Index: webrtc/sdk/objc/Framework/Classes/RTCOpenGLVideoRenderer.mm |
diff --git a/webrtc/sdk/objc/Framework/Classes/RTCOpenGLVideoRenderer.mm b/webrtc/sdk/objc/Framework/Classes/RTCOpenGLVideoRenderer.mm |
index 7d7b416b888843e4028d5068de1362c57fc5f383..aaf7e7129627d82819b7012ed115aebc99db008f 100644 |
--- a/webrtc/sdk/objc/Framework/Classes/RTCOpenGLVideoRenderer.mm |
+++ b/webrtc/sdk/objc/Framework/Classes/RTCOpenGLVideoRenderer.mm |
@@ -10,159 +10,14 @@ |
#import "RTCOpenGLVideoRenderer.h" |
-#if TARGET_OS_IPHONE |
-#import <OpenGLES/ES3/gl.h> |
-#else |
-#import <OpenGL/gl3.h> |
-#endif |
-#include <string.h> |
-#include <memory> |
- |
+#import "RTCShader+Private.h" |
#import "WebRTC/RTCVideoFrame.h" |
- |
-// TODO(tkchin): check and log openGL errors. Methods here return BOOLs in |
-// anticipation of that happening in the future. |
- |
-#if TARGET_OS_IPHONE |
-#define RTC_PIXEL_FORMAT GL_LUMINANCE |
-#define SHADER_VERSION |
-#define VERTEX_SHADER_IN "attribute" |
-#define VERTEX_SHADER_OUT "varying" |
-#define FRAGMENT_SHADER_IN "varying" |
-#define FRAGMENT_SHADER_OUT |
-#define FRAGMENT_SHADER_COLOR "gl_FragColor" |
-#define FRAGMENT_SHADER_TEXTURE "texture2D" |
-#else |
-#define RTC_PIXEL_FORMAT GL_RED |
-#define SHADER_VERSION "#version 150\n" |
-#define VERTEX_SHADER_IN "in" |
-#define VERTEX_SHADER_OUT "out" |
-#define FRAGMENT_SHADER_IN "in" |
-#define FRAGMENT_SHADER_OUT "out vec4 fragColor;\n" |
-#define FRAGMENT_SHADER_COLOR "fragColor" |
-#define FRAGMENT_SHADER_TEXTURE "texture" |
-#endif |
- |
-// Vertex shader doesn't do anything except pass coordinates through. |
-static const char kVertexShaderSource[] = |
- SHADER_VERSION |
- VERTEX_SHADER_IN " vec2 position;\n" |
- VERTEX_SHADER_IN " vec2 texcoord;\n" |
- VERTEX_SHADER_OUT " vec2 v_texcoord;\n" |
- "void main() {\n" |
- " gl_Position = vec4(position.x, position.y, 0.0, 1.0);\n" |
- " v_texcoord = texcoord;\n" |
- "}\n"; |
- |
-// Fragment shader converts YUV values from input textures into a final RGB |
-// pixel. The conversion formula is from http://www.fourcc.org/fccyvrgb.php. |
-static const char kFragmentShaderSource[] = |
- SHADER_VERSION |
- "precision highp float;" |
- FRAGMENT_SHADER_IN " vec2 v_texcoord;\n" |
- "uniform lowp sampler2D s_textureY;\n" |
- "uniform lowp sampler2D s_textureU;\n" |
- "uniform lowp sampler2D s_textureV;\n" |
- FRAGMENT_SHADER_OUT |
- "void main() {\n" |
- " float y, u, v, r, g, b;\n" |
- " y = " FRAGMENT_SHADER_TEXTURE "(s_textureY, v_texcoord).r;\n" |
- " u = " FRAGMENT_SHADER_TEXTURE "(s_textureU, v_texcoord).r;\n" |
- " v = " FRAGMENT_SHADER_TEXTURE "(s_textureV, v_texcoord).r;\n" |
- " u = u - 0.5;\n" |
- " v = v - 0.5;\n" |
- " r = y + 1.403 * v;\n" |
- " g = y - 0.344 * u - 0.714 * v;\n" |
- " b = y + 1.770 * u;\n" |
- " " FRAGMENT_SHADER_COLOR " = vec4(r, g, b, 1.0);\n" |
- " }\n"; |
- |
-// Compiles a shader of the given |type| with GLSL source |source| and returns |
-// the shader handle or 0 on error. |
-GLuint CreateShader(GLenum type, const GLchar *source) { |
- GLuint shader = glCreateShader(type); |
