| Index: webrtc/sdk/objc/Framework/Classes/Video/RTCI420Shader.mm
|
| diff --git a/webrtc/sdk/objc/Framework/Classes/Video/RTCI420Shader.mm b/webrtc/sdk/objc/Framework/Classes/Video/RTCI420Shader.mm
|
| new file mode 100644
|
| index 0000000000000000000000000000000000000000..83ecbe4d677009d0ee567562e6ee7fb9c0b1d804
|
| --- /dev/null
|
| +++ b/webrtc/sdk/objc/Framework/Classes/Video/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
|
|
|