Android: Move YuvConverter to its own file
YuvConverter is complex class that deserves its own file. It is also used outside of SurfaceTextureHelper. BUG=webrtc:6470 R=sakal@webrtc.org Review URL: https://codereview.webrtc.org/2426023002 . Cr-Commit-Position: refs/heads/master@{#14683}
This commit is contained in:
@ -297,6 +297,7 @@ if (is_android && !build_with_chromium) {
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"android/java/src/org/webrtc/VideoRendererGui.java",
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"android/java/src/org/webrtc/VideoSource.java",
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"android/java/src/org/webrtc/VideoTrack.java",
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"android/java/src/org/webrtc/YuvConverter.java",
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]
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deps = [
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@ -75,210 +75,6 @@ class SurfaceTextureHelper {
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});
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}
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// State for YUV conversion, instantiated on demand.
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static class YuvConverter {
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private final EglBase eglBase;
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private final GlShader shader;
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private boolean released = false;
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// Vertex coordinates in Normalized Device Coordinates, i.e.
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// (-1, -1) is bottom-left and (1, 1) is top-right.
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private static final FloatBuffer DEVICE_RECTANGLE = GlUtil.createFloatBuffer(new float[] {
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-1.0f, -1.0f, // Bottom left.
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1.0f, -1.0f, // Bottom right.
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-1.0f, 1.0f, // Top left.
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1.0f, 1.0f, // Top right.
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});
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// Texture coordinates - (0, 0) is bottom-left and (1, 1) is top-right.
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private static final FloatBuffer TEXTURE_RECTANGLE = GlUtil.createFloatBuffer(new float[] {
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0.0f, 0.0f, // Bottom left.
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1.0f, 0.0f, // Bottom right.
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0.0f, 1.0f, // Top left.
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1.0f, 1.0f // Top right.
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});
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// clang-format off
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private static final String VERTEX_SHADER =
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"varying vec2 interp_tc;\n"
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+ "attribute vec4 in_pos;\n"
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+ "attribute vec4 in_tc;\n"
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+ "\n"
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+ "uniform mat4 texMatrix;\n"
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+ "\n"
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+ "void main() {\n"
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+ " gl_Position = in_pos;\n"
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+ " interp_tc = (texMatrix * in_tc).xy;\n"
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+ "}\n";
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private static final String FRAGMENT_SHADER =
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"#extension GL_OES_EGL_image_external : require\n"
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+ "precision mediump float;\n"
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+ "varying vec2 interp_tc;\n"
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+ "\n"
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+ "uniform samplerExternalOES oesTex;\n"
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// Difference in texture coordinate corresponding to one
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// sub-pixel in the x direction.
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+ "uniform vec2 xUnit;\n"
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// Color conversion coefficients, including constant term
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+ "uniform vec4 coeffs;\n"
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+ "\n"
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+ "void main() {\n"
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// Since the alpha read from the texture is always 1, this could
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// be written as a mat4 x vec4 multiply. However, that seems to
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// give a worse framerate, possibly because the additional
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// multiplies by 1.0 consume resources. TODO(nisse): Could also
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// try to do it as a vec3 x mat3x4, followed by an add in of a
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// constant vector.
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+ " gl_FragColor.r = coeffs.a + dot(coeffs.rgb,\n"
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+ " texture2D(oesTex, interp_tc - 1.5 * xUnit).rgb);\n"
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+ " gl_FragColor.g = coeffs.a + dot(coeffs.rgb,\n"
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+ " texture2D(oesTex, interp_tc - 0.5 * xUnit).rgb);\n"
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+ " gl_FragColor.b = coeffs.a + dot(coeffs.rgb,\n"
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+ " texture2D(oesTex, interp_tc + 0.5 * xUnit).rgb);\n"
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+ " gl_FragColor.a = coeffs.a + dot(coeffs.rgb,\n"
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+ " texture2D(oesTex, interp_tc + 1.5 * xUnit).rgb);\n"
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+ "}\n";
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// clang-format on
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private int texMatrixLoc;
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private int xUnitLoc;
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private int coeffsLoc;
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YuvConverter(EglBase.Context sharedContext) {
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eglBase = EglBase.create(sharedContext, EglBase.CONFIG_PIXEL_RGBA_BUFFER);
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eglBase.createDummyPbufferSurface();
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eglBase.makeCurrent();
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shader = new GlShader(VERTEX_SHADER, FRAGMENT_SHADER);
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shader.useProgram();
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texMatrixLoc = shader.getUniformLocation("texMatrix");
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xUnitLoc = shader.getUniformLocation("xUnit");
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coeffsLoc = shader.getUniformLocation("coeffs");
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GLES20.glUniform1i(shader.getUniformLocation("oesTex"), 0);
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GlUtil.checkNoGLES2Error("Initialize fragment shader uniform values.");
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// Initialize vertex shader attributes.
