Obj-C SDK Cleanup
This CL separates the files under sdk/objc into logical directories, replacing the previous file layout under Framework/. A long term goal is to have some system set up to generate the files under sdk/objc/api (the PeerConnection API wrappers) from the C++ code. In the shorter term the goal is to abstract out shared concepts from these classes in order to make them as uniform as possible. The separation into base/, components/, and helpers/ are to differentiate between the base layer's common protocols, various utilities and the actual platform specific components. The old directory layout that resembled a framework's internal layout is not necessary, since it is generated by the framework target when building it. Bug: webrtc:9627 Change-Id: Ib084fd83f050ae980649ca99e841f4fb0580bd8f Reviewed-on: https://webrtc-review.googlesource.com/94142 Reviewed-by: Kári Helgason <kthelgason@webrtc.org> Reviewed-by: Mirko Bonadei <mbonadei@webrtc.org> Reviewed-by: Rasmus Brandt <brandtr@webrtc.org> Reviewed-by: Henrik Andreassson <henrika@webrtc.org> Commit-Queue: Anders Carlsson <andersc@webrtc.org> Cr-Commit-Position: refs/heads/master@{#24493}
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sdk/objc/components/renderer/opengl/RTCDefaultShader.mm
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sdk/objc/components/renderer/opengl/RTCDefaultShader.mm
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/*
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* Copyright 2017 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 "RTCDefaultShader.h"
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#if TARGET_OS_IPHONE
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#import <OpenGLES/ES3/gl.h>
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#else
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#import <OpenGL/gl3.h>
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#endif
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#import "RTCOpenGLDefines.h"
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#import "RTCShader.h"
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#import "base/RTCLogging.h"
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#include "absl/types/optional.h"
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static const int kYTextureUnit = 0;
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static const int kUTextureUnit = 1;
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static const int kVTextureUnit = 2;
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static const int kUvTextureUnit = 1;
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// Fragment shader converts YUV values from input textures into a final RGB
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// pixel. The conversion formula is from http://www.fourcc.org/fccyvrgb.php.
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static const char kI420FragmentShaderSource[] =
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SHADER_VERSION
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"precision highp 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_textureU;\n"
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"uniform lowp sampler2D s_textureV;\n"
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FRAGMENT_SHADER_OUT
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"void main() {\n"
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" float y, u, v, r, g, b;\n"
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" y = " FRAGMENT_SHADER_TEXTURE "(s_textureY, v_texcoord).r;\n"
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" u = " FRAGMENT_SHADER_TEXTURE "(s_textureU, v_texcoord).r;\n"
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" v = " FRAGMENT_SHADER_TEXTURE "(s_textureV, v_texcoord).r;\n"
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" u = u - 0.5;\n"
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" v = v - 0.5;\n"
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" r = y + 1.403 * v;\n"
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" g = y - 0.344 * u - 0.714 * v;\n"
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" b = y + 1.770 * u;\n"
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" " FRAGMENT_SHADER_COLOR " = vec4(r, g, b, 1.0);\n"
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" }\n";
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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 RTCDefaultShader {
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GLuint _vertexBuffer;
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GLuint _vertexArray;
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// Store current rotation and only upload new vertex data when rotation changes.