- if (!shader) { |
- return 0; |
- } |
- glShaderSource(shader, 1, &source, NULL); |
- glCompileShader(shader); |
- GLint compileStatus = GL_FALSE; |
- glGetShaderiv(shader, GL_COMPILE_STATUS, &compileStatus); |
- if (compileStatus == GL_FALSE) { |
- glDeleteShader(shader); |
- shader = 0; |
- } |
- return shader; |
-} |
- |
-// Links a shader program with the given vertex and fragment shaders and |
-// returns the program handle or 0 on error. |
-GLuint CreateProgram(GLuint vertexShader, GLuint fragmentShader) { |
- if (vertexShader == 0 || fragmentShader == 0) { |
- return 0; |
- } |
- GLuint program = glCreateProgram(); |
- if (!program) { |
- return 0; |
- } |
- glAttachShader(program, vertexShader); |
- glAttachShader(program, fragmentShader); |
- glLinkProgram(program); |
- GLint linkStatus = GL_FALSE; |
- glGetProgramiv(program, GL_LINK_STATUS, &linkStatus); |
- if (linkStatus == GL_FALSE) { |
- glDeleteProgram(program); |
- program = 0; |
- } |
- return program; |
-} |
- |
-// When modelview and projection matrices are identity (default) the world is |
-// contained in the square around origin with unit size 2. Drawing to these |
-// coordinates is equivalent to drawing to the entire screen. The texture is |
-// stretched over that square using texture coordinates (u, v) that range |
-// from (0, 0) to (1, 1) inclusive. Texture coordinates are flipped vertically |
-// here because the incoming frame has origin in upper left hand corner but |
-// OpenGL expects origin in bottom left corner. |
-const GLfloat gVertices[] = { |
- // X, Y, U, V. |
- -1, -1, 0, 1, // Bottom left. |
- 1, -1, 1, 1, // Bottom right. |
- 1, 1, 1, 0, // Top right. |
- -1, 1, 0, 0, // Top left. |
-}; |
- |
-// |kNumTextures| must not exceed 8, which is the limit in OpenGLES2. Two sets |
-// of 3 textures are used here, one for each of the Y, U and V planes. Having |
-// two sets alleviates CPU blockage in the event that the GPU is asked to render |
-// to a texture that is already in use. |
-static const GLsizei kNumTextureSets = 2; |
-static const GLsizei kNumTextures = 3 * kNumTextureSets; |
- |
@implementation RTCOpenGLVideoRenderer { |
-#if TARGET_OS_IPHONE |
- EAGLContext *_context; |
-#else |
- NSOpenGLContext *_context; |
-#endif |
+ GlContextType *_context; |
BOOL _isInitialized; |
- GLint _currentTextureSet; |
- // Handles for OpenGL constructs. |
- GLuint _textures[kNumTextures]; |
- GLuint _program; |
-#if !TARGET_OS_IPHONE |
- GLuint _vertexArray; |
-#endif |
- GLuint _vertexBuffer; |
- GLint _position; |
- GLint _texcoord; |
- GLint _ySampler; |
- GLint _uSampler; |
- GLint _vSampler; |
- // Used to create a non-padded plane for GPU upload when we receive padded |
- // frames. |
- std::unique_ptr<uint8_t[]> _planeBuffer; |
+ id<RTCShader> _i420Shader; |
+ id<RTCShader> _nv12Shader; |
} |
@synthesize lastDrawnFrame = _lastDrawnFrame; |
@@ -172,11 +27,7 @@ static const GLsizei kNumTextures = 3 * kNumTextureSets; |
glDisable(GL_DITHER); |
} |
-#if TARGET_OS_IPHONE |
-- (instancetype)initWithContext:(EAGLContext *)context { |
