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1 /* | |
2 * Copyright 2015 The WebRTC project authors. All Rights Reserved. | |
3 * | |
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 | |
6 * tree. An additional intellectual property rights grant can be found | |
7 * in the file PATENTS. All contributing project authors may | |
8 * be found in the AUTHORS file in the root of the source tree. | |
9 */ | |
10 | |
11 package org.webrtc; | |
12 | |
13 import android.opengl.GLES11Ext; | |
14 import android.opengl.GLES20; | |
15 import java.nio.ByteBuffer; | |
16 import java.nio.FloatBuffer; | |
17 | |
18 /** | |
19 * Class for converting OES textures to a YUV ByteBuffer. | |
20 */ | |
21 public class YuvConverter { | |
sakal
2016/10/19 11:16:02
nit: Do we want to expose this class to external u
magjed_webrtc
2016/10/19 12:27:01
Ok, let's make it package private for now.
| |
22 private final EglBase eglBase; | |
23 private final GlShader shader; | |
24 private boolean released = false; | |
25 | |
26 // Vertex coordinates in Normalized Device Coordinates, i.e. | |
27 // (-1, -1) is bottom-left and (1, 1) is top-right. | |
28 private static final FloatBuffer DEVICE_RECTANGLE = GlUtil.createFloatBuffer(n ew float[] { | |
29 -1.0f, -1.0f, // Bottom left. | |
30 1.0f, -1.0f, // Bottom right. | |
31 -1.0f, 1.0f, // Top left. | |
32 1.0f, 1.0f, // Top right. | |
33 }); | |
34 | |
35 // Texture coordinates - (0, 0) is bottom-left and (1, 1) is top-right. | |
36 private static final FloatBuffer TEXTURE_RECTANGLE = GlUtil.createFloatBuffer( new float[] { | |
37 0.0f, 0.0f, // Bottom left. | |
38 1.0f, 0.0f, // Bottom right. | |
39 0.0f, 1.0f, // Top left. | |
40 1.0f, 1.0f // Top right. | |
41 }); | |
42 | |
43 // clang-format off | |
44 private static final String VERTEX_SHADER = | |
45 "varying vec2 interp_tc;\n" | |
46 + "attribute vec4 in_pos;\n" | |
47 + "attribute vec4 in_tc;\n" | |
48 + "\n" | |
49 + "uniform mat4 texMatrix;\n" | |
50 + "\n" | |
51 + "void main() {\n" | |
52 + " gl_Position = in_pos;\n" | |
53 + " interp_tc = (texMatrix * in_tc).xy;\n" | |
54 + "}\n"; | |
55 | |
56 private static final String FRAGMENT_SHADER = | |
57 "#extension GL_OES_EGL_image_external : require\n" | |
58 + "precision mediump float;\n" | |
59 + "varying vec2 interp_tc;\n" | |
60 + "\n" | |
61 + "uniform samplerExternalOES oesTex;\n" | |
62 // Difference in texture coordinate corresponding to one | |
63 // sub-pixel in the x direction. | |
64 + "uniform vec2 xUnit;\n" | |
65 // Color conversion coefficients, including constant term | |
66 + "uniform vec4 coeffs;\n" | |
67 + "\n" | |
68 + "void main() {\n" | |
69 // Since the alpha read from the texture is always 1, this could | |
70 // be written as a mat4 x vec4 multiply. However, that seems to | |
71 // give a worse framerate, possibly because the additional | |
72 // multiplies by 1.0 consume resources. TODO(nisse): Could also | |
73 // try to do it as a vec3 x mat3x4, followed by an add in of a | |
74 // constant vector. | |
75 + " gl_FragColor.r = coeffs.a + dot(coeffs.rgb,\n" | |
76 + " texture2D(oesTex, interp_tc - 1.5 * xUnit).rgb);\n" | |
77 + " gl_FragColor.g = coeffs.a + dot(coeffs.rgb,\n" | |
78 + " texture2D(oesTex, interp_tc - 0.5 * xUnit).rgb);\n" | |
79 + " gl_FragColor.b = coeffs.a + dot(coeffs.rgb,\n" | |
80 + " texture2D(oesTex, interp_tc + 0.5 * xUnit).rgb);\n" | |
81 + " gl_FragColor.a = coeffs.a + dot(coeffs.rgb,\n" | |
82 + " texture2D(oesTex, interp_tc + 1.5 * xUnit).rgb);\n" | |
83 + "}\n"; | |
84 // clang-format on | |
85 | |
86 private int texMatrixLoc; | |
87 private int xUnitLoc; | |
88 private int coeffsLoc; | |
89 | |
90 YuvConverter(EglBase.Context sharedContext) { | |
91 eglBase = EglBase.create(sharedContext, EglBase.CONFIG_PIXEL_RGBA_BUFFER); | |
92 eglBase.createDummyPbufferSurface(); | |
93 eglBase.makeCurrent(); | |
94 | |
95 shader = new GlShader(VERTEX_SHADER, FRAGMENT_SHADER); | |
96 shader.useProgram(); | |
97 texMatrixLoc = shader.getUniformLocation("texMatrix"); | |
98 xUnitLoc = shader.getUniformLocation("xUnit"); | |
99 coeffsLoc = shader.getUniformLocation("coeffs"); | |
100 GLES20.glUniform1i(shader.getUniformLocation("oesTex"), 0); | |
101 GlUtil.checkNoGLES2Error("Initialize fragment shader uniform values."); | |
102 // Initialize vertex shader attributes. | |
103 shader.setVertexAttribArray("in_pos", 2, DEVICE_RECTANGLE); | |
104 // If the width is not a multiple of 4 pixels, the texture | |
105 // will be scaled up slightly and clipped at the right border. | |
106 shader.setVertexAttribArray("in_tc", 2, TEXTURE_RECTANGLE); | |
107 eglBase.detachCurrent(); | |
108 } | |
109 | |
110 synchronized void convert( | |
111 ByteBuffer buf, int width, int height, int stride, int textureId, float[] transformMatrix) { | |
