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Unified Diff: webrtc/sdk/objc/Framework/Classes/RTCI420Shader.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/RTCI420Shader.mm
diff --git a/webrtc/sdk/objc/Framework/Classes/RTCI420Shader.mm b/webrtc/sdk/objc/Framework/Classes/RTCI420Shader.mm
new file mode 100644
index 0000000000000000000000000000000000000000..83ecbe4d677009d0ee567562e6ee7fb9c0b1d804
--- /dev/null
+++ b/webrtc/sdk/objc/Framework/Classes/RTCI420Shader.mm
@@ -0,0 +1,119 @@
+/*
+ * 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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