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

Issue 2547483003: Move /webrtc/api/android files to /webrtc/sdk/android (Closed)
Patch Set: Move to api folder under Android instead of src Created 4 years 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/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;
- }
-}
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