Android: Add helper class for generating OpenGL shaders
This CL adds a helper class GlShaderBuilder to build an instances of RendererCommon.GlDrawer that can accept multiple input sources (OES, RGB, or YUV) using a generic fragment shader as input. Bug: webrtc:9355 Change-Id: I14a0a280d2b6f838984f7b60897cc0c58e2a948a Reviewed-on: https://webrtc-review.googlesource.com/80940 Commit-Queue: Magnus Jedvert <magjed@webrtc.org> Reviewed-by: Sami Kalliomäki <sakal@webrtc.org> Cr-Commit-Position: refs/heads/master@{#23622}
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sdk/android/src/java/org/webrtc/GlGenericDrawer.java
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sdk/android/src/java/org/webrtc/GlGenericDrawer.java
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/*
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* Copyright 2018 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.FloatBuffer;
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import javax.annotation.Nullable;
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import org.webrtc.GlShader;
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import org.webrtc.GlUtil;
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import org.webrtc.RendererCommon;
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/**
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* Helper class to implement an instance of RendererCommon.GlDrawer that can accept multiple input
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* sources (OES, RGB, or YUV) using a generic fragment shader as input. The generic fragment shader
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* should sample pixel values from the function "sample" that will be provided by this class and
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* provides an abstraction for the input source type (OES, RGB, or YUV). The texture coordinate
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* variable name will be "tc" and the texture matrix in the vertex shader will be "tex_mat". The
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* simplest possible generic shader that just draws pixel from the frame unmodified looks like:
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* void main() {
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* gl_FragColor = sample(tc);
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* }
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* This class covers the cases for most simple shaders and generates the necessary boiler plate.
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* Advanced shaders can always implement RendererCommon.GlDrawer directly.
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*/
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class GlGenericDrawer implements RendererCommon.GlDrawer {
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/**
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* The different shader types representing different input sources. YUV here represents three
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* separate Y, U, V textures.
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*/
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public static enum ShaderType { OES, RGB, YUV }
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/**
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* The shader callbacks is used to customize behavior for a GlDrawer. It provides a hook to set
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* uniform variables in the shader before a frame is drawn.
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*/
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public static interface ShaderCallbacks {
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/**
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* This callback is called when a new shader has been compiled and created. It will be called
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* for the first frame as well as when the shader type is changed. This callback can be used to
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* do custom initialization of the shader that only needs to happen once.
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*/
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void onNewShader(GlShader shader);
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/**
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* This callback is called before rendering a frame. It can be used to do custom preparation of
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* the shader that needs to happen every frame.
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*/
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void onPrepareShader(GlShader shader, float[] texMatrix, int frameWidth, int frameHeight,
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int viewportWidth, int viewportHeight);
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}
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private static final String INPUT_VERTEX_COORDINATE_NAME = "in_pos";
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private static final String INPUT_TEXTURE_COORDINATE_NAME = "in_tc";
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private static final String TEXTURE_MATRIX_NAME = "tex_mat";
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private static final String DEFAULT_VERTEX_SHADER_STRING = "varying vec2 tc;\n"
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+ "attribute vec4 in_pos;\n"
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+ "attribute vec4 in_tc;\n"
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+ "uniform mat4 tex_mat;\n"
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+ "void main() {\n"
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+ " gl_Position = in_pos;\n"
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+ " tc = (tex_mat * in_tc).xy;\n"
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+ "}\n";
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// Vertex coordinates in Normalized Device Coordinates, i.e. (-1, -1) is bottom-left and (1, 1)
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// is top-right.
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private static final FloatBuffer FULL_RECTANGLE_BUFFER = 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 FULL_RECTANGLE_TEXTURE_BUFFER =
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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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static String createFragmentShaderString(String genericFragmentSource, ShaderType shaderType) {
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final StringBuilder stringBuilder = new StringBuilder();
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if (shaderType == ShaderType.OES) {
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stringBuilder.append("#extension GL_OES_EGL_image_external : require\n");
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}
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stringBuilder.append("precision mediump float;\n");
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stringBuilder.append("varying vec2 tc;\n");
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if (shaderType == ShaderType.YUV) {
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stringBuilder.append("uniform sampler2D y_tex;\n");
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stringBuilder.append("uniform sampler2D u_tex;\n");
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stringBuilder.append("uniform sampler2D v_tex;\n");
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// Add separate function for sampling texture.
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stringBuilder.append("vec4 sample(vec2 p) {\n");
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stringBuilder.append(" float y = texture2D(y_tex, p).r;\n");
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stringBuilder.append(" float u = texture2D(u_tex, p).r - 0.5;\n");
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stringBuilder.append(" float v = texture2D(v_tex, p).r - 0.5;\n");
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stringBuilder.append(
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" return vec4(y + 1.403 * v, y - 0.344 * u - 0.714 * v, y + 1.77 * u, 1);\n");
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stringBuilder.append("}\n");
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stringBuilder.append(genericFragmentSource);
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} else {
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final String samplerName = shaderType == ShaderType.OES ? "samplerExternalOES" : "sampler2D";
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stringBuilder.append("uniform ").append(samplerName).append(" tex;\n");
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// Update the sampling function in-place.
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stringBuilder.append(genericFragmentSource.replace("sample(", "texture2D(tex, "));
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}
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return stringBuilder.toString();
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}
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private final String genericFragmentSource;
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private final String vertexShader;
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private final ShaderCallbacks shaderCallbacks;
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@Nullable private ShaderType currentShaderType;
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@Nullable private GlShader currentShader;
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private int inPosLocation;
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private int inTcLocation;
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private int texMatrixLocation;
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public GlGenericDrawer(String genericFragmentSource, ShaderCallbacks shaderCallbacks) {
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this(DEFAULT_VERTEX_SHADER_STRING, genericFragmentSource, shaderCallbacks);
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}
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public GlGenericDrawer(
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String vertexShader, String genericFragmentSource, ShaderCallbacks shaderCallbacks) {
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this.vertexShader = vertexShader;
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this.genericFragmentSource = genericFragmentSource;
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this.shaderCallbacks = shaderCallbacks;
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}
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// Visible for testing.
