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Side by Side Diff: webrtc/api/android/java/src/org/webrtc/YuvConverter.java

Issue 2426023002: Android: Move YuvConverter to its own file (Closed)
Patch Set: Fix comment in webrtc/api/android/jni/native_handle_impl.cc Created 4 years, 2 months ago
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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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