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shader.setVertexAttribArray("in_pos", 2, DEVICE_RECTANGLE);
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// If the width is not a multiple of 4 pixels, the texture
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// will be scaled up slightly and clipped at the right border.
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shader.setVertexAttribArray("in_tc", 2, TEXTURE_RECTANGLE);
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eglBase.detachCurrent();
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}
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synchronized void convert(
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ByteBuffer buf, int width, int height, int stride, int textureId, float[] transformMatrix) {
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if (released) {
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throw new IllegalStateException("YuvConverter.convert called on released object");
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}
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// We draw into a buffer laid out like
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//
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// +---------+
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// | |
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// | Y |
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// | |
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// | |
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// +----+----+
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// | U | V |
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// | | |
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// +----+----+
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//
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// In memory, we use the same stride for all of Y, U and V. The
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// U data starts at offset |height| * |stride| from the Y data,
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// and the V data starts at at offset |stride/2| from the U
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// data, with rows of U and V data alternating.
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//
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// Now, it would have made sense to allocate a pixel buffer with
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// a single byte per pixel (EGL10.EGL_COLOR_BUFFER_TYPE,
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// EGL10.EGL_LUMINANCE_BUFFER,), but that seems to be
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// unsupported by devices. So do the following hack: Allocate an
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// RGBA buffer, of width |stride|/4. To render each of these
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// large pixels, sample the texture at 4 different x coordinates
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// and store the results in the four components.
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//
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// Since the V data needs to start on a boundary of such a
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// larger pixel, it is not sufficient that |stride| is even, it
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// has to be a multiple of 8 pixels.
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if (stride % 8 != 0) {
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throw new IllegalArgumentException("Invalid stride, must be a multiple of 8");
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}
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if (stride < width) {
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throw new IllegalArgumentException("Invalid stride, must >= width");
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}
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int y_width = (width + 3) / 4;
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int uv_width = (width + 7) / 8;
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int uv_height = (height + 1) / 2;
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int total_height = height + uv_height;
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int size = stride * total_height;
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if (buf.capacity() < size) {
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throw new IllegalArgumentException("YuvConverter.convert called with too small buffer");
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}
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// Produce a frame buffer starting at top-left corner, not
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// bottom-left.
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transformMatrix =
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RendererCommon.multiplyMatrices(transformMatrix, RendererCommon.verticalFlipMatrix());
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// Create new pBuffferSurface with the correct size if needed.
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if (eglBase.hasSurface()) {
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if (eglBase.surfaceWidth() != stride / 4 || eglBase.surfaceHeight() != total_height) {
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eglBase.releaseSurface();
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eglBase.createPbufferSurface(stride / 4, total_height);
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}
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} else {
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eglBase.createPbufferSurface(stride / 4, total_height);
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}
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eglBase.makeCurrent();
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GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
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GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, textureId);
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GLES20.glUniformMatrix4fv(texMatrixLoc, 1, false, transformMatrix, 0);
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// Draw Y
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GLES20.glViewport(0, 0, y_width, height);
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// Matrix * (1;0;0;0) / width. Note that opengl uses column major order.
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GLES20.glUniform2f(xUnitLoc, transformMatrix[0] / width, transformMatrix[1] / width);
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// Y'UV444 to RGB888, see
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// https://en.wikipedia.org/wiki/YUV#Y.27UV444_to_RGB888_conversion.
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// We use the ITU-R coefficients for U and V */
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GLES20.glUniform4f(coeffsLoc, 0.299f, 0.587f, 0.114f, 0.0f);
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GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
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// Draw U
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GLES20.glViewport(0, height, uv_width, uv_height);
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// Matrix * (1;0;0;0) / (width / 2). Note that opengl uses column major order.
