| Index: webrtc/sdk/objc/Framework/Classes/RTCI420Shader.mm
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| diff --git a/webrtc/sdk/objc/Framework/Classes/RTCI420Shader.mm b/webrtc/sdk/objc/Framework/Classes/RTCI420Shader.mm
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| new file mode 100644
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| index 0000000000000000000000000000000000000000..83ecbe4d677009d0ee567562e6ee7fb9c0b1d804
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| --- /dev/null
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| +++ b/webrtc/sdk/objc/Framework/Classes/RTCI420Shader.mm
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| @@ -0,0 +1,119 @@
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| +/*
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| + *  Copyright 2016 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 "RTCShader.h"
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| +
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| +#import "RTCI420TextureCache.h"
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| +#import "RTCShader+Private.h"
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| +#import "WebRTC/RTCLogging.h"
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| +#import "WebRTC/RTCVideoFrame.h"
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| +
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| +#include "webrtc/base/optional.h"
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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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| +@implementation RTCI420Shader {
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| +  RTCI420TextureCache* textureCache;
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| +  // Handles for OpenGL constructs.
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| +  GLuint _i420Program;
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| +  GLuint _vertexArray;
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| +  GLuint _vertexBuffer;
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| +  GLint _ySampler;
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| +  GLint _uSampler;
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| +  GLint _vSampler;
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| +  // Store current rotation and only upload new vertex data when rotation
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| +  // changes.
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| +  rtc::Optional<RTCVideoRotation> _currentRotation;
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| +}
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| +
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| +- (instancetype)initWithContext:(GlContextType *)context {
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| +  if (self = [super init]) {
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| +    textureCache = [[RTCI420TextureCache alloc] initWithContext:context];
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| +    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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| +    if (![self setupI420Program] ||
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| +        !RTCSetupVerticesForProgram(_i420Program, &_vertexBuffer, &_vertexArray)) {
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| +      RTCLog(@"Failed to initialize RTCI420Shader.");
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| +      self = nil;
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| +    }
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| +  }
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| +  return self;
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| +}
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| +
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| +- (void)dealloc {
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| +  glDeleteProgram(_i420Program);
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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)setupI420Program {
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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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| +  _ySampler = glGetUniformLocation(_i420Program, "s_textureY");
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| +  _uSampler = glGetUniformLocation(_i420Program, "s_textureU");
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| +  _vSampler = glGetUniformLocation(_i420Program, "s_textureV");
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| +
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| +  return (_ySampler >= 0 && _uSampler >= 0 && _vSampler >= 0);
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| +}
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| +
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| +- (BOOL)drawFrame:(RTCVideoFrame*)frame {
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| +  glUseProgram(_i420Program);
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| +
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| +  [textureCache uploadFrameToTextures:frame];
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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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| +
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| +  glActiveTexture(GL_TEXTURE0);
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| +  glBindTexture(GL_TEXTURE_2D, textureCache.yTexture);
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| +  glUniform1i(_ySampler, 0);
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| +
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| +  glActiveTexture(GL_TEXTURE1);
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| +  glBindTexture(GL_TEXTURE_2D, textureCache.uTexture);
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| +  glUniform1i(_uSampler, 1);
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| +
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| +  glActiveTexture(GL_TEXTURE2);
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| +  glBindTexture(GL_TEXTURE_2D, textureCache.vTexture);
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| +  glUniform1i(_vSampler, 2);
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| +
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| +  glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
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| +  if (!_currentRotation || frame.rotation != *_currentRotation) {
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| +    _currentRotation = rtc::Optional<RTCVideoRotation>(frame.rotation);
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| +    RTCSetVertexData(*_currentRotation);
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| +  }
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| +  glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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| +
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| +  return YES;
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| +}
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| +
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| +@end
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| 
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