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absl::optional<RTCVideoRotation> _currentRotation;
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GLuint _i420Program;
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GLuint _nv12Program;
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}
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- (void)dealloc {
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glDeleteProgram(_i420Program);
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glDeleteProgram(_nv12Program);
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glDeleteBuffers(1, &_vertexBuffer);
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glDeleteVertexArrays(1, &_vertexArray);
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}
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- (BOOL)createAndSetupI420Program {
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NSAssert(!_i420Program, @"I420 program already created");
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_i420Program = RTCCreateProgramFromFragmentSource(kI420FragmentShaderSource);
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if (!_i420Program) {
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return NO;
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}
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GLint ySampler = glGetUniformLocation(_i420Program, "s_textureY");
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GLint uSampler = glGetUniformLocation(_i420Program, "s_textureU");
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GLint vSampler = glGetUniformLocation(_i420Program, "s_textureV");
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if (ySampler < 0 || uSampler < 0 || vSampler < 0) {
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RTCLog(@"Failed to get uniform variable locations in I420 shader");
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glDeleteProgram(_i420Program);
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_i420Program = 0;
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return NO;
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}
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glUseProgram(_i420Program);
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glUniform1i(ySampler, kYTextureUnit);
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glUniform1i(uSampler, kUTextureUnit);
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glUniform1i(vSampler, kVTextureUnit);
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return YES;
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}
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- (BOOL)createAndSetupNV12Program {
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NSAssert(!_nv12Program, @"NV12 program already created");
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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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GLint ySampler = glGetUniformLocation(_nv12Program, "s_textureY");
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GLint uvSampler = glGetUniformLocation(_nv12Program, "s_textureUV");
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if (ySampler < 0 || uvSampler < 0) {
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RTCLog(@"Failed to get uniform variable locations in NV12 shader");
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glDeleteProgram(_nv12Program);
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_nv12Program = 0;
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return NO;
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}
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glUseProgram(_nv12Program);
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glUniform1i(ySampler, kYTextureUnit);
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glUniform1i(uvSampler, kUvTextureUnit);
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return YES;
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}
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- (BOOL)prepareVertexBufferWithRotation:(RTCVideoRotation)rotation {
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if (!_vertexBuffer && !RTCCreateVertexBuffer(&_vertexBuffer, &_vertexArray)) {
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RTCLog(@"Failed to setup vertex buffer");
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return NO;
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}
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#if !TARGET_OS_IPHONE
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glBindVertexArray(_vertexArray);
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#endif
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glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
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if (!_currentRotation || rotation != *_currentRotation) {
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_currentRotation = absl::optional<RTCVideoRotation>(rotation);
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RTCSetVertexData(*_currentRotation);
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}
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return YES;
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}
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- (void)applyShadingForFrameWithWidth:(int)width
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height:(int)height
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rotation:(RTCVideoRotation)rotation
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yPlane:(GLuint)yPlane
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uPlane:(GLuint)uPlane
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vPlane:(GLuint)vPlane {
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if (![self prepareVertexBufferWithRotation:rotation]) {
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return;
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}
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if (!_i420Program && ![self createAndSetupI420Program]) {
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RTCLog(@"Failed to setup I420 program");
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return;
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}
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glUseProgram(_i420Program);
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glActiveTexture(static_cast<GLenum>(GL_TEXTURE0 + kYTextureUnit));
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glBindTexture(GL_TEXTURE_2D, yPlane);
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glActiveTexture(static_cast<GLenum>(GL_TEXTURE0 + kUTextureUnit));
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glBindTexture(GL_TEXTURE_2D, uPlane);
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glActiveTexture(static_cast<GLenum>(GL_TEXTURE0 + kVTextureUnit));
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glBindTexture(GL_TEXTURE_2D, vPlane);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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}
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- (void)applyShadingForFrameWithWidth:(int)width
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height:(int)height
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rotation:(RTCVideoRotation)rotation
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yPlane:(GLuint)yPlane
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uvPlane:(GLuint)uvPlane {
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if (![self prepareVertexBufferWithRotation:rotation]) {
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return;
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}
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if (!_nv12Program && ![self createAndSetupNV12Program]) {
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RTCLog(@"Failed to setup NV12 shader");
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return;
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}
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glUseProgram(_nv12Program);
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glActiveTexture(static_cast<GLenum>(GL_TEXTURE0 + kYTextureUnit));
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glBindTexture(GL_TEXTURE_2D, yPlane);
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glActiveTexture(static_cast<GLenum>(GL_TEXTURE0 + kUvTextureUnit));
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glBindTexture(GL_TEXTURE_2D, uvPlane);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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}
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@end
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