Split iOS sdk in to separate targets
This CL splits the iOS sdk into separate static libraries for video, audio, ui, common, and peerconnection-related code. This will in the future make it easier to compile WebRTC without unneeded components. BUG=webrtc:4867 Review-Url: https://codereview.webrtc.org/2862543002 Cr-Commit-Position: refs/heads/master@{#18166}
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107
webrtc/sdk/objc/Framework/Classes/Video/RTCNativeNV12Shader.mm
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107
webrtc/sdk/objc/Framework/Classes/Video/RTCNativeNV12Shader.mm
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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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#import "RTCShader.h"
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#import "RTCNV12TextureCache.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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#include "webrtc/base/checks.h"
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#include "webrtc/base/optional.h"
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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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@implementation RTCNativeNV12Shader {
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GLuint _vertexBuffer;
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GLuint _nv12Program;
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GLint _ySampler;
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GLint _uvSampler;
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RTCNV12TextureCache *_textureCache;
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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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- (instancetype)initWithContext:(GlContextType *)context {
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if (self = [super init]) {
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_textureCache = [[RTCNV12TextureCache alloc] initWithContext:context];
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if (!_textureCache || ![self setupNV12Program] ||
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!RTCSetupVerticesForProgram(_nv12Program, &_vertexBuffer, nullptr)) {
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RTCLog(@"Failed to initialize RTCNativeNV12Shader.");
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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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- (void)dealloc {
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glDeleteProgram(_nv12Program);
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glDeleteBuffers(1, &_vertexBuffer);
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}
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- (BOOL)setupNV12Program {
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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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_ySampler = glGetUniformLocation(_nv12Program, "s_textureY");
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_uvSampler = glGetUniformLocation(_nv12Program, "s_textureUV");
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return (_ySampler >= 0 && _uvSampler >= 0);
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}
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- (BOOL)drawFrame:(RTCVideoFrame *)frame {
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glUseProgram(_nv12Program);
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if (![_textureCache uploadFrameToTextures:frame]) {
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return NO;
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}
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// Y-plane.
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glActiveTexture(GL_TEXTURE0);
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glUniform1i(_ySampler, 0);
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glBindTexture(GL_TEXTURE_2D, _textureCache.yTexture);
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// UV-plane.
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glActiveTexture(GL_TEXTURE1);
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glUniform1i(_uvSampler, 1);
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glBindTexture(GL_TEXTURE_2D, _textureCache.uvTexture);
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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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[_textureCache releaseTextures];
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return YES;
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}
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@end
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