage2D(GL_TEXTURE_2D, | |
322 0, | |
323 RTC_PIXEL_FORMAT, | |
324 lumaWidth, | |
325 lumaHeight, | |
326 0, | |
327 RTC_PIXEL_FORMAT, | |
328 GL_UNSIGNED_BYTE, | |
329 0); | |
330 glActiveTexture(GL_TEXTURE0 + i * 3 + 1); | |
331 glTexImage2D(GL_TEXTURE_2D, | |
332 0, | |
333 RTC_PIXEL_FORMAT, | |
334 chromaWidth, | |
335 chromaHeight, | |
336 0, | |
337 RTC_PIXEL_FORMAT, | |
338 GL_UNSIGNED_BYTE, | |
339 0); | |
340 glActiveTexture(GL_TEXTURE0 + i * 3 + 2); | |
341 glTexImage2D(GL_TEXTURE_2D, | |
342 0, | |
343 RTC_PIXEL_FORMAT, | |
344 chromaWidth, | |
345 chromaHeight, | |
346 0, | |
347 RTC_PIXEL_FORMAT, | |
348 GL_UNSIGNED_BYTE, | |
349 0); | |
350 } | |
351 if ((NSUInteger)frame.yPitch != frame.width || | |
352 (NSUInteger)frame.uPitch != frame.chromaWidth || | |
353 (NSUInteger)frame.vPitch != frame.chromaWidth) { | |
354 _planeBuffer.reset(new uint8_t[frame.width * frame.height]); | |
355 } else { | |
356 _planeBuffer.reset(); | |
357 } | |
358 return YES; | |
359 } | |
360 | |
361 - (void)uploadPlane:(const uint8_t *)plane | |
362 sampler:(GLint)sampler | |
363 offset:(GLint)offset | |
364 width:(size_t)width | |
365 height:(size_t)height | |
366 stride:(int32_t)stride { | |
367 glActiveTexture(static_cast<GLenum>(GL_TEXTURE0 + offset)); | |
368 // When setting texture sampler uniforms, the texture index is used not | |
369 // the texture handle. | |
370 glUniform1i(sampler, offset); | |
371 #if TARGET_OS_IPHONE | |
372 BOOL hasUnpackRowLength = _context.API == kEAGLRenderingAPIOpenGLES3; | |
373 #else | |
374 BOOL hasUnpackRowLength = YES; | |
375 #endif | |
376 const uint8_t *uploadPlane = plane; | |
377 if ((size_t)stride != width) { | |
378 if (hasUnpackRowLength) { | |
379 // GLES3 allows us to specify stride. | |
380 glPixelStorei(GL_UNPACK_ROW_LENGTH, stride); | |
381 glTexImage2D(GL_TEXTURE_2D, | |
382 0, | |
383 RTC_PIXEL_FORMAT, | |
384 static_cast<GLsizei>(width), | |
385 static_cast<GLsizei>(height), | |
386 0, | |
387 RTC_PIXEL_FORMAT, | |
388 GL_UNSIGNED_BYTE, | |
389 uploadPlane); | |
390 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); | |
391 return; | |
392 } else { | |
393 // Make an unpadded copy and upload that instead. Quick profiling showed | |
394 // that this is faster than uploading row by row using glTexSubImage2D. | |
395 uint8_t *unpaddedPlane = _planeBuffer.get(); | |
396 for (size_t y = 0; y < height; ++y) { | |
397 memcpy(unpaddedPlane + y * width, plane + y * stride, width); | |
398 } | |
399 uploadPlane = unpaddedPlane; | |
400 } | |
401 } | |
402 glTexImage2D(GL_TEXTURE_2D, | |
403 0, | |
404 RTC_PIXEL_FORMAT, | |
405 static_cast<GLsizei>(width), | |
406 static_cast<GLsizei>(height), | |
407 0, | |
408 RTC_PIXEL_FORMAT, | |
409 GL_UNSIGNED_BYTE, | |
410 uploadPlane); | |
411 } | |
412 | |
413 - (BOOL)updateTextureDataForFrame:(RTCVideoFrame *)frame { | |
414 GLint textureOffset = _currentTextureSet * 3; | |
415 NSAssert(textureOffset + 3 <= kNumTextures, @"invalid offset"); | |
416 | |
417 [self uploadPlane:frame.yPlane | |
418 sampler:_ySampler | |
419 offset:textureOffset | |
420 width:frame.width | |
421 height:frame.height | |
422 stride:frame.yPitch]; | |
423 | |
424 [self uploadPlane:frame.uPlane | |
425 sampler:_uSampler | |
426 offset:textureOffset + 1 | |
427 width:frame.chromaWidth | |
428 height:frame.chromaHeight | |
429 stride:frame.uPitch]; | |
430 | |
431 [self uploadPlane:frame.vPlane | |
432 sampler:_vSampler | |
433 offset:textureOffset + 2 | |
434 width:frame.chromaWidth | |
435 height:frame.chromaHeight | |
436 stride:frame.vPitch]; | |
437 | |
438 _currentTextureSet = (_currentTextureSet + 1) % kNumTextureSets; | |
439 return YES; | |
440 } | |
441 | |
442 - (BOOL)setupVertices { | |
443 #if !TARGET_OS_IPHONE | |
444 NSAssert(!_vertexArray, @"vertex array already set up"); | |
445 glGenVertexArrays(1, &_vertexArray); | |
446 if (!_vertexArray) { | |
447 return NO; | |
448 } | |
449 glBindVertexArray(_vertexArray); | |
450 #endif | |
451 NSAssert(!_vertexBuffer, @"vertex buffer already set up"); | |
452 glGenBuffers(1, &_vertexBuffer); | |
453 if (!_vertexBuffer) { | |
454 #if !TARGET_OS_IPHONE | |
455 glDeleteVertexArrays(1, &_vertexArray); | |
456 _vertexArray = 0; | |
457 #endif | |
458 return NO; | |
459 } | |
460 glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer); | |
461 glBufferData(GL_ARRAY_BUFFER, sizeof(gVertices), gVertices, GL_DYNAMIC_DRAW); | |
462 | |
463 // Read position attribute from |gVertices| with size of 2 and stride of 4 | |
464 // beginning at the start of the array. The last argument indicates offset | |
465 // of data within |gVertices| as supplied to the vertex buffer. | |
466 glVertexAttribPointer( | |
467 _position, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (void *)0); | |
468 glEnableVertexAttribArray(_position); | |
469 | |
470 // Read texcoord attribute from |gVertices| with size of 2 and stride of 4 | |
471 // beginning at the first texcoord in the array. The last argument indicates | |
472 // offset of data within |gVertices| as supplied to the vertex buffer. | |
473 glVertexAttribPointer(_texcoord, | |
474 2, | |
475 GL_FLOAT, | |
476 GL_FALSE, | |
477 4 * sizeof(GLfloat), | |
478 (void *)(2 * sizeof(GLfloat))); | |
479 glEnableVertexAttribArray(_texcoord); | |
480 | |
481 return YES; | |
482 } | |
483 | |
484 @end | 106 @end |
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