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 |