Android GlDrawer: Add frame size as argument to draw functions
BUG=b/28544933 Review-Url: https://codereview.webrtc.org/1948473002 Cr-Commit-Position: refs/heads/master@{#12623}
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@ -119,13 +119,14 @@ public class GlRectDrawer implements RendererCommon.GlDrawer {
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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 x, int y, int width, int height) {
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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(OES_FRAGMENT_SHADER_STRING, texMatrix);
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GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
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// updateTexImage() may be called from another thread in another EGL context, so we need to
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// bind/unbind the texture in each draw call so that GLES understads it's a new texture.
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GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, oesTextureId);
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drawRectangle(x, y, width, height);
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drawRectangle(viewportX, viewportY, viewportWidth, viewportHeight);
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GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, 0);
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}
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@ -134,11 +135,12 @@ public class GlRectDrawer implements RendererCommon.GlDrawer {
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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 x, int y, int width, int height) {
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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(RGB_FRAGMENT_SHADER_STRING, texMatrix);
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GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
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GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId);
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drawRectangle(x, y, width, height);
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drawRectangle(viewportX, viewportY, viewportWidth, viewportHeight);
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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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@ -148,14 +150,15 @@ public class GlRectDrawer implements RendererCommon.GlDrawer {
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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 drawYuv(int[] yuvTextures, float[] texMatrix, int x, int y, int width, int height) {
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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(YUV_FRAGMENT_SHADER_STRING, texMatrix);
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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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drawRectangle(x, y, width, height);
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drawRectangle(viewportX, viewportY, viewportWidth, viewportHeight);
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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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@ -40,9 +40,12 @@ public class RendererCommon {
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* implied by the current EGL context of the calling thread and requires no explicit argument.
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* The coordinates specify the viewport location on the surface target.
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*/
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void drawOes(int oesTextureId, float[] texMatrix, int x, int y, int width, int height);
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void drawRgb(int textureId, float[] texMatrix, int x, int y, int width, int height);
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void drawYuv(int[] yuvTextures, float[] texMatrix, int x, int y, int width, int height);
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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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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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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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/**
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* Release all GL resources. This needs to be done manually, otherwise resources may leak.
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@ -489,9 +489,11 @@ public class SurfaceViewRenderer extends SurfaceView
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}
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yuvUploader.uploadYuvData(
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yuvTextures, frame.width, frame.height, frame.yuvStrides, frame.yuvPlanes);
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drawer.drawYuv(yuvTextures, texMatrix, 0, 0, surfaceSize.x, surfaceSize.y);
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drawer.drawYuv(yuvTextures, texMatrix, frame.rotatedWidth(), frame.rotatedHeight(),
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0, 0, surfaceSize.x, surfaceSize.y);
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} else {
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drawer.drawOes(frame.textureId, texMatrix, 0, 0, surfaceSize.x, surfaceSize.y);
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drawer.drawOes(frame.textureId, texMatrix, frame.rotatedWidth(), frame.rotatedHeight(),
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0, 0, surfaceSize.x, surfaceSize.y);
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}
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eglBase.swapBuffers();
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@ -243,7 +243,8 @@ public class VideoRendererGui implements GLSurfaceView.Renderer {
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GlUtil.checkNoGLES2Error("glBindFramebuffer");
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// Copy the OES texture content. This will also normalize the sampling matrix.
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drawer.drawOes(pendingFrame.textureId, rotatedSamplingMatrix,
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drawer.drawOes(pendingFrame.textureId, rotatedSamplingMatrix,
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textureCopy.getWidth(), textureCopy.getHeight(),
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0, 0, textureCopy.getWidth(), textureCopy.getHeight());
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rotatedSamplingMatrix = RendererCommon.identityMatrix();
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@ -263,10 +264,10 @@ public class VideoRendererGui implements GLSurfaceView.Renderer {
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// OpenGL defaults to lower left origin - flip viewport position vertically.
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final int viewportY = screenHeight - displayLayout.bottom;
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if (rendererType == RendererType.RENDERER_YUV) {
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drawer.drawYuv(yuvTextures, texMatrix,
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drawer.drawYuv(yuvTextures, texMatrix, videoWidth, videoHeight,
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displayLayout.left, viewportY, displayLayout.width(), displayLayout.height());
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} else {
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drawer.drawRgb(textureCopy.getTextureId(), texMatrix,
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drawer.drawRgb(textureCopy.getTextureId(), texMatrix, videoWidth, videoHeight,
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displayLayout.left, viewportY, displayLayout.width(), displayLayout.height());
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}
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