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Unified Diff: webrtc/sdk/objc/Framework/Classes/RTCI420Shader.mm

Issue 2862543002: Split iOS sdk in to separate targets (Closed)
Patch Set: rebase and minor fixes Created 3 years, 7 months ago
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Index: webrtc/sdk/objc/Framework/Classes/RTCI420Shader.mm
diff --git a/webrtc/sdk/objc/Framework/Classes/RTCI420Shader.mm b/webrtc/sdk/objc/Framework/Classes/RTCI420Shader.mm
deleted file mode 100644
index 83ecbe4d677009d0ee567562e6ee7fb9c0b1d804..0000000000000000000000000000000000000000
--- a/webrtc/sdk/objc/Framework/Classes/RTCI420Shader.mm
+++ /dev/null
@@ -1,119 +0,0 @@
-/*
- * Copyright 2016 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.
- */
-
-#import "RTCShader.h"
-
-#import "RTCI420TextureCache.h"
-#import "RTCShader+Private.h"
-#import "WebRTC/RTCLogging.h"
-#import "WebRTC/RTCVideoFrame.h"
-
-#include "webrtc/base/optional.h"
-
-// Fragment shader converts YUV values from input textures into a final RGB
-// pixel. The conversion formula is from http://www.fourcc.org/fccyvrgb.php.
-static const char kI420FragmentShaderSource[] =
- SHADER_VERSION
- "precision highp float;"
- FRAGMENT_SHADER_IN " vec2 v_texcoord;\n"
- "uniform lowp sampler2D s_textureY;\n"
- "uniform lowp sampler2D s_textureU;\n"
- "uniform lowp sampler2D s_textureV;\n"
- FRAGMENT_SHADER_OUT
- "void main() {\n"
- " float y, u, v, r, g, b;\n"
- " y = " FRAGMENT_SHADER_TEXTURE "(s_textureY, v_texcoord).r;\n"
- " u = " FRAGMENT_SHADER_TEXTURE "(s_textureU, v_texcoord).r;\n"
- " v = " FRAGMENT_SHADER_TEXTURE "(s_textureV, v_texcoord).r;\n"
- " u = u - 0.5;\n"
- " v = v - 0.5;\n"
- " r = y + 1.403 * v;\n"
- " g = y - 0.344 * u - 0.714 * v;\n"
- " b = y + 1.770 * u;\n"
- " " FRAGMENT_SHADER_COLOR " = vec4(r, g, b, 1.0);\n"
- " }\n";
-
-@implementation RTCI420Shader {
- RTCI420TextureCache* textureCache;
- // Handles for OpenGL constructs.
- GLuint _i420Program;
- GLuint _vertexArray;
- GLuint _vertexBuffer;
- GLint _ySampler;
- GLint _uSampler;
- GLint _vSampler;
- // Store current rotation and only upload new vertex data when rotation
- // changes.
- rtc::Optional<RTCVideoRotation> _currentRotation;
-}
-
-- (instancetype)initWithContext:(GlContextType *)context {
- if (self = [super init]) {
- textureCache = [[RTCI420TextureCache alloc] initWithContext:context];
- glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
- if (![self setupI420Program] ||
- !RTCSetupVerticesForProgram(_i420Program, &_vertexBuffer, &_vertexArray)) {
- RTCLog(@"Failed to initialize RTCI420Shader.");
- self = nil;
- }
- }
- return self;
-}
-
-- (void)dealloc {
- glDeleteProgram(_i420Program);
- glDeleteBuffers(1, &_vertexBuffer);
- glDeleteVertexArrays(1, &_vertexArray);
-}
-
-- (BOOL)setupI420Program {
- _i420Program = RTCCreateProgramFromFragmentSource(kI420FragmentShaderSource);
- if (!_i420Program) {
- return NO;
- }
- _ySampler = glGetUniformLocation(_i420Program, "s_textureY");
- _uSampler = glGetUniformLocation(_i420Program, "s_textureU");
- _vSampler = glGetUniformLocation(_i420Program, "s_textureV");
-
- return (_ySampler >= 0 && _uSampler >= 0 && _vSampler >= 0);
-}
-
-- (BOOL)drawFrame:(RTCVideoFrame*)frame {
- glUseProgram(_i420Program);
-
- [textureCache uploadFrameToTextures:frame];
-
-#if !TARGET_OS_IPHONE
- glBindVertexArray(_vertexArray);
-#endif
-
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, textureCache.yTexture);
- glUniform1i(_ySampler, 0);
-
- glActiveTexture(GL_TEXTURE1);
- glBindTexture(GL_TEXTURE_2D, textureCache.uTexture);
- glUniform1i(_uSampler, 1);
-
- glActiveTexture(GL_TEXTURE2);
- glBindTexture(GL_TEXTURE_2D, textureCache.vTexture);
- glUniform1i(_vSampler, 2);
-
- glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
- if (!_currentRotation || frame.rotation != *_currentRotation) {
- _currentRotation = rtc::Optional<RTCVideoRotation>(frame.rotation);
- RTCSetVertexData(*_currentRotation);
- }
- glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
-
- return YES;
-}
-
-@end
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