-#else |
-- (instancetype)initWithContext:(NSOpenGLContext *)context { |
-#endif |
+- (instancetype)initWithContext:(GlContextType *)context { |
NSAssert(context != nil, @"context cannot be nil"); |
if (self = [super init]) { |
_context = context; |
@@ -185,29 +36,37 @@ static const GLsizei kNumTextures = 3 * kNumTextureSets; |
} |
- (BOOL)drawFrame:(RTCVideoFrame *)frame { |
- if (!_isInitialized) { |
- return NO; |
- } |
- if (_lastDrawnFrame == frame) { |
+ if (!_isInitialized || !frame || frame == _lastDrawnFrame) { |
return NO; |
} |
[self ensureGLContext]; |
glClear(GL_COLOR_BUFFER_BIT); |
- if (frame) { |
- if (![self updateTextureSizesForFrame:frame] || |
- ![self updateTextureDataForFrame:frame]) { |
- return NO; |
+ id<RTCShader> shader = nil; |
+#if TARGET_OS_IPHONE |
+ if (frame.nativeHandle) { |
+ if (!_nv12Shader) { |
+ _nv12Shader = [[RTCNativeNV12Shader alloc] initWithContext:_context]; |
} |
-#if !TARGET_OS_IPHONE |
- glBindVertexArray(_vertexArray); |
+ shader = _nv12Shader; |
+#else |
+ // Rendering native CVPixelBuffer is not supported on OS X. |
+ if (false) { |
#endif |
- glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer); |
- glDrawArrays(GL_TRIANGLE_FAN, 0, 4); |
+ } else { |
+ if (!_i420Shader) { |
+ _i420Shader = [[RTCI420Shader alloc] initWithContext:_context]; |
+ } |
+ shader = _i420Shader; |
+ } |
+ if (!shader || ![shader drawFrame:frame]) { |
+ return NO; |
} |
+ |
#if !TARGET_OS_IPHONE |
[_context flushBuffer]; |
#endif |
_lastDrawnFrame = frame; |
+ |
return YES; |
} |
@@ -216,17 +75,6 @@ static const GLsizei kNumTextures = 3 * kNumTextureSets; |
return; |
} |
[self ensureGLContext]; |
- if (![self setupProgram]) { |
- return; |
- } |
- if (![self setupTextures]) { |
- return; |
- } |
- if (![self setupVertices]) { |
- return; |
- } |
- glUseProgram(_program); |
- glPixelStorei(GL_UNPACK_ALIGNMENT, 1); |
_isInitialized = YES; |
} |
@@ -235,14 +83,8 @@ static const GLsizei kNumTextures = 3 * kNumTextureSets; |
return; |
} |
[self ensureGLContext]; |
- glDeleteProgram(_program); |
- _program = 0; |
- glDeleteTextures(kNumTextures, _textures); |
- glDeleteBuffers(1, &_vertexBuffer); |
- _vertexBuffer = 0; |
-#if !TARGET_OS_IPHONE |
- glDeleteVertexArrays(1, &_vertexArray); |
-#endif |
+ _i420Shader = nil; |
+ _nv12Shader = nil; |
_isInitialized = NO; |
} |
@@ -261,224 +103,4 @@ static const GLsizei kNumTextures = 3 * kNumTextureSets; |
#endif |
} |
-- (BOOL)setupProgram { |
- NSAssert(!_program, @"program already set up"); |
- GLuint vertexShader = CreateShader(GL_VERTEX_SHADER, kVertexShaderSource); |
- NSAssert(vertexShader, @"failed to create vertex shader"); |
- GLuint fragmentShader = |
- CreateShader(GL_FRAGMENT_SHADER, kFragmentShaderSource); |
- NSAssert(fragmentShader, @"failed to create fragment shader"); |
- _program = CreateProgram(vertexShader, fragmentShader); |
- // Shaders are created only to generate program. |
- if (vertexShader) { |
- glDeleteShader(vertexShader); |
- } |
- if (fragmentShader) { |
- glDeleteShader(fragmentShader); |
- } |
- if (!_program) { |
