| 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 8aaf296703dd93e0c864411a30ffda963fa4abca..e7c767b057ef90dcb18f3eea6b6f18618861a581 100644
|
| --- a/webrtc/api/android/java/src/org/webrtc/SurfaceTextureHelper.java
|
| +++ b/webrtc/api/android/java/src/org/webrtc/SurfaceTextureHelper.java
|
| @@ -75,210 +75,6 @@ class SurfaceTextureHelper {
|
| });
|
| }
|
|
|
| - // State for YUV conversion, instantiated on demand.
|
| - static class YuvConverter {
|
| - 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();
|
| - }
|
| - }
|
| -
|
| private final Handler handler;
|
| private final EglBase eglBase;
|
| private final SurfaceTexture surfaceTexture;
|
|
|