| Index: webrtc/sdk/objc/Framework/Classes/Video/RTCDefaultShader.mm
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| diff --git a/webrtc/sdk/objc/Framework/Classes/Video/RTCDefaultShader.mm b/webrtc/sdk/objc/Framework/Classes/Video/RTCDefaultShader.mm
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| new file mode 100644
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| index 0000000000000000000000000000000000000000..95a1eda5cd592eb9e5029acd2bdebd3ed3ee6af3
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| --- /dev/null
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| +++ b/webrtc/sdk/objc/Framework/Classes/Video/RTCDefaultShader.mm
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| @@ -0,0 +1,203 @@
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| +/*
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| + *  Copyright 2017 The WebRTC project authors. All Rights Reserved.
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| + *
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| + *  Use of this source code is governed by a BSD-style license
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| + *  that can be found in the LICENSE file in the root of the source
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| + *  tree. An additional intellectual property rights grant can be found
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| + *  in the file PATENTS.  All contributing project authors may
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| + *  be found in the AUTHORS file in the root of the source tree.
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| + */
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| +
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| +#import "RTCDefaultShader.h"
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| +
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| +#if TARGET_OS_IPHONE
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| +#import <OpenGLES/ES3/gl.h>
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| +#else
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| +#import <OpenGL/gl3.h>
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| +#endif
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| +
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| +#import "RTCOpenGLDefines.h"
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| +#import "RTCShader.h"
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| +#import "WebRTC/RTCLogging.h"
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| +
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| +#include "webrtc/base/optional.h"
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| +
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| +static const int kYTextureUnit = 0;
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| +static const int kUTextureUnit = 1;
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| +static const int kVTextureUnit = 2;
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| +static const int kUvTextureUnit = 1;
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| +
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| +// Fragment shader converts YUV values from input textures into a final RGB
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| +// pixel. The conversion formula is from http://www.fourcc.org/fccyvrgb.php.
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| +static const char kI420FragmentShaderSource[] =
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| +  SHADER_VERSION
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| +  "precision highp float;"
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| +  FRAGMENT_SHADER_IN " vec2 v_texcoord;\n"
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| +  "uniform lowp sampler2D s_textureY;\n"
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| +  "uniform lowp sampler2D s_textureU;\n"
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| +  "uniform lowp sampler2D s_textureV;\n"
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| +  FRAGMENT_SHADER_OUT
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| +  "void main() {\n"
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| +  "    float y, u, v, r, g, b;\n"
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| +  "    y = " FRAGMENT_SHADER_TEXTURE "(s_textureY, v_texcoord).r;\n"
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| +  "    u = " FRAGMENT_SHADER_TEXTURE "(s_textureU, v_texcoord).r;\n"
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| +  "    v = " FRAGMENT_SHADER_TEXTURE "(s_textureV, v_texcoord).r;\n"
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| +  "    u = u - 0.5;\n"
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| +  "    v = v - 0.5;\n"
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| +  "    r = y + 1.403 * v;\n"
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| +  "    g = y - 0.344 * u - 0.714 * v;\n"
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| +  "    b = y + 1.770 * u;\n"
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| +  "    " FRAGMENT_SHADER_COLOR " = vec4(r, g, b, 1.0);\n"
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| +  "  }\n";
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| +
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| +static const char kNV12FragmentShaderSource[] =
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| +  SHADER_VERSION
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| +  "precision mediump float;"
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| +  FRAGMENT_SHADER_IN " vec2 v_texcoord;\n"
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| +  "uniform lowp sampler2D s_textureY;\n"
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| +  "uniform lowp sampler2D s_textureUV;\n"
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| +  FRAGMENT_SHADER_OUT
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| +  "void main() {\n"
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| +  "    mediump float y;\n"
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| +  "    mediump vec2 uv;\n"
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| +  "    y = " FRAGMENT_SHADER_TEXTURE "(s_textureY, v_texcoord).r;\n"
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| +  "    uv = " FRAGMENT_SHADER_TEXTURE "(s_textureUV, v_texcoord).ra -\n"
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| +  "        vec2(0.5, 0.5);\n"
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| +  "    " FRAGMENT_SHADER_COLOR " = vec4(y + 1.403 * uv.y,\n"
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| +  "                                     y - 0.344 * uv.x - 0.714 * uv.y,\n"
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| +  "                                     y + 1.770 * uv.x,\n"
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| +  "                                     1.0);\n"
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| +  "  }\n";
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| +
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| +@implementation RTCDefaultShader {
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| +  GLuint _vertexBuffer;
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| +  GLuint _vertexArray;
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| +  // Store current rotation and only upload new vertex data when rotation changes.