- return NO; |
- } |
- _position = glGetAttribLocation(_program, "position"); |
- _texcoord = glGetAttribLocation(_program, "texcoord"); |
- _ySampler = glGetUniformLocation(_program, "s_textureY"); |
- _uSampler = glGetUniformLocation(_program, "s_textureU"); |
- _vSampler = glGetUniformLocation(_program, "s_textureV"); |
- if (_position < 0 || _texcoord < 0 || _ySampler < 0 || _uSampler < 0 || |
- _vSampler < 0) { |
- return NO; |
- } |
- return YES; |
-} |
- |
-- (BOOL)setupTextures { |
- glGenTextures(kNumTextures, _textures); |
- // Set parameters for each of the textures we created. |
- for (GLsizei i = 0; i < kNumTextures; i++) { |
- glActiveTexture(GL_TEXTURE0 + i); |
- glBindTexture(GL_TEXTURE_2D, _textures[i]); |
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
- } |
- return YES; |
-} |
- |
-- (BOOL)updateTextureSizesForFrame:(RTCVideoFrame *)frame { |
- if (frame.height == _lastDrawnFrame.height && |
- frame.width == _lastDrawnFrame.width && |
- frame.chromaWidth == _lastDrawnFrame.chromaWidth && |
- frame.chromaHeight == _lastDrawnFrame.chromaHeight) { |
- return YES; |
- } |
- GLsizei lumaWidth = static_cast<GLsizei>(frame.width); |
- GLsizei lumaHeight = static_cast<GLsizei>(frame.height); |
- GLsizei chromaWidth = static_cast<GLsizei>(frame.chromaWidth); |
- GLsizei chromaHeight = static_cast<GLsizei>(frame.chromaHeight); |
- for (GLint i = 0; i < kNumTextureSets; i++) { |
- glActiveTexture(GL_TEXTURE0 + i * 3); |
- glTexImage2D(GL_TEXTURE_2D, |
- 0, |
- RTC_PIXEL_FORMAT, |
- lumaWidth, |
- lumaHeight, |
- 0, |
- RTC_PIXEL_FORMAT, |
- GL_UNSIGNED_BYTE, |
- 0); |
- glActiveTexture(GL_TEXTURE0 + i * 3 + 1); |
- glTexImage2D(GL_TEXTURE_2D, |
- 0, |
- RTC_PIXEL_FORMAT, |
- chromaWidth, |
- chromaHeight, |
- 0, |
- RTC_PIXEL_FORMAT, |
- GL_UNSIGNED_BYTE, |
- 0); |
- glActiveTexture(GL_TEXTURE0 + i * 3 + 2); |
- glTexImage2D(GL_TEXTURE_2D, |
- 0, |
- RTC_PIXEL_FORMAT, |
- chromaWidth, |
- chromaHeight, |
- 0, |
- RTC_PIXEL_FORMAT, |
- GL_UNSIGNED_BYTE, |
- 0); |
- } |
- if ((NSUInteger)frame.yPitch != frame.width || |
- (NSUInteger)frame.uPitch != frame.chromaWidth || |
- (NSUInteger)frame.vPitch != frame.chromaWidth) { |
- _planeBuffer.reset(new uint8_t[frame.width * frame.height]); |
- } else { |
- _planeBuffer.reset(); |
- } |
- return YES; |
-} |
- |
-- (void)uploadPlane:(const uint8_t *)plane |
- sampler:(GLint)sampler |
- offset:(GLint)offset |
- width:(size_t)width |
- height:(size_t)height |
- stride:(int32_t)stride { |
- glActiveTexture(static_cast<GLenum>(GL_TEXTURE0 + offset)); |
- // When setting texture sampler uniforms, the texture index is used not |
- // the texture handle. |
- glUniform1i(sampler, offset); |
-#if TARGET_OS_IPHONE |
- BOOL hasUnpackRowLength = _context.API == kEAGLRenderingAPIOpenGLES3; |
-#else |
- BOOL hasUnpackRowLength = YES; |
-#endif |
- const uint8_t *uploadPlane = plane; |
- if ((size_t)stride != width) { |
- if (hasUnpackRowLength) { |
- // GLES3 allows us to specify stride. |
- glPixelStorei(GL_UNPACK_ROW_LENGTH, stride); |
- glTexImage2D(GL_TEXTURE_2D, |
