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Side by Side Diff: webrtc/sdk/objc/Framework/Classes/RTCI420Shader.mm

Issue 2517173004: Move VideoFrame and related declarations to webrtc/api/video. (Closed)
Patch Set: Make rotation check clearer. Created 3 years, 11 months ago
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1 /* 1 /*
2 * Copyright 2016 The WebRTC project authors. All Rights Reserved. 2 * Copyright 2016 The WebRTC project authors. All Rights Reserved.
3 * 3 *
4 * Use of this source code is governed by a BSD-style license 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 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 6 * tree. An additional intellectual property rights grant can be found
7 * in the file PATENTS. All contributing project authors may 7 * in the file PATENTS. All contributing project authors may
8 * be found in the AUTHORS file in the root of the source tree. 8 * be found in the AUTHORS file in the root of the source tree.
9 */ 9 */
10 10
11 #import "RTCShader.h" 11 #import "RTCShader.h"
12 12
13 #include <vector> 13 #include <vector>
14 14
15 #import "RTCShader+Private.h" 15 #import "RTCShader+Private.h"
16 #import "WebRTC/RTCVideoFrame.h" 16 #import "WebRTC/RTCVideoFrame.h"
17 17
18 #include "webrtc/api/video/video_rotation.h"
18 #include "webrtc/base/optional.h" 19 #include "webrtc/base/optional.h"
19 #include "webrtc/common_video/rotation.h"
20 20
21 // |kNumTextures| must not exceed 8, which is the limit in OpenGLES2. Two sets 21 // |kNumTextures| must not exceed 8, which is the limit in OpenGLES2. Two sets
22 // of 3 textures are used here, one for each of the Y, U and V planes. Having 22 // of 3 textures are used here, one for each of the Y, U and V planes. Having
23 // two sets alleviates CPU blockage in the event that the GPU is asked to render 23 // two sets alleviates CPU blockage in the event that the GPU is asked to render
24 // to a texture that is already in use. 24 // to a texture that is already in use.
25 static const GLsizei kNumTextureSets = 2; 25 static const GLsizei kNumTextureSets = 2;
26 static const GLsizei kNumTexturesPerSet = 3; 26 static const GLsizei kNumTexturesPerSet = 3;
27 static const GLsizei kNumTextures = kNumTexturesPerSet * kNumTextureSets; 27 static const GLsizei kNumTextures = kNumTexturesPerSet * kNumTextureSets;
28 28
29 // Fragment shader converts YUV values from input textures into a final RGB 29 // Fragment shader converts YUV values from input textures into a final RGB
(...skipping 183 matching lines...) Expand 10 before | Expand all | Expand 10 after
213 offset:textureOffset + 2 213 offset:textureOffset + 2
214 width:frame.chromaWidth 214 width:frame.chromaWidth
215 height:frame.chromaHeight 215 height:frame.chromaHeight
216 stride:frame.vPitch]; 216 stride:frame.vPitch];
217 217
218 _currentTextureSet = (_currentTextureSet + 1) % kNumTextureSets; 218 _currentTextureSet = (_currentTextureSet + 1) % kNumTextureSets;
219 return YES; 219 return YES;
220 } 220 }
221 221
222 @end 222 @end
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