Chromium Code Reviews| Index: webrtc/api/android/java/src/org/webrtc/YuvConverter.java |
| diff --git a/webrtc/api/android/java/src/org/webrtc/YuvConverter.java b/webrtc/api/android/java/src/org/webrtc/YuvConverter.java |
| new file mode 100644 |
| index 0000000000000000000000000000000000000000..0b376e2d857fab66b65b525944ef4ec02d401f96 |
| --- /dev/null |
| +++ b/webrtc/api/android/java/src/org/webrtc/YuvConverter.java |
| @@ -0,0 +1,222 @@ |
| +/* |
| + * Copyright 2015 The WebRTC project authors. All Rights Reserved. |
| + * |
| + * Use of this source code is governed by a BSD-style license |
| + * that can be found in the LICENSE file in the root of the source |
| + * tree. An additional intellectual property rights grant can be found |
| + * in the file PATENTS. All contributing project authors may |
| + * be found in the AUTHORS file in the root of the source tree. |
| + */ |
| + |
| +package org.webrtc; |
| + |
| +import android.opengl.GLES11Ext; |
| +import android.opengl.GLES20; |
| +import java.nio.ByteBuffer; |
| +import java.nio.FloatBuffer; |
| + |
| +/** |
| + * Class for converting OES textures to a YUV ByteBuffer. |
| + */ |
| +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.
|
| + private final EglBase eglBase; |
| + private final GlShader shader; |
| + private boolean released = false; |
| + |
| + // 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. |
| + }); |
| + |
| + // 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. |
| + }); |
| + |
| + // 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"; |
| + |
| + 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"; |
| + // clang-format on |
| + |
| + private int texMatrixLoc; |
| + private int xUnitLoc; |
| + private int coeffsLoc; |
| + |
| + YuvConverter(EglBase.Context sharedContext) { |
| + eglBase = EglBase.create(sharedContext, EglBase.CONFIG_PIXEL_RGBA_BUFFER); |
| + eglBase.createDummyPbufferSurface(); |
| + eglBase.makeCurrent(); |
| + |
| + shader = new GlShader(VERTEX_SHADER, FRAGMENT_SHADER); |
| + shader.useProgram(); |
| + texMatrixLoc = shader.getUniformLocation("texMatrix"); |
| + xUnitLoc = shader.getUniformLocation("xUnit"); |
| + coeffsLoc = shader.getUniformLocation("coeffs"); |
| + GLES20.glUniform1i(shader.getUniformLocation("oesTex"), 0); |
| + GlUtil.checkNoGLES2Error("Initialize fragment shader uniform values."); |
| + // Initialize vertex shader attributes. |
| + shader.setVertexAttribArray("in_pos", 2, DEVICE_RECTANGLE); |
| + // If the width is not a multiple of 4 pixels, the texture |
| + // will be scaled up slightly and clipped at the right border. |
| + shader.setVertexAttribArray("in_tc", 2, TEXTURE_RECTANGLE); |
| + eglBase.detachCurrent(); |
| + } |
| + |
| + 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"); |
| + } |
| + |
| + // We draw into a buffer laid out like |
| + // |
| + // +---------+ |
| + // | | |
| + // | Y | |
| + // | | |
| + // | | |
| + // +----+----+ |
| + // | U | V | |
| + // | | | |
| + // +----+----+ |
| + // |
| + // In memory, we use the same stride for all of Y, U and V. The |
| + // U data starts at offset |height| * |stride| from the Y data, |
| + // and the V data starts at at offset |stride/2| from the U |
| + // data, with rows of U and V data alternating. |
| + // |
| + // Now, it would have made sense to allocate a pixel buffer with |
| + // a single byte per pixel (EGL10.EGL_COLOR_BUFFER_TYPE, |
| + // EGL10.EGL_LUMINANCE_BUFFER,), but that seems to be |
| + // unsupported by devices. So do the following hack: Allocate an |
| + // RGBA buffer, of width |stride|/4. To render each of these |
| + // large pixels, sample the texture at 4 different x coordinates |
| + // and store the results in the four components. |
| + // |
| + // Since the V data needs to start on a boundary of such a |
| + // larger pixel, it is not sufficient that |stride| is even, it |
| + // has to be a multiple of 8 pixels. |
| + |
| + if (stride % 8 != 0) { |
| + throw new IllegalArgumentException("Invalid stride, must be a multiple of 8"); |
| + } |
| + 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 total_height = height + uv_height; |
| + int size = stride * total_height; |
| + |
| + if (buf.capacity() < size) { |
| + throw new IllegalArgumentException("YuvConverter.convert called with too small buffer"); |
| + } |
| + // Produce a frame buffer starting at top-left corner, not |
| + // bottom-left. |
| + transformMatrix = |
| + 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) { |
| + eglBase.releaseSurface(); |
| + eglBase.createPbufferSurface(stride / 4, total_height); |
| + } |
| + } else { |
| + eglBase.createPbufferSurface(stride / 4, total_height); |
| + } |
| + |
| + eglBase.makeCurrent(); |
| + |
| + GLES20.glActiveTexture(GLES20.GL_TEXTURE0); |
| + GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, textureId); |
| + GLES20.glUniformMatrix4fv(texMatrixLoc, 1, false, transformMatrix, 0); |
| + |
| + // 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); |
| + // 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 */ |
| + GLES20.glUniform4f(coeffsLoc, 0.299f, 0.587f, 0.114f, 0.0f); |
| + GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4); |
| + |
| + // 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.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.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); |
| + |
| + GlUtil.checkNoGLES2Error("YuvConverter.convert"); |
| + |
| + // Unbind texture. Reportedly needed on some devices to get |
| + // the texture updated from the camera. |
| + GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, 0); |
| + eglBase.detachCurrent(); |
| + } |
| + |
| + synchronized void release() { |
| + released = true; |
| + eglBase.makeCurrent(); |
| + shader.release(); |
| + eglBase.release(); |
| + } |
| +} |