- 0, |
- RTC_PIXEL_FORMAT, |
- static_cast<GLsizei>(width), |
- static_cast<GLsizei>(height), |
- 0, |
- RTC_PIXEL_FORMAT, |
- GL_UNSIGNED_BYTE, |
- uploadPlane); |
- glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); |
- return; |
- } else { |
- // Make an unpadded copy and upload that instead. Quick profiling showed |
- // that this is faster than uploading row by row using glTexSubImage2D. |
- uint8_t *unpaddedPlane = _planeBuffer.get(); |
- for (size_t y = 0; y < height; ++y) { |
- memcpy(unpaddedPlane + y * width, plane + y * stride, width); |
- } |
- uploadPlane = unpaddedPlane; |
- } |
- } |
- glTexImage2D(GL_TEXTURE_2D, |
- 0, |
- RTC_PIXEL_FORMAT, |
- static_cast<GLsizei>(width), |
- static_cast<GLsizei>(height), |
- 0, |
- RTC_PIXEL_FORMAT, |
- GL_UNSIGNED_BYTE, |
- uploadPlane); |
-} |
- |
-- (BOOL)updateTextureDataForFrame:(RTCVideoFrame *)frame { |
- GLint textureOffset = _currentTextureSet * 3; |
- NSAssert(textureOffset + 3 <= kNumTextures, @"invalid offset"); |
- |
- [self uploadPlane:frame.yPlane |
- sampler:_ySampler |
- offset:textureOffset |
- width:frame.width |
- height:frame.height |
- stride:frame.yPitch]; |
- |
- [self uploadPlane:frame.uPlane |
- sampler:_uSampler |
- offset:textureOffset + 1 |
- width:frame.chromaWidth |
- height:frame.chromaHeight |
- stride:frame.uPitch]; |
- |
- [self uploadPlane:frame.vPlane |
- sampler:_vSampler |
- offset:textureOffset + 2 |
- width:frame.chromaWidth |
- height:frame.chromaHeight |
- stride:frame.vPitch]; |
- |
- _currentTextureSet = (_currentTextureSet + 1) % kNumTextureSets; |
- return YES; |
-} |
- |
-- (BOOL)setupVertices { |
-#if !TARGET_OS_IPHONE |
- NSAssert(!_vertexArray, @"vertex array already set up"); |
- glGenVertexArrays(1, &_vertexArray); |
- if (!_vertexArray) { |
- return NO; |
- } |
- glBindVertexArray(_vertexArray); |
-#endif |
- NSAssert(!_vertexBuffer, @"vertex buffer already set up"); |
- glGenBuffers(1, &_vertexBuffer); |
- if (!_vertexBuffer) { |
-#if !TARGET_OS_IPHONE |
- glDeleteVertexArrays(1, &_vertexArray); |
- _vertexArray = 0; |
-#endif |
- return NO; |
- } |
- glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer); |
- glBufferData(GL_ARRAY_BUFFER, sizeof(gVertices), gVertices, GL_DYNAMIC_DRAW); |
- |
- // Read position attribute from |gVertices| with size of 2 and stride of 4 |
- // beginning at the start of the array. The last argument indicates offset |
- // of data within |gVertices| as supplied to the vertex buffer. |
- glVertexAttribPointer( |
- _position, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (void *)0); |
- glEnableVertexAttribArray(_position); |
- |
- // Read texcoord attribute from |gVertices| with size of 2 and stride of 4 |
- // beginning at the first texcoord in the array. The last argument indicates |
- // offset of data within |gVertices| as supplied to the vertex buffer. |
- glVertexAttribPointer(_texcoord, |
- 2, |
- GL_FLOAT, |
- GL_FALSE, |
- 4 * sizeof(GLfloat), |
- (void *)(2 * sizeof(GLfloat))); |
- glEnableVertexAttribArray(_texcoord); |
- |
- return YES; |
-} |
- |
@end |