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GlShader createShader(ShaderType shaderType) {
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return new GlShader(
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vertexShader, createFragmentShaderString(genericFragmentSource, shaderType));
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}
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/**
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* Draw an OES texture frame with specified texture transformation matrix. Required resources are
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* allocated at the first call to this function.
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*/
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@Override
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public void drawOes(int oesTextureId, float[] texMatrix, int frameWidth, int frameHeight,
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int viewportX, int viewportY, int viewportWidth, int viewportHeight) {
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prepareShader(
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ShaderType.OES, texMatrix, frameWidth, frameHeight, viewportWidth, viewportHeight);
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// Bind the texture.
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GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
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GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, oesTextureId);
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// Draw the texture.
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GLES20.glViewport(viewportX, viewportY, viewportWidth, viewportHeight);
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GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
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// Unbind the texture as a precaution.
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GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, 0);
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}
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/**
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* Draw a RGB(A) texture frame with specified texture transformation matrix. Required resources
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* are allocated at the first call to this function.
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*/
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@Override
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public void drawRgb(int textureId, float[] texMatrix, int frameWidth, int frameHeight,
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int viewportX, int viewportY, int viewportWidth, int viewportHeight) {
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prepareShader(
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ShaderType.RGB, texMatrix, frameWidth, frameHeight, viewportWidth, viewportHeight);
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// Bind the texture.
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GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
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GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId);
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// Draw the texture.
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GLES20.glViewport(viewportX, viewportY, viewportWidth, viewportHeight);
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GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
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// Unbind the texture as a precaution.
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GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
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}
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/**
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* Draw a YUV frame with specified texture transformation matrix. Required resources are allocated
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* at the first call to this function.
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*/
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@Override
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public void drawYuv(int[] yuvTextures, float[] texMatrix, int frameWidth, int frameHeight,
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int viewportX, int viewportY, int viewportWidth, int viewportHeight) {
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prepareShader(
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ShaderType.YUV, texMatrix, frameWidth, frameHeight, viewportWidth, viewportHeight);
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// Bind the textures.
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for (int i = 0; i < 3; ++i) {
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GLES20.glActiveTexture(GLES20.GL_TEXTURE0 + i);
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GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, yuvTextures[i]);
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}
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// Draw the textures.
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GLES20.glViewport(viewportX, viewportY, viewportWidth, viewportHeight);
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GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
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// Unbind the textures as a precaution.
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for (int i = 0; i < 3; ++i) {
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GLES20.glActiveTexture(GLES20.GL_TEXTURE0 + i);
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GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
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}
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}
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private void prepareShader(ShaderType shaderType, float[] texMatrix, int frameWidth,
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int frameHeight, int viewportWidth, int viewportHeight) {
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final GlShader shader;
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if (shaderType.equals(currentShaderType)) {
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// Same shader type as before, reuse exising shader.
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shader = currentShader;
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} else {
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// Allocate new shader.
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currentShaderType = shaderType;
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if (currentShader != null) {
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currentShader.release();
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}
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shader = createShader(shaderType);
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currentShader = shader;
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shader.useProgram();
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// Set input texture units.
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if (shaderType == ShaderType.YUV) {
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GLES20.glUniform1i(shader.getUniformLocation("y_tex"), 0);
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GLES20.glUniform1i(shader.getUniformLocation("u_tex"), 1);
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GLES20.glUniform1i(shader.getUniformLocation("v_tex"), 2);
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} else {
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GLES20.glUniform1i(shader.getUniformLocation("tex"), 0);
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}
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GlUtil.checkNoGLES2Error("Create shader");
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shaderCallbacks.onNewShader(shader);
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texMatrixLocation = shader.getUniformLocation(TEXTURE_MATRIX_NAME);
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inPosLocation = shader.getAttribLocation(INPUT_VERTEX_COORDINATE_NAME);
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inTcLocation = shader.getAttribLocation(INPUT_TEXTURE_COORDINATE_NAME);
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}
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shader.useProgram();
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// Upload the vertex coordinates.
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GLES20.glEnableVertexAttribArray(inPosLocation);
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GLES20.glVertexAttribPointer(inPosLocation, /* size= */ 2,
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/* type= */ GLES20.GL_FLOAT, /* normalized= */ false, /* stride= */ 0,
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FULL_RECTANGLE_BUFFER);
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// Upload the texture coordinates.
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GLES20.glEnableVertexAttribArray(inTcLocation);
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GLES20.glVertexAttribPointer(inTcLocation, /* size= */ 2,
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/* type= */ GLES20.GL_FLOAT, /* normalized= */ false, /* stride= */ 0,
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FULL_RECTANGLE_TEXTURE_BUFFER);
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// Upload the texture transformation matrix.
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GLES20.glUniformMatrix4fv(
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texMatrixLocation, 1 /* count= */, false /* transpose= */, texMatrix, 0 /* offset= */);
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// Do custom per-frame shader preparation.
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shaderCallbacks.onPrepareShader(
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shader, texMatrix, frameWidth, frameHeight, viewportWidth, viewportHeight);
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GlUtil.checkNoGLES2Error("Prepare shader");
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}
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/**
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* Release all GLES resources. This needs to be done manually, otherwise the resources are leaked.
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*/
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@Override
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public void release() {
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if (currentShader != null) {
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currentShader.release();
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currentShader = null;
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currentShaderType = null;
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}
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}
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}
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