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GLES20.glUniform2f(
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xUnitLoc, 2.0f * transformMatrix[0] / width, 2.0f * transformMatrix[1] / width);
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GLES20.glUniform4f(coeffsLoc, -0.169f, -0.331f, 0.499f, 0.5f);
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GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
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// Draw V
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GLES20.glViewport(stride / 8, height, uv_width, uv_height);
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GLES20.glUniform4f(coeffsLoc, 0.499f, -0.418f, -0.0813f, 0.5f);
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GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
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GLES20.glReadPixels(
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0, 0, stride / 4, total_height, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, buf);
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GlUtil.checkNoGLES2Error("YuvConverter.convert");
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// Unbind texture. Reportedly needed on some devices to get
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// the texture updated from the camera.
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GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, 0);
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eglBase.detachCurrent();
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}
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synchronized void release() {
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released = true;
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eglBase.makeCurrent();
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shader.release();
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eglBase.release();
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}
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}
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private final Handler handler;
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private final EglBase eglBase;
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private final SurfaceTexture surfaceTexture;
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@ -23,7 +23,7 @@ import java.util.concurrent.CountDownLatch;
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public class VideoFileRenderer implements VideoRenderer.Callbacks {
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private static final String TAG = "VideoFileRenderer";
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private final SurfaceTextureHelper.YuvConverter yuvConverter;
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private final YuvConverter yuvConverter;
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private final HandlerThread renderThread;
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private final Object handlerLock = new Object();
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private final Handler renderThreadHandler;
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@ -38,7 +38,7 @@ public class VideoFileRenderer implements VideoRenderer.Callbacks {
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if ((outputFileWidth % 2) == 1 || (outputFileHeight % 2) == 1) {
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throw new IllegalArgumentException("Does not support uneven width or height");
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}
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yuvConverter = new SurfaceTextureHelper.YuvConverter(sharedContext);
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yuvConverter = new YuvConverter(sharedContext);
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this.outputFileWidth = outputFileWidth;
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this.outputFileHeight = outputFileHeight;
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222
webrtc/api/android/java/src/org/webrtc/YuvConverter.java
Normal file
222
webrtc/api/android/java/src/org/webrtc/YuvConverter.java
Normal file
@ -0,0 +1,222 @@
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/*
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* Copyright 2015 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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package org.webrtc;
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import android.opengl.GLES11Ext;
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import android.opengl.GLES20;
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import java.nio.ByteBuffer;
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import java.nio.FloatBuffer;
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/**
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* Class for converting OES textures to a YUV ByteBuffer.
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*/
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class YuvConverter {
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private final EglBase eglBase;
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private final GlShader shader;
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private boolean released = false;
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// Vertex coordinates in Normalized Device Coordinates, i.e.
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// (-1, -1) is bottom-left and (1, 1) is top-right.
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private static final FloatBuffer DEVICE_RECTANGLE = GlUtil.createFloatBuffer(new float[] {
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-1.0f, -1.0f, // Bottom left.
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1.0f, -1.0f, // Bottom right.
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-1.0f, 1.0f, // Top left.
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1.0f, 1.0f, // Top right.
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});
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// Texture coordinates - (0, 0) is bottom-left and (1, 1) is top-right.
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private static final FloatBuffer TEXTURE_RECTANGLE = GlUtil.createFloatBuffer(new float[] {
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0.0f, 0.0f, // Bottom left.
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1.0f, 0.0f, // Bottom right.
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0.0f, 1.0f, // Top left.
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1.0f, 1.0f // Top right.
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});
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// clang-format off
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private static final String VERTEX_SHADER =
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"varying vec2 interp_tc;\n"
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+ "attribute vec4 in_pos;\n"
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+ "attribute vec4 in_tc;\n"
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+ "\n"
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+ "uniform mat4 texMatrix;\n"
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+ "\n"
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+ "void main() {\n"
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+ " gl_Position = in_pos;\n"
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+ " interp_tc = (texMatrix * in_tc).xy;\n"
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+ "}\n";
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private static final String FRAGMENT_SHADER =
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"#extension GL_OES_EGL_image_external : require\n"
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+ "precision mediump float;\n"
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+ "varying vec2 interp_tc;\n"
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+ "\n"
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+ "uniform samplerExternalOES oesTex;\n"
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// Difference in texture coordinate corresponding to one
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// sub-pixel in the x direction.
