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Unified Diff: webrtc/api/android/java/src/org/webrtc/SurfaceTextureHelper.java

Issue 2377003002: Format all Java in WebRTC. (Closed)
Patch Set: Rebase. Created 4 years, 3 months ago
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Index: webrtc/api/android/java/src/org/webrtc/SurfaceTextureHelper.java
diff --git a/webrtc/api/android/java/src/org/webrtc/SurfaceTextureHelper.java b/webrtc/api/android/java/src/org/webrtc/SurfaceTextureHelper.java
index a38b0e46f0c7d6d0c8db239b9927654b1dc902fb..c9f3b55d8383094ec68a5d7f26848de204d4f05b 100644
--- a/webrtc/api/android/java/src/org/webrtc/SurfaceTextureHelper.java
+++ b/webrtc/api/android/java/src/org/webrtc/SurfaceTextureHelper.java
@@ -83,69 +83,69 @@ class SurfaceTextureHelper {
// Vertex coordinates in Normalized Device Coordinates, i.e.
// (-1, -1) is bottom-left and (1, 1) is top-right.
- private static final FloatBuffer DEVICE_RECTANGLE =
- GlUtil.createFloatBuffer(new float[] {
- -1.0f, -1.0f, // Bottom left.
- 1.0f, -1.0f, // Bottom right.
- -1.0f, 1.0f, // Top left.
- 1.0f, 1.0f, // Top right.
- });
+ private static final FloatBuffer DEVICE_RECTANGLE = GlUtil.createFloatBuffer(new float[] {
+ -1.0f, -1.0f, // Bottom left.
+ 1.0f, -1.0f, // Bottom right.
+ -1.0f, 1.0f, // Top left.
+ 1.0f, 1.0f, // Top right.
+ });
// Texture coordinates - (0, 0) is bottom-left and (1, 1) is top-right.
- private static final FloatBuffer TEXTURE_RECTANGLE =
- GlUtil.createFloatBuffer(new float[] {
- 0.0f, 0.0f, // Bottom left.
- 1.0f, 0.0f, // Bottom right.
- 0.0f, 1.0f, // Top left.
- 1.0f, 1.0f // Top right.
- });
+ private static final FloatBuffer TEXTURE_RECTANGLE = GlUtil.createFloatBuffer(new float[] {
+ 0.0f, 0.0f, // Bottom left.
+ 1.0f, 0.0f, // Bottom right.
+ 0.0f, 1.0f, // Top left.
+ 1.0f, 1.0f // Top right.
+ });
+ // clang-format off
private static final String VERTEX_SHADER =
- "varying vec2 interp_tc;\n"
- + "attribute vec4 in_pos;\n"
- + "attribute vec4 in_tc;\n"
- + "\n"
- + "uniform mat4 texMatrix;\n"
- + "\n"
- + "void main() {\n"
- + " gl_Position = in_pos;\n"
- + " interp_tc = (texMatrix * in_tc).xy;\n"
- + "}\n";
+ "varying vec2 interp_tc;\n"
+ + "attribute vec4 in_pos;\n"
+ + "attribute vec4 in_tc;\n"
+ + "\n"
+ + "uniform mat4 texMatrix;\n"
+ + "\n"
+ + "void main() {\n"
+ + " gl_Position = in_pos;\n"
+ + " interp_tc = (texMatrix * in_tc).xy;\n"
+ + "}\n";
private static final String FRAGMENT_SHADER =
- "#extension GL_OES_EGL_image_external : require\n"
- + "precision mediump float;\n"
- + "varying vec2 interp_tc;\n"
- + "\n"
- + "uniform samplerExternalOES oesTex;\n"
- // Difference in texture coordinate corresponding to one
- // sub-pixel in the x direction.
- + "uniform vec2 xUnit;\n"
- // Color conversion coefficients, including constant term
- + "uniform vec4 coeffs;\n"
- + "\n"
- + "void main() {\n"
- // Since the alpha read from the texture is always 1, this could
- // be written as a mat4 x vec4 multiply. However, that seems to
- // give a worse framerate, possibly because the additional
- // multiplies by 1.0 consume resources. TODO(nisse): Could also
- // try to do it as a vec3 x mat3x4, followed by an add in of a
- // constant vector.
