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/RTCNV12TextureCache.m
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111
sdk/objc/components/renderer/opengl/RTCNV12TextureCache.m
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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 "RTCNV12TextureCache.h"
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#import "base/RTCVideoFrame.h"
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#import "base/RTCVideoFrameBuffer.h"
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#import "components/video_frame_buffer/RTCCVPixelBuffer.h"
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@implementation RTCNV12TextureCache {
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CVOpenGLESTextureCacheRef _textureCache;
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CVOpenGLESTextureRef _yTextureRef;
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CVOpenGLESTextureRef _uvTextureRef;
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}
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- (GLuint)yTexture {
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return CVOpenGLESTextureGetName(_yTextureRef);
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}
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- (GLuint)uvTexture {
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return CVOpenGLESTextureGetName(_uvTextureRef);
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}
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- (instancetype)initWithContext:(EAGLContext *)context {
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if (self = [super init]) {
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CVReturn ret = CVOpenGLESTextureCacheCreate(
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kCFAllocatorDefault, NULL,
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#if COREVIDEO_USE_EAGLCONTEXT_CLASS_IN_API
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context,
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#else
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(__bridge void *)context,
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#endif
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NULL, &_textureCache);
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if (ret != kCVReturnSuccess) {
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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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- (BOOL)loadTexture:(CVOpenGLESTextureRef *)textureOut
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pixelBuffer:(CVPixelBufferRef)pixelBuffer
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planeIndex:(int)planeIndex
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pixelFormat:(GLenum)pixelFormat {
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const int width = CVPixelBufferGetWidthOfPlane(pixelBuffer, planeIndex);
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const int height = CVPixelBufferGetHeightOfPlane(pixelBuffer, planeIndex);
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if (*textureOut) {
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CFRelease(*textureOut);
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*textureOut = nil;
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}
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CVReturn ret = CVOpenGLESTextureCacheCreateTextureFromImage(
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kCFAllocatorDefault, _textureCache, pixelBuffer, NULL, GL_TEXTURE_2D, pixelFormat, width,
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height, pixelFormat, GL_UNSIGNED_BYTE, planeIndex, textureOut);
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if (ret != kCVReturnSuccess) {
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CFRelease(*textureOut);
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*textureOut = nil;
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return NO;
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}
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NSAssert(CVOpenGLESTextureGetTarget(*textureOut) == GL_TEXTURE_2D,
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@"Unexpected GLES texture target");
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glBindTexture(GL_TEXTURE_2D, CVOpenGLESTextureGetName(*textureOut));
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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return YES;
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}
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- (BOOL)uploadFrameToTextures:(RTCVideoFrame *)frame {
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NSAssert([frame.buffer isKindOfClass:[RTCCVPixelBuffer class]],
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@"frame must be CVPixelBuffer backed");
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RTCCVPixelBuffer *rtcPixelBuffer = (RTCCVPixelBuffer *)frame.buffer;
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CVPixelBufferRef pixelBuffer = rtcPixelBuffer.pixelBuffer;
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return [self loadTexture:&_yTextureRef
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pixelBuffer:pixelBuffer
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planeIndex:0
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pixelFormat:GL_LUMINANCE] &&
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[self loadTexture:&_uvTextureRef
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pixelBuffer:pixelBuffer
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planeIndex:1
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pixelFormat:GL_LUMINANCE_ALPHA];
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}
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- (void)releaseTextures {
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if (_uvTextureRef) {
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CFRelease(_uvTextureRef);
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_uvTextureRef = nil;
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}
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if (_yTextureRef) {
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CFRelease(_yTextureRef);
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_yTextureRef = nil;
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}
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}
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- (void)dealloc {
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[self releaseTextures];
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if (_textureCache) {
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CFRelease(_textureCache);
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_textureCache = nil;
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}
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}
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@end
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