| Index: webrtc/sdk/objc/Framework/Classes/RTCDefaultShader.mm
|
| diff --git a/webrtc/sdk/objc/Framework/Classes/RTCDefaultShader.mm b/webrtc/sdk/objc/Framework/Classes/RTCDefaultShader.mm
|
| new file mode 100644
|
| index 0000000000000000000000000000000000000000..95a1eda5cd592eb9e5029acd2bdebd3ed3ee6af3
|
| --- /dev/null
|
| +++ b/webrtc/sdk/objc/Framework/Classes/RTCDefaultShader.mm
|
| @@ -0,0 +1,203 @@
|
| +/*
|
| + * Copyright 2017 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 "RTCDefaultShader.h"
|
| +
|
| +#if TARGET_OS_IPHONE
|
| +#import <OpenGLES/ES3/gl.h>
|
| +#else
|
| +#import <OpenGL/gl3.h>
|
| +#endif
|
| +
|
| +#import "RTCOpenGLDefines.h"
|
| +#import "RTCShader.h"
|
| +#import "WebRTC/RTCLogging.h"
|
| +
|
| +#include "webrtc/base/optional.h"
|
| +
|
| +static const int kYTextureUnit = 0;
|
| +static const int kUTextureUnit = 1;
|
| +static const int kVTextureUnit = 2;
|
| +static const int kUvTextureUnit = 1;
|
| +
|
| +// 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";
|
| +
|
| +static const char kNV12FragmentShaderSource[] =
|
| + SHADER_VERSION
|
| + "precision mediump float;"
|
| + FRAGMENT_SHADER_IN " vec2 v_texcoord;\n"
|
| + "uniform lowp sampler2D s_textureY;\n"
|
| + "uniform lowp sampler2D s_textureUV;\n"
|
| + FRAGMENT_SHADER_OUT
|
| + "void main() {\n"
|
| + " mediump float y;\n"
|
| + " mediump vec2 uv;\n"
|
| + " y = " FRAGMENT_SHADER_TEXTURE "(s_textureY, v_texcoord).r;\n"
|
| + " uv = " FRAGMENT_SHADER_TEXTURE "(s_textureUV, v_texcoord).ra -\n"
|
| + " vec2(0.5, 0.5);\n"
|
| + " " FRAGMENT_SHADER_COLOR " = vec4(y + 1.403 * uv.y,\n"
|
| + " y - 0.344 * uv.x - 0.714 * uv.y,\n"
|
| + " y + 1.770 * uv.x,\n"
|
| + " 1.0);\n"
|
| + " }\n";
|
| +
|
| +@implementation RTCDefaultShader {
|
| + GLuint _vertexBuffer;
|
| + GLuint _vertexArray;
|
| + // Store current rotation and only upload new vertex data when rotation changes.
|
| + rtc::Optional<RTCVideoRotation> _currentRotation;
|
| +
|
| + GLuint _i420Program;
|
| + GLuint _nv12Program;
|
| +}
|
| +
|
| +- (void)dealloc {
|
| + glDeleteProgram(_i420Program);
|
| + glDeleteProgram(_nv12Program);
|
| + glDeleteBuffers(1, &_vertexBuffer);
|
| + glDeleteVertexArrays(1, &_vertexArray);
|
| +}
|
| +
|
| +- (BOOL)createAndSetupI420Program {
|
| + NSAssert(!_i420Program, @"I420 program already created");
|
| + _i420Program = RTCCreateProgramFromFragmentSource(kI420FragmentShaderSource);
|
| + if (!_i420Program) {
|
| + return NO;
|
| + }
|
| + GLint ySampler = glGetUniformLocation(_i420Program, "s_textureY");
|
| + GLint uSampler = glGetUniformLocation(_i420Program, "s_textureU");
|
| + GLint vSampler = glGetUniformLocation(_i420Program, "s_textureV");
|
| +
|
| + if (ySampler < 0 || uSampler < 0 || vSampler < 0) {
|
| + RTCLog(@"Failed to get uniform variable locations in I420 shader");
|
| + glDeleteProgram(_i420Program);
|
| + _i420Program = 0;
|
| + return NO;
|
| + }
|
| +
|
| + glUseProgram(_i420Program);
|
| + glUniform1i(ySampler, kYTextureUnit);
|
| + glUniform1i(uSampler, kUTextureUnit);