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| +  rtc::Optional<RTCVideoRotation> _currentRotation;
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| +
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| +  GLuint _i420Program;
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| +  GLuint _nv12Program;
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| +}
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| +
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| +- (void)dealloc {
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| +  glDeleteProgram(_i420Program);
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| +  glDeleteProgram(_nv12Program);
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| +  glDeleteBuffers(1, &_vertexBuffer);
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| +  glDeleteVertexArrays(1, &_vertexArray);
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| +}
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| +
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| +- (BOOL)createAndSetupI420Program {
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| +  NSAssert(!_i420Program, @"I420 program already created");
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| +  _i420Program = RTCCreateProgramFromFragmentSource(kI420FragmentShaderSource);
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| +  if (!_i420Program) {
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| +    return NO;
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| +  }
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| +  GLint ySampler = glGetUniformLocation(_i420Program, "s_textureY");
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| +  GLint uSampler = glGetUniformLocation(_i420Program, "s_textureU");
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| +  GLint vSampler = glGetUniformLocation(_i420Program, "s_textureV");
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| +
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| +  if (ySampler < 0 || uSampler < 0 || vSampler < 0) {
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| +    RTCLog(@"Failed to get uniform variable locations in I420 shader");
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| +    glDeleteProgram(_i420Program);
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| +    _i420Program = 0;
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| +    return NO;
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| +  }
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| +
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| +  glUseProgram(_i420Program);
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| +  glUniform1i(ySampler, kYTextureUnit);
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| +  glUniform1i(uSampler, kUTextureUnit);
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| +  glUniform1i(vSampler, kVTextureUnit);
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| +
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| +  return YES;
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| +}
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| +
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| +- (BOOL)createAndSetupNV12Program {
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| +  NSAssert(!_nv12Program, @"NV12 program already created");
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| +  _nv12Program = RTCCreateProgramFromFragmentSource(kNV12FragmentShaderSource);
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| +  if (!_nv12Program) {
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| +    return NO;
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| +  }
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| +  GLint ySampler = glGetUniformLocation(_nv12Program, "s_textureY");
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| +  GLint uvSampler = glGetUniformLocation(_nv12Program, "s_textureUV");
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| +
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| +  if (ySampler < 0 || uvSampler < 0) {
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| +    RTCLog(@"Failed to get uniform variable locations in NV12 shader");
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| +    glDeleteProgram(_nv12Program);
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| +    _nv12Program = 0;
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| +    return NO;
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| +  }
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| +
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| +  glUseProgram(_nv12Program);
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| +  glUniform1i(ySampler, kYTextureUnit);
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| +  glUniform1i(uvSampler, kUvTextureUnit);
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| +
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| +  return YES;
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| +}
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| +
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| +- (BOOL)prepareVertexBufferWithRotation:(RTCVideoRotation)rotation {
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| +  if (!_vertexBuffer && !RTCCreateVertexBuffer(&_vertexBuffer, &_vertexArray)) {
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| +    RTCLog(@"Failed to setup vertex buffer");
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| +    return NO;
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| +  }
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| +#if !TARGET_OS_IPHONE
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| +  glBindVertexArray(_vertexArray);
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| +#endif
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| +  glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
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| +  if (!_currentRotation || rotation != *_currentRotation) {
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| +    _currentRotation = rtc::Optional<RTCVideoRotation>(rotation);
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| +    RTCSetVertexData(*_currentRotation);
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| +  }
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| +  return YES;
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| +}
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| +
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| +- (void)applyShadingForFrameWithRotation:(RTCVideoRotation)rotation
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| +                                  yPlane:(GLuint)yPlane
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| +                                  uPlane:(GLuint)uPlane
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| +                                  vPlane:(GLuint)vPlane {
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| +  if (![self prepareVertexBufferWithRotation:rotation]) {
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| +    return;
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| +  }
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| +
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| +  if (!_i420Program && ![self createAndSetupI420Program]) {
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| +    RTCLog(@"Failed to setup I420 program");
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| +    return;
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| +  }
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| +
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| +  glUseProgram(_i420Program);
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| +
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| +  glActiveTexture(static_cast<GLenum>(GL_TEXTURE0 + kYTextureUnit));
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| +  glBindTexture(GL_TEXTURE_2D, yPlane);
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| +
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| +  glActiveTexture(static_cast<GLenum>(GL_TEXTURE0 + kUTextureUnit));
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| +  glBindTexture(GL_TEXTURE_2D, uPlane);
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| +
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| +  glActiveTexture(static_cast<GLenum>(GL_TEXTURE0 + kVTextureUnit));
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| +  glBindTexture(GL_TEXTURE_2D, vPlane);
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| +
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| +  glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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| +}
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| +
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| +- (void)applyShadingForFrameWithRotation:(RTCVideoRotation)rotation
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| +                                  yPlane:(GLuint)yPlane
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| +                                 uvPlane:(GLuint)uvPlane {
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| +  if (![self prepareVertexBufferWithRotation:rotation]) {
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| +    return;
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| +  }
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| +
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| +  if (!_nv12Program && ![self createAndSetupNV12Program]) {
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| +    RTCLog(@"Failed to setup NV12 shader");
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| +    return;
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| +  }
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| +
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| +  glUseProgram(_nv12Program);
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| +
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| +  glActiveTexture(static_cast<GLenum>(GL_TEXTURE0 + kYTextureUnit));
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| +  glBindTexture(GL_TEXTURE_2D, yPlane);
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| +
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| +  glActiveTexture(static_cast<GLenum>(GL_TEXTURE0 + kUvTextureUnit));
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| +  glBindTexture(GL_TEXTURE_2D, uvPlane);
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| +
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| +  glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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| +}
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| +
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| +@end
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| 
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