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Unified Diff: webrtc/sdk/objc/Framework/Classes/RTCNativeNV12Shader.mm

Issue 2890513002: Revert of Split iOS sdk in to separate targets (Closed)
Patch Set: Created 3 years, 7 months ago
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Index: webrtc/sdk/objc/Framework/Classes/RTCNativeNV12Shader.mm
diff --git a/webrtc/sdk/objc/Framework/Classes/RTCNativeNV12Shader.mm b/webrtc/sdk/objc/Framework/Classes/RTCNativeNV12Shader.mm
new file mode 100644
index 0000000000000000000000000000000000000000..c0769c05cda4f3e169bee3a29cbfd8c28ddc299f
--- /dev/null
+++ b/webrtc/sdk/objc/Framework/Classes/RTCNativeNV12Shader.mm
@@ -0,0 +1,107 @@
+/*
+ * 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 "RTCNV12TextureCache.h"
+#import "RTCShader+Private.h"
+#import "WebRTC/RTCLogging.h"
+#import "WebRTC/RTCVideoFrame.h"
+
+#include "webrtc/base/checks.h"
+#include "webrtc/base/optional.h"
+
+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 RTCNativeNV12Shader {
+ GLuint _vertexBuffer;
+ GLuint _nv12Program;
+ GLint _ySampler;
+ GLint _uvSampler;
+ RTCNV12TextureCache *_textureCache;
+ // 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 = [[RTCNV12TextureCache alloc] initWithContext:context];
+ if (!_textureCache || ![self setupNV12Program] ||
+ !RTCSetupVerticesForProgram(_nv12Program, &_vertexBuffer, nullptr)) {
+ RTCLog(@"Failed to initialize RTCNativeNV12Shader.");
+ self = nil;
+ }
+ }
+ return self;
+}
+
+- (void)dealloc {
+ glDeleteProgram(_nv12Program);
+ glDeleteBuffers(1, &_vertexBuffer);
+}
+
+- (BOOL)setupNV12Program {
+ _nv12Program = RTCCreateProgramFromFragmentSource(kNV12FragmentShaderSource);
+ if (!_nv12Program) {
+ return NO;
+ }
+ _ySampler = glGetUniformLocation(_nv12Program, "s_textureY");
+ _uvSampler = glGetUniformLocation(_nv12Program, "s_textureUV");
+
+ return (_ySampler >= 0 && _uvSampler >= 0);
+}
+
+- (BOOL)drawFrame:(RTCVideoFrame *)frame {
+ glUseProgram(_nv12Program);
+ if (![_textureCache uploadFrameToTextures:frame]) {
+ return NO;
+ }
+
+ // Y-plane.
+ glActiveTexture(GL_TEXTURE0);
+ glUniform1i(_ySampler, 0);
+ glBindTexture(GL_TEXTURE_2D, _textureCache.yTexture);
+
+ // UV-plane.
+ glActiveTexture(GL_TEXTURE1);
+ glUniform1i(_uvSampler, 1);
+ glBindTexture(GL_TEXTURE_2D, _textureCache.uvTexture);
+
+ glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
+ if (!_currentRotation || frame.rotation != *_currentRotation) {
+ _currentRotation = rtc::Optional<RTCVideoRotation>(frame.rotation);
+ RTCSetVertexData(*_currentRotation);
+ }
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+
+ [_textureCache releaseTextures];
+
+ return YES;
+}
+
+@end
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