Index: webrtc/api/android/java/src/org/webrtc/YuvConverter.java |
diff --git a/webrtc/api/android/java/src/org/webrtc/GlRectDrawer.java b/webrtc/api/android/java/src/org/webrtc/YuvConverter.java |
similarity index 19% |
copy from webrtc/api/android/java/src/org/webrtc/GlRectDrawer.java |
copy to webrtc/api/android/java/src/org/webrtc/YuvConverter.java |
index c81e6e8d938591c490947b097e03ac444e9802ae..1203d86515840db873750cf555b3196844ec3812 100644 |
--- a/webrtc/api/android/java/src/org/webrtc/GlRectDrawer.java |
+++ b/webrtc/api/android/java/src/org/webrtc/YuvConverter.java |
@@ -12,22 +12,36 @@ package org.webrtc; |
import android.opengl.GLES11Ext; |
import android.opengl.GLES20; |
- |
+import java.nio.ByteBuffer; |
import java.nio.FloatBuffer; |
-import java.util.IdentityHashMap; |
-import java.util.Map; |
/** |
- * Helper class to draw an opaque quad on the target viewport location. Rotation, mirror, and |
- * cropping is specified using a 4x4 texture coordinate transform matrix. The frame input can either |
- * be an OES texture or YUV textures in I420 format. The GL state must be preserved between draw |
- * calls, this is intentional to maximize performance. The function release() must be called |
- * manually to free the resources held by this object. |
+ * Class for converting OES textures to a YUV ByteBuffer. |
*/ |
-public class GlRectDrawer implements RendererCommon.GlDrawer { |
+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 |
- // Simple vertex shader, used for both YUV and OES. |
- private static final String VERTEX_SHADER_STRING = |
+ private static final String VERTEX_SHADER = |
"varying vec2 interp_tc;\n" |
+ "attribute vec4 in_pos;\n" |
+ "attribute vec4 in_tc;\n" |
@@ -39,173 +53,170 @@ public class GlRectDrawer implements RendererCommon.GlDrawer { |
+ " interp_tc = (texMatrix * in_tc).xy;\n" |
+ "}\n"; |
- private static final String YUV_FRAGMENT_SHADER_STRING = |
- "precision mediump float;\n" |
- + "varying vec2 interp_tc;\n" |
- + "\n" |
- + "uniform sampler2D y_tex;\n" |
- + "uniform sampler2D u_tex;\n" |
- + "uniform sampler2D v_tex;\n" |
- + "\n" |
- + "void main() {\n" |
- // CSC according to http://www.fourcc.org/fccyvrgb.php |
- + " float y = texture2D(y_tex, interp_tc).r;\n" |
- + " float u = texture2D(u_tex, interp_tc).r - 0.5;\n" |
- + " float v = texture2D(v_tex, interp_tc).r - 0.5;\n" |
- + " gl_FragColor = vec4(y + 1.403 * v, " |
- + " y - 0.344 * u - 0.714 * v, " |
- + " y + 1.77 * u, 1);\n" |
- + "}\n"; |
- |
- private static final String RGB_FRAGMENT_SHADER_STRING = |
- "precision mediump float;\n" |
- + "varying vec2 interp_tc;\n" |
- + "\n" |
- + "uniform sampler2D rgb_tex;\n" |
- + "\n" |
- + "void main() {\n" |
- + " gl_FragColor = texture2D(rgb_tex, interp_tc);\n" |
- + "}\n"; |
- |
- private static final String OES_FRAGMENT_SHADER_STRING = |
+ 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 oes_tex;\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" |
- + " gl_FragColor = texture2D(oes_tex, interp_tc);\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 |
- // Vertex coordinates in Normalized Device Coordinates, i.e. (-1, -1) is bottom-left and (1, 1) is |
- // top-right. |
- private static final FloatBuffer FULL_RECTANGLE_BUF = 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 int texMatrixLoc; |
+ private int xUnitLoc; |
+ private int coeffsLoc; |
+ |
+ public 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(); |
+ } |
- // Texture coordinates - (0, 0) is bottom-left and (1, 1) is top-right. |
- private static final FloatBuffer FULL_RECTANGLE_TEX_BUF = 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. |
- }); |
+ synchronized public 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"); |
+ } |
- private static class Shader { |
- public final GlShader glShader; |
- public final int texMatrixLocation; |
+ 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; |
- public Shader(String fragmentShader) { |
- this.glShader = new GlShader(VERTEX_SHADER_STRING, fragmentShader); |
- this.texMatrixLocation = glShader.getUniformLocation("texMatrix"); |
+ 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); |
} |
- } |
- // The keys are one of the fragments shaders above. |
- private final Map<String, Shader> shaders = new IdentityHashMap<String, Shader>(); |
- |
- /** |
- * Draw an OES texture frame with specified texture transformation matrix. Required resources are |
- * allocated at the first call to this function. |
- */ |
- @Override |