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+ "uniform vec2 xUnit;\n"
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// Color conversion coefficients, including constant term
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+ "uniform vec4 coeffs;\n"
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+ "\n"
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+ "void main() {\n"
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// Since the alpha read from the texture is always 1, this could
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// be written as a mat4 x vec4 multiply. However, that seems to
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// give a worse framerate, possibly because the additional
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// multiplies by 1.0 consume resources. TODO(nisse): Could also
|
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// try to do it as a vec3 x mat3x4, followed by an add in of a
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// constant vector.
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+ " gl_FragColor.r = coeffs.a + dot(coeffs.rgb,\n"
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+ " texture2D(oesTex, interp_tc - 1.5 * xUnit).rgb);\n"
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+ " gl_FragColor.g = coeffs.a + dot(coeffs.rgb,\n"
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+ " texture2D(oesTex, interp_tc - 0.5 * xUnit).rgb);\n"
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+ " gl_FragColor.b = coeffs.a + dot(coeffs.rgb,\n"
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+ " texture2D(oesTex, interp_tc + 0.5 * xUnit).rgb);\n"
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+ " gl_FragColor.a = coeffs.a + dot(coeffs.rgb,\n"
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+ " texture2D(oesTex, interp_tc + 1.5 * xUnit).rgb);\n"
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+ "}\n";
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// clang-format on
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private int texMatrixLoc;
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private int xUnitLoc;
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private int coeffsLoc;
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public YuvConverter(EglBase.Context sharedContext) {
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eglBase = EglBase.create(sharedContext, EglBase.CONFIG_PIXEL_RGBA_BUFFER);
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eglBase.createDummyPbufferSurface();
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eglBase.makeCurrent();
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shader = new GlShader(VERTEX_SHADER, FRAGMENT_SHADER);
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shader.useProgram();
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texMatrixLoc = shader.getUniformLocation("texMatrix");
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xUnitLoc = shader.getUniformLocation("xUnit");
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coeffsLoc = shader.getUniformLocation("coeffs");
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GLES20.glUniform1i(shader.getUniformLocation("oesTex"), 0);
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GlUtil.checkNoGLES2Error("Initialize fragment shader uniform values.");
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// Initialize vertex shader attributes.
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shader.setVertexAttribArray("in_pos", 2, DEVICE_RECTANGLE);
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// If the width is not a multiple of 4 pixels, the texture
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// will be scaled up slightly and clipped at the right border.
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shader.setVertexAttribArray("in_tc", 2, TEXTURE_RECTANGLE);
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eglBase.detachCurrent();
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}
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synchronized public void convert(
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ByteBuffer buf, int width, int height, int stride, int textureId, float[] transformMatrix) {
|
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if (released) {
|
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throw new IllegalStateException("YuvConverter.convert called on released object");
|
||||
}
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||||
|
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// We draw into a buffer laid out like
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//
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||||
// +---------+
|
||||
// | |
|
||||
// | Y |
|
||||
// | |
|
||||
// | |
|
||||
// +----+----+
|
||||
// | U | V |
|
||||
// | | |
|
||||
// +----+----+
|
||||
//
|
||||
// In memory, we use the same stride for all of Y, U and V. The
|
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// U data starts at offset |height| * |stride| from the Y data,
|
||||
// and the V data starts at at offset |stride/2| from the U
|
||||
// data, with rows of U and V data alternating.
|
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//
|
||||
// Now, it would have made sense to allocate a pixel buffer with
|
||||
// a single byte per pixel (EGL10.EGL_COLOR_BUFFER_TYPE,
|
||||
// EGL10.EGL_LUMINANCE_BUFFER,), but that seems to be
|
||||
// unsupported by devices. So do the following hack: Allocate an
|
||||
// RGBA buffer, of width |stride|/4. To render each of these
|
||||
// large pixels, sample the texture at 4 different x coordinates
|
||||
// and store the results in the four components.
|
||||
//
|
||||
// Since the V data needs to start on a boundary of such a
|
||||
// larger pixel, it is not sufficient that |stride| is even, it
|
||||
// has to be a multiple of 8 pixels.
