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"); |