- public void drawOes(int oesTextureId, float[] texMatrix, int frameWidth, int frameHeight, |
- int viewportX, int viewportY, int viewportWidth, int viewportHeight) { |
- prepareShader(OES_FRAGMENT_SHADER_STRING, texMatrix); |
- GLES20.glActiveTexture(GLES20.GL_TEXTURE0); |
- // updateTexImage() may be called from another thread in another EGL context, so we need to |
- // bind/unbind the texture in each draw call so that GLES understads it's a new texture. |
- GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, oesTextureId); |
- drawRectangle(viewportX, viewportY, viewportWidth, viewportHeight); |
- GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, 0); |
- } |
+ eglBase.makeCurrent(); |
- /** |
- * Draw a RGB(A) texture frame with specified texture transformation matrix. Required resources |
- * are allocated at the first call to this function. |
- */ |
- @Override |
- public void drawRgb(int textureId, float[] texMatrix, int frameWidth, int frameHeight, |
- int viewportX, int viewportY, int viewportWidth, int viewportHeight) { |
- prepareShader(RGB_FRAGMENT_SHADER_STRING, texMatrix); |
GLES20.glActiveTexture(GLES20.GL_TEXTURE0); |
- GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId); |
- drawRectangle(viewportX, viewportY, viewportWidth, viewportHeight); |
- // Unbind the texture as a precaution. |
- GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0); |
- } |
+ 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 a YUV frame with specified texture transformation matrix. Required resources are |
- * allocated at the first call to this function. |
- */ |
- @Override |
- public void drawYuv(int[] yuvTextures, float[] texMatrix, int frameWidth, int frameHeight, |
- int viewportX, int viewportY, int viewportWidth, int viewportHeight) { |
- prepareShader(YUV_FRAGMENT_SHADER_STRING, texMatrix); |
- // Bind the textures. |
- for (int i = 0; i < 3; ++i) { |
- GLES20.glActiveTexture(GLES20.GL_TEXTURE0 + i); |
- GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, yuvTextures[i]); |
- } |
- drawRectangle(viewportX, viewportY, viewportWidth, viewportHeight); |
- // Unbind the textures as a precaution.. |
- for (int i = 0; i < 3; ++i) { |
- GLES20.glActiveTexture(GLES20.GL_TEXTURE0 + i); |
- GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0); |
- } |
- } |
+ // 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); |
- private void drawRectangle(int x, int y, int width, int height) { |
- // Draw quad. |
- GLES20.glViewport(x, y, width, height); |
+ // 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); |
- } |
- private void prepareShader(String fragmentShader, float[] texMatrix) { |
- final Shader shader; |
- if (shaders.containsKey(fragmentShader)) { |
- shader = shaders.get(fragmentShader); |
- } else { |
- // Lazy allocation. |
- shader = new Shader(fragmentShader); |
- shaders.put(fragmentShader, shader); |
- shader.glShader.useProgram(); |
- // Initialize fragment shader uniform values. |
- if (fragmentShader == YUV_FRAGMENT_SHADER_STRING) { |
- GLES20.glUniform1i(shader.glShader.getUniformLocation("y_tex"), 0); |
- GLES20.glUniform1i(shader.glShader.getUniformLocation("u_tex"), 1); |
- GLES20.glUniform1i(shader.glShader.getUniformLocation("v_tex"), 2); |
- } else if (fragmentShader == RGB_FRAGMENT_SHADER_STRING) { |
- GLES20.glUniform1i(shader.glShader.getUniformLocation("rgb_tex"), 0); |
- } else if (fragmentShader == OES_FRAGMENT_SHADER_STRING) { |
- GLES20.glUniform1i(shader.glShader.getUniformLocation("oes_tex"), 0); |
- } else { |
- throw new IllegalStateException("Unknown fragment shader: " + fragmentShader); |
- } |
- GlUtil.checkNoGLES2Error("Initialize fragment shader uniform values."); |
- // Initialize vertex shader attributes. |
- shader.glShader.setVertexAttribArray("in_pos", 2, FULL_RECTANGLE_BUF); |
- shader.glShader.setVertexAttribArray("in_tc", 2, FULL_RECTANGLE_TEX_BUF); |
- } |
- shader.glShader.useProgram(); |
- // Copy the texture transformation matrix over. |
- GLES20.glUniformMatrix4fv(shader.texMatrixLocation, 1, false, texMatrix, 0); |
+ 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(); |
} |
- /** |
- * Release all GLES resources. This needs to be done manually, otherwise the resources are leaked. |
- */ |
- @Override |
- public void release() { |
- for (Shader shader : shaders.values()) { |
- shader.glShader.release(); |
- } |
- shaders.clear(); |
+ synchronized public void release() { |
+ released = true; |
+ eglBase.makeCurrent(); |
+ shader.release(); |
+ eglBase.release(); |
} |
} |