|
||||
|
||||
if (stride % 8 != 0) {
|
||||
throw new IllegalArgumentException("Invalid stride, must be a multiple of 8");
|
||||
}
|
||||
if (stride < width) {
|
||||
throw new IllegalArgumentException("Invalid stride, must >= width");
|
||||
}
|
||||
|
||||
int y_width = (width + 3) / 4;
|
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int uv_width = (width + 7) / 8;
|
||||
int uv_height = (height + 1) / 2;
|
||||
int total_height = height + uv_height;
|
||||
int size = stride * total_height;
|
||||
|
||||
if (buf.capacity() < size) {
|
||||
throw new IllegalArgumentException("YuvConverter.convert called with too small buffer");
|
||||
}
|
||||
// Produce a frame buffer starting at top-left corner, not
|
||||
// bottom-left.
|
||||
transformMatrix =
|
||||
RendererCommon.multiplyMatrices(transformMatrix, RendererCommon.verticalFlipMatrix());
|
||||
|
||||
// Create new pBuffferSurface with the correct size if needed.
|
||||
if (eglBase.hasSurface()) {
|
||||
if (eglBase.surfaceWidth() != stride / 4 || eglBase.surfaceHeight() != total_height) {
|
||||
eglBase.releaseSurface();
|
||||
eglBase.createPbufferSurface(stride / 4, total_height);
|
||||
}
|
||||
} else {
|
||||
eglBase.createPbufferSurface(stride / 4, total_height);
|
||||
}
|
||||
|
||||
eglBase.makeCurrent();
|
||||
|
||||
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
|
||||
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, textureId);
|
||||
GLES20.glUniformMatrix4fv(texMatrixLoc, 1, false, transformMatrix, 0);
|
||||
|
||||
// Draw Y
|
||||
GLES20.glViewport(0, 0, y_width, height);
|
||||
// Matrix * (1;0;0;0) / width. Note that opengl uses column major order.
|
||||
GLES20.glUniform2f(xUnitLoc, transformMatrix[0] / width, transformMatrix[1] / width);
|
||||
// Y'UV444 to RGB888, see
|
||||
// https://en.wikipedia.org/wiki/YUV#Y.27UV444_to_RGB888_conversion.
|
||||
// We use the ITU-R coefficients for U and V */
|
||||
GLES20.glUniform4f(coeffsLoc, 0.299f, 0.587f, 0.114f, 0.0f);
|
||||
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
|
||||
|
||||
// Draw U
|
||||
GLES20.glViewport(0, height, uv_width, uv_height);
|
||||
// Matrix * (1;0;0;0) / (width / 2). Note that opengl uses column major order.
|
||||
GLES20.glUniform2f(
|
||||
xUnitLoc, 2.0f * transformMatrix[0] / width, 2.0f * transformMatrix[1] / width);
|
||||
GLES20.glUniform4f(coeffsLoc, -0.169f, -0.331f, 0.499f, 0.5f);
|
||||
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
|
||||
|
||||
// Draw V
|
||||
GLES20.glViewport(stride / 8, height, uv_width, uv_height);
|
||||
GLES20.glUniform4f(coeffsLoc, 0.499f, -0.418f, -0.0813f, 0.5f);
|
||||
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
|
||||
|
||||
GLES20.glReadPixels(
|
||||
0, 0, stride / 4, total_height, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, buf);
|
||||
|
||||
GlUtil.checkNoGLES2Error("YuvConverter.convert");
|
||||
|
||||
// Unbind texture. Reportedly needed on some devices to get
|
||||
// the texture updated from the camera.
|
||||
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, 0);
|
||||
eglBase.detachCurrent();
|
||||
}
|
||||
|
||||
synchronized public void release() {
|
||||
released = true;
|
||||
eglBase.makeCurrent();
|
||||
shader.release();
|
||||
eglBase.release();
|
||||
}
|
||||
}
|
||||
@ -144,7 +144,7 @@ AndroidTextureBuffer::NativeToI420Buffer() {
|
||||
// class, and I420Buffer, to support our memory layout.
|
||||
std::unique_ptr<uint8_t, webrtc::AlignedFreeDeleter> yuv_data(
|
||||
static_cast<uint8_t*>(webrtc::AlignedMalloc(size, kBufferAlignment)));
|
||||
// See SurfaceTextureHelper.java for the required layout.
|
||||
// See YuvConverter.java for the required layout.
|
||||
uint8_t* y_data = yuv_data.get();
|
||||
uint8_t* u_data = y_data + height() * stride;
|
||||
uint8_t* v_data = u_data + stride/2;
|
||||
|
||||
Reference in New Issue
Block a user