- + " gl_FragColor.r = coeffs.a + dot(coeffs.rgb,\n"
- + " texture2D(oesTex, interp_tc - 1.5 * xUnit).rgb);\n"
- + " gl_FragColor.g = coeffs.a + dot(coeffs.rgb,\n"
- + " texture2D(oesTex, interp_tc - 0.5 * xUnit).rgb);\n"
- + " gl_FragColor.b = coeffs.a + dot(coeffs.rgb,\n"
- + " texture2D(oesTex, interp_tc + 0.5 * xUnit).rgb);\n"
- + " gl_FragColor.a = coeffs.a + dot(coeffs.rgb,\n"
- + " texture2D(oesTex, interp_tc + 1.5 * xUnit).rgb);\n"
- + "}\n";
+ "#extension GL_OES_EGL_image_external : require\n"
+ + "precision mediump float;\n"
+ + "varying vec2 interp_tc;\n"
+ + "\n"
+ + "uniform samplerExternalOES oesTex;\n"
+ // Difference in texture coordinate corresponding to one
+ // sub-pixel in the x direction.
+ + "uniform vec2 xUnit;\n"
+ // Color conversion coefficients, including constant term
+ + "uniform vec4 coeffs;\n"
+ + "\n"
+ + "void main() {\n"
+ // Since the alpha read from the texture is always 1, this could
+ // be written as a mat4 x vec4 multiply. However, that seems to
+ // give a worse framerate, possibly because the additional
+ // multiplies by 1.0 consume resources. TODO(nisse): Could also
+ // try to do it as a vec3 x mat3x4, followed by an add in of a
+ // constant vector.
+ + " gl_FragColor.r = coeffs.a + dot(coeffs.rgb,\n"
+ + " texture2D(oesTex, interp_tc - 1.5 * xUnit).rgb);\n"
+ + " gl_FragColor.g = coeffs.a + dot(coeffs.rgb,\n"
+ + " texture2D(oesTex, interp_tc - 0.5 * xUnit).rgb);\n"
+ + " gl_FragColor.b = coeffs.a + dot(coeffs.rgb,\n"
+ + " texture2D(oesTex, interp_tc + 0.5 * xUnit).rgb);\n"
+ + " gl_FragColor.a = coeffs.a + dot(coeffs.rgb,\n"
+ + " texture2D(oesTex, interp_tc + 1.5 * xUnit).rgb);\n"
+ + "}\n";
+ // clang-format on
private int texMatrixLoc;
private int xUnitLoc;
- private int coeffsLoc;;
+ private int coeffsLoc;
- YuvConverter (EglBase.Context sharedContext) {
+ YuvConverter(EglBase.Context sharedContext) {
eglBase = EglBase.create(sharedContext, EglBase.CONFIG_PIXEL_RGBA_BUFFER);
eglBase.createDummyPbufferSurface();
eglBase.makeCurrent();
@@ -165,11 +165,10 @@ class SurfaceTextureHelper {
eglBase.detachCurrent();
}
- synchronized void convert(ByteBuffer buf,
- int width, int height, int stride, int textureId, float [] transformMatrix) {
+ synchronized void convert(
+ ByteBuffer buf, int width, int height, int stride, int textureId, float[] transformMatrix) {
if (released) {
- throw new IllegalStateException(
- "YuvConverter.convert called on released object");
+ throw new IllegalStateException("YuvConverter.convert called on released object");
}
// We draw into a buffer laid out like
@@ -202,17 +201,15 @@ class SurfaceTextureHelper {
// has to be a multiple of 8 pixels.
if (stride % 8 != 0) {
- throw new IllegalArgumentException(
- "Invalid stride, must be a multiple of 8");
+ throw new IllegalArgumentException("Invalid stride, must be a multiple of 8");
}
- if (stride < width){
- throw new IllegalArgumentException(
- "Invalid stride, must >= width");
+ if (stride < width) {
+ throw new IllegalArgumentException("Invalid stride, must >= width");
}
- int y_width = (width+3) / 4;
- int uv_width = (width+7) / 8;
- int uv_height = (height+1)/2;
+ int y_width = (width + 3) / 4;
+ int uv_width = (width + 7) / 8;
+ int uv_height = (height + 1) / 2;
int total_height = height + uv_height;
int size = stride * total_height;
@@ -222,18 +219,16 @@ class SurfaceTextureHelper {
// Produce a frame buffer starting at top-left corner, not
// bottom-left.
