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 |
deleted file mode 100644 |
index 050d69de8edbaa3c95d37cd8f1750bf740e974d9..0000000000000000000000000000000000000000 |
--- a/webrtc/api/android/java/src/org/webrtc/YuvConverter.java |
+++ /dev/null |
@@ -1,259 +0,0 @@ |
-/* |
- * 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. It should be constructed on a thread with |
- * an active EGL context, and only be used from that thread. |
- */ |
-class YuvConverter { |
- // 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 final int frameBufferId; |
- private final int frameTextureId; |
- private final GlShader shader; |
- private final int texMatrixLoc; |
- private final int xUnitLoc; |
- private final int coeffsLoc; |
- private final ThreadUtils.ThreadChecker threadChecker = new ThreadUtils.ThreadChecker(); |
- private int frameBufferWidth; |
- private int frameBufferHeight; |
- private boolean released = false; |
- |
- /** |
- * This class should be constructed on a thread that has an active EGL context. |
- */ |
- public YuvConverter() { |
- threadChecker.checkIsOnValidThread(); |
- frameTextureId = GlUtil.generateTexture(GLES20.GL_TEXTURE_2D); |
- this.frameBufferWidth = 0; |
- this.frameBufferHeight = 0; |
- |
- // Create framebuffer object and bind it. |
- final int frameBuffers[] = new int[1]; |
- GLES20.glGenFramebuffers(1, frameBuffers, 0); |
- frameBufferId = frameBuffers[0]; |
- GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, frameBufferId); |
- GlUtil.checkNoGLES2Error("Generate framebuffer"); |
- |
- // Attach the texture to the framebuffer as color attachment. |
- GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0, |
- GLES20.GL_TEXTURE_2D, frameTextureId, 0); |
- GlUtil.checkNoGLES2Error("Attach texture to framebuffer"); |
- |
- // Restore normal framebuffer. |
- GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0); |
- |
- 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); |
- } |
- |
- public void convert(ByteBuffer buf, int width, int height, int stride, int srcTextureId, |
- float[] transformMatrix) { |
- threadChecker.checkIsOnValidThread(); |
- 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()); |
- |
- // Bind our framebuffer. |
- GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, frameBufferId); |
- GlUtil.checkNoGLES2Error("glBindFramebuffer"); |
- |
- if (frameBufferWidth != stride / 4 || frameBufferHeight != total_height) { |
- frameBufferWidth = stride / 4; |
- frameBufferHeight = total_height; |
- // (Re)-Allocate texture. |
- GLES20.glActiveTexture(GLES20.GL_TEXTURE0); |
- GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, frameTextureId); |
- GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGBA, frameBufferWidth, |
- frameBufferHeight, 0, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, null); |
- |
- // Check that the framebuffer is in a good state. |
- final int status = GLES20.glCheckFramebufferStatus(GLES20.GL_FRAMEBUFFER); |
- if (status != GLES20.GL_FRAMEBUFFER_COMPLETE) { |
- throw new IllegalStateException("Framebuffer not complete, status: " + status); |
- } |
- } |
- |
- GLES20.glActiveTexture(GLES20.GL_TEXTURE0); |
- GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, srcTextureId); |
- 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, frameBufferWidth, frameBufferHeight, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, buf); |
- |
- GlUtil.checkNoGLES2Error("YuvConverter.convert"); |
- |
- // Restore normal framebuffer. |
- GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0); |
- GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0); |
- |
- // Unbind texture. Reportedly needed on some devices to get |
- // the texture updated from the camera. |
- GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, 0); |
- } |
- |
- public void release() { |
- threadChecker.checkIsOnValidThread(); |
- released = true; |
- shader.release(); |
- GLES20.glDeleteTextures(1, new int[] {frameTextureId}, 0); |
- GLES20.glDeleteFramebuffers(1, new int[] {frameBufferId}, 0); |
- frameBufferWidth = 0; |
- frameBufferHeight = 0; |
- } |
-} |