112 if (released) { | |
113 throw new IllegalStateException("YuvConverter.convert called on released o bject"); | |
114 } | |
115 | |
116 // We draw into a buffer laid out like | |
117 // | |
118 // +---------+ | |
119 // | | | |
120 // | Y | | |
121 // | | | |
122 // | | | |
123 // +----+----+ | |
124 // | U | V | | |
125 // | | | | |
126 // +----+----+ | |
127 // | |
128 // In memory, we use the same stride for all of Y, U and V. The | |
129 // U data starts at offset |height| * |stride| from the Y data, | |
130 // and the V data starts at at offset |stride/2| from the U | |
131 // data, with rows of U and V data alternating. | |
132 // | |
133 // Now, it would have made sense to allocate a pixel buffer with | |
134 // a single byte per pixel (EGL10.EGL_COLOR_BUFFER_TYPE, | |
135 // EGL10.EGL_LUMINANCE_BUFFER,), but that seems to be | |
136 // unsupported by devices. So do the following hack: Allocate an | |
137 // RGBA buffer, of width |stride|/4. To render each of these | |
138 // large pixels, sample the texture at 4 different x coordinates | |
139 // and store the results in the four components. | |
140 // | |
141 // Since the V data needs to start on a boundary of such a | |
142 // larger pixel, it is not sufficient that |stride| is even, it | |
143 // has to be a multiple of 8 pixels. | |
144 | |
145 if (stride % 8 != 0) { | |
146 throw new IllegalArgumentException("Invalid stride, must be a multiple of 8"); | |
147 } | |
148 if (stride < width) { | |
149 throw new IllegalArgumentException("Invalid stride, must >= width"); | |
150 } | |
151 | |
152 int y_width = (width + 3) / 4; | |
153 int uv_width = (width + 7) / 8; | |
154 int uv_height = (height + 1) / 2; | |
155 int total_height = height + uv_height; | |
156 int size = stride * total_height; | |
157 | |
158 if (buf.capacity() < size) { | |
159 throw new IllegalArgumentException("YuvConverter.convert called with too s mall buffer"); | |
160 } | |
161 // Produce a frame buffer starting at top-left corner, not | |
162 // bottom-left. | |
163 transformMatrix = | |
164 RendererCommon.multiplyMatrices(transformMatrix, RendererCommon.vertical FlipMatrix()); | |
165 | |
166 // Create new pBuffferSurface with the correct size if needed. | |
167 if (eglBase.hasSurface()) { | |
168 if (eglBase.surfaceWidth() != stride / 4 || eglBase.surfaceHeight() != tot al_height) { | |
169 eglBase.releaseSurface(); | |
170 eglBase.createPbufferSurface(stride / 4, total_height); | |
171 } | |
172 } else { | |
173 eglBase.createPbufferSurface(stride / 4, total_height); | |
174 } | |
175 | |
176 eglBase.makeCurrent(); | |
177 | |
178 GLES20.glActiveTexture(GLES20.GL_TEXTURE0); | |
179 GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, textureId); | |
180 GLES20.glUniformMatrix4fv(texMatrixLoc, 1, false, transformMatrix, 0); | |
181 | |
182 // Draw Y | |
183 GLES20.glViewport(0, 0, y_width, height); | |
184 // Matrix * (1;0;0;0) / width. Note that opengl uses column major order. | |
185 GLES20.glUniform2f(xUnitLoc, transformMatrix[0] / width, transformMatrix[1] / width); | |
186 // Y'UV444 to RGB888, see | |
187 // https://en.wikipedia.org/wiki/YUV#Y.27UV444_to_RGB888_conversion. | |
188 // We use the ITU-R coefficients for U and V */ | |
189 GLES20.glUniform4f(coeffsLoc, 0.299f, 0.587f, 0.114f, 0.0f); | |
190 GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4); | |
191 | |
192 // Draw U | |
193 GLES20.glViewport(0, height, uv_width, uv_height); | |
194 // Matrix * (1;0;0;0) / (width / 2). Note that opengl uses column major orde r. | |
195 GLES20.glUniform2f( | |
196 xUnitLoc, 2.0f * transformMatrix[0] / width, 2.0f * transformMatrix[1] / width); | |
197 GLES20.glUniform4f(coeffsLoc, -0.169f, -0.331f, 0.499f, 0.5f); | |
198 GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4); | |
199 | |
200 // Draw V | |
201 GLES20.glViewport(stride / 8, height, uv_width, uv_height); | |
202 GLES20.glUniform4f(coeffsLoc, 0.499f, -0.418f, -0.0813f, 0.5f); | |
203 GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4); | |
204 | |
205 GLES20.glReadPixels( | |
206 0, 0, stride / 4, total_height, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, buf); | |
207 | |
208 GlUtil.checkNoGLES2Error("YuvConverter.convert"); | |
209 | |
210 // Unbind texture. Reportedly needed on some devices to get | |
211 // the texture updated from the camera. | |
212 GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, 0); | |
213 eglBase.detachCurrent(); | |
214 } | |
215 | |
216 synchronized void release() { | |
217 released = true; | |
218 eglBase.makeCurrent(); | |
219 shader.release(); | |
220 eglBase.release(); | |
221 } | |
222 } | |
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