transformMatrix =
- RendererCommon.multiplyMatrices(transformMatrix,
- RendererCommon.verticalFlipMatrix());
+ RendererCommon.multiplyMatrices(transformMatrix, RendererCommon.verticalFlipMatrix());
// Create new pBuffferSurface with the correct size if needed.
if (eglBase.hasSurface()) {
- if (eglBase.surfaceWidth() != stride/4 ||
- eglBase.surfaceHeight() != total_height){
+ if (eglBase.surfaceWidth() != stride / 4 || eglBase.surfaceHeight() != total_height) {
eglBase.releaseSurface();
- eglBase.createPbufferSurface(stride/4, total_height);
+ eglBase.createPbufferSurface(stride / 4, total_height);
}
} else {
- eglBase.createPbufferSurface(stride/4, total_height);
+ eglBase.createPbufferSurface(stride / 4, total_height);
}
eglBase.makeCurrent();
@@ -245,9 +240,7 @@ class SurfaceTextureHelper {
// Draw Y
GLES20.glViewport(0, 0, y_width, height);
// Matrix * (1;0;0;0) / width. Note that opengl uses column major order.
- GLES20.glUniform2f(xUnitLoc,
- transformMatrix[0] / width,
- transformMatrix[1] / width);
+ GLES20.glUniform2f(xUnitLoc, transformMatrix[0] / width, transformMatrix[1] / width);
// Y'UV444 to RGB888, see
// https://en.wikipedia.org/wiki/YUV#Y.27UV444_to_RGB888_conversion.
// We use the ITU-R coefficients for U and V */
@@ -257,19 +250,18 @@ class SurfaceTextureHelper {
// Draw U
GLES20.glViewport(0, height, uv_width, uv_height);
// Matrix * (1;0;0;0) / (width / 2). Note that opengl uses column major order.
- GLES20.glUniform2f(xUnitLoc,
- 2.0f * transformMatrix[0] / width,
- 2.0f * transformMatrix[1] / width);
+ GLES20.glUniform2f(
+ xUnitLoc, 2.0f * transformMatrix[0] / width, 2.0f * transformMatrix[1] / width);
GLES20.glUniform4f(coeffsLoc, -0.169f, -0.331f, 0.499f, 0.5f);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
// Draw V
- GLES20.glViewport(stride/8, height, uv_width, uv_height);
+ GLES20.glViewport(stride / 8, height, uv_width, uv_height);
GLES20.glUniform4f(coeffsLoc, 0.499f, -0.418f, -0.0813f, 0.5f);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
- GLES20.glReadPixels(0, 0, stride/4, total_height, GLES20.GL_RGBA,
- GLES20.GL_UNSIGNED_BYTE, buf);
+ GLES20.glReadPixels(
+ 0, 0, stride / 4, total_height, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, buf);
GlUtil.checkNoGLES2Error("YuvConverter.convert");
@@ -351,7 +343,7 @@ class SurfaceTextureHelper {
if (yuvConverter != null)
return yuvConverter;
- synchronized(this) {
+ synchronized (this) {
if (yuvConverter == null)
yuvConverter = new YuvConverter(eglBase.getEglBaseContext());
return yuvConverter;
@@ -409,7 +401,8 @@ class SurfaceTextureHelper {
*/
public void returnTextureFrame() {
handler.post(new Runnable() {
- @Override public void run() {
+ @Override
+ public void run() {
isTextureInUse = false;
if (isQuitting) {
release();
@@ -442,8 +435,8 @@ class SurfaceTextureHelper {
});
}
- public void textureToYUV(ByteBuffer buf,
- int width, int height, int stride, int textureId, float [] transformMatrix) {
+ public void textureToYUV(
+ ByteBuffer buf, int width, int height, int stride, int textureId, float[] transformMatrix) {
if (textureId != oesTextureId)
throw new IllegalStateException("textureToByteBuffer called with unexpected textureId");

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