|
| + glUniform1i(vSampler, kVTextureUnit);
|
| +
|
| + return YES;
|
| +}
|
| +
|
| +- (BOOL)createAndSetupNV12Program {
|
| + NSAssert(!_nv12Program, @"NV12 program already created");
|
| + _nv12Program = RTCCreateProgramFromFragmentSource(kNV12FragmentShaderSource);
|
| + if (!_nv12Program) {
|
| + return NO;
|
| + }
|
| + GLint ySampler = glGetUniformLocation(_nv12Program, "s_textureY");
|
| + GLint uvSampler = glGetUniformLocation(_nv12Program, "s_textureUV");
|
| +
|
| + if (ySampler < 0 || uvSampler < 0) {
|
| + RTCLog(@"Failed to get uniform variable locations in NV12 shader");
|
| + glDeleteProgram(_nv12Program);
|
| + _nv12Program = 0;
|
| + return NO;
|
| + }
|
| +
|
| + glUseProgram(_nv12Program);
|
| + glUniform1i(ySampler, kYTextureUnit);
|
| + glUniform1i(uvSampler, kUvTextureUnit);
|
| +
|
| + return YES;
|
| +}
|
| +
|
| +- (BOOL)prepareVertexBufferWithRotation:(RTCVideoRotation)rotation {
|
| + if (!_vertexBuffer && !RTCCreateVertexBuffer(&_vertexBuffer, &_vertexArray)) {
|
| + RTCLog(@"Failed to setup vertex buffer");
|
| + return NO;
|
| + }
|
| +#if !TARGET_OS_IPHONE
|
| + glBindVertexArray(_vertexArray);
|
| +#endif
|
| + glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
|
| + if (!_currentRotation || rotation != *_currentRotation) {
|
| + _currentRotation = rtc::Optional<RTCVideoRotation>(rotation);
|
| + RTCSetVertexData(*_currentRotation);
|
| + }
|
| + return YES;
|
| +}
|
| +
|
| +- (void)applyShadingForFrameWithRotation:(RTCVideoRotation)rotation
|
| + yPlane:(GLuint)yPlane
|
| + uPlane:(GLuint)uPlane
|
| + vPlane:(GLuint)vPlane {
|
| + if (![self prepareVertexBufferWithRotation:rotation]) {
|
| + return;
|
| + }
|
| +
|
| + if (!_i420Program && ![self createAndSetupI420Program]) {
|
| + RTCLog(@"Failed to setup I420 program");
|
| + return;
|
| + }
|
| +
|
| + glUseProgram(_i420Program);
|
| +
|
| + glActiveTexture(static_cast<GLenum>(GL_TEXTURE0 + kYTextureUnit));
|
| + glBindTexture(GL_TEXTURE_2D, yPlane);
|
| +
|
| + glActiveTexture(static_cast<GLenum>(GL_TEXTURE0 + kUTextureUnit));
|
| + glBindTexture(GL_TEXTURE_2D, uPlane);
|
| +
|
| + glActiveTexture(static_cast<GLenum>(GL_TEXTURE0 + kVTextureUnit));
|
| + glBindTexture(GL_TEXTURE_2D, vPlane);
|
| +
|
| + glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
|
| +}
|
| +
|
| +- (void)applyShadingForFrameWithRotation:(RTCVideoRotation)rotation
|
| + yPlane:(GLuint)yPlane
|
| + uvPlane:(GLuint)uvPlane {
|
| + if (![self prepareVertexBufferWithRotation:rotation]) {
|
| + return;
|
| + }
|
| +
|
| + if (!_nv12Program && ![self createAndSetupNV12Program]) {
|
| + RTCLog(@"Failed to setup NV12 shader");
|
| + return;
|
| + }
|
| +
|
| + glUseProgram(_nv12Program);
|
| +
|
| + glActiveTexture(static_cast<GLenum>(GL_TEXTURE0 + kYTextureUnit));
|
| + glBindTexture(GL_TEXTURE_2D, yPlane);
|
| +
|
| + glActiveTexture(static_cast<GLenum>(GL_TEXTURE0 + kUvTextureUnit));
|
| + glBindTexture(GL_TEXTURE_2D, uvPlane);
|
| +
|
| + glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
|
| +}
|
| +
|
| +@end
|
|
|