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Unified Diff: webrtc/api/android/java/src/org/webrtc/YuvConverter.java

Issue 2426023002: Android: Move YuvConverter to its own file (Closed)
Patch Set: Rebase and update VideoFileRenderer Created 4 years, 2 months ago
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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();
}
}
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