ObjC: Split out I420 texture uploading into separate class

This CL splits out the code in RTCI420Shader.mm for uploading byte
buffers to textures into its own class RTCI420TextureCache. The purpose
is to prepare for allowing clients to inject their own shaders.
RTCI420TextureCache will be used in the generic code, while the actual
shaders in RTCI420Shader will be customizable by the client.

BUG=webrtc:7473

Review-Url: https://codereview.webrtc.org/2842453002
Cr-Commit-Position: refs/heads/master@{#17882}
This commit is contained in:
magjed
2017-04-26 02:02:10 -07:00
committed by Commit bot
parent bb08c3e296
commit 8245a85429
5 changed files with 197 additions and 125 deletions

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@ -10,22 +10,13 @@
#import "RTCShader.h"
#include <vector>
#import "RTCI420TextureCache.h"
#import "RTCShader+Private.h"
#import "WebRTC/RTCLogging.h"
#import "WebRTC/RTCVideoFrame.h"
#include "webrtc/base/optional.h"
// |kNumTextures| must not exceed 8, which is the limit in OpenGLES2. Two sets
// of 3 textures are used here, one for each of the Y, U and V planes. Having
// two sets alleviates CPU blockage in the event that the GPU is asked to render
// to a texture that is already in use.
static const GLsizei kNumTextureSets = 2;
static const GLsizei kNumTexturesPerSet = 3;
static const GLsizei kNumTextures = kNumTexturesPerSet * kNumTextureSets;
// Fragment shader converts YUV values from input textures into a final RGB
// pixel. The conversion formula is from http://www.fourcc.org/fccyvrgb.php.
static const char kI420FragmentShaderSource[] =
@ -50,10 +41,8 @@ static const char kI420FragmentShaderSource[] =
" }\n";
@implementation RTCI420Shader {
BOOL _hasUnpackRowLength;
GLint _currentTextureSet;
RTCI420TextureCache* textureCache;
// Handles for OpenGL constructs.
GLuint _textures[kNumTextures];
GLuint _i420Program;
GLuint _vertexArray;
GLuint _vertexBuffer;
@ -63,20 +52,13 @@ static const char kI420FragmentShaderSource[] =
// Store current rotation and only upload new vertex data when rotation
// changes.
rtc::Optional<RTCVideoRotation> _currentRotation;
// Used to create a non-padded plane for GPU upload when we receive padded
// frames.
std::vector<uint8_t> _planeBuffer;
}
- (instancetype)initWithContext:(GlContextType *)context {
if (self = [super init]) {
#if TARGET_OS_IPHONE
_hasUnpackRowLength = (context.API == kEAGLRenderingAPIOpenGLES3);
#else
_hasUnpackRowLength = YES;
#endif
textureCache = [[RTCI420TextureCache alloc] initWithContext:context];
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
if (![self setupI420Program] || ![self setupTextures] ||
if (![self setupI420Program] ||
!RTCSetupVerticesForProgram(_i420Program, &_vertexBuffer, &_vertexArray)) {
RTCLog(@"Failed to initialize RTCI420Shader.");
self = nil;
@ -87,7 +69,6 @@ static const char kI420FragmentShaderSource[] =
- (void)dealloc {
glDeleteProgram(_i420Program);
glDeleteTextures(kNumTextures, _textures);
glDeleteBuffers(1, &_vertexBuffer);
glDeleteVertexArrays(1, &_vertexArray);
}
@ -104,27 +85,27 @@ static const char kI420FragmentShaderSource[] =
return (_ySampler >= 0 && _uSampler >= 0 && _vSampler >= 0);
}
- (BOOL)setupTextures {
glGenTextures(kNumTextures, _textures);
// Set parameters for each of the textures we created.
for (GLsizei i = 0; i < kNumTextures; i++) {
glBindTexture(GL_TEXTURE_2D, _textures[i]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
return YES;
}
- (BOOL)drawFrame:(RTCVideoFrame*)frame {
glUseProgram(_i420Program);
if (![self updateTextureDataForFrame:frame]) {
return NO;
}
[textureCache uploadFrameToTextures:frame];
#if !TARGET_OS_IPHONE
glBindVertexArray(_vertexArray);
#endif
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, textureCache.yTexture);
glUniform1i(_ySampler, 0);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, textureCache.uTexture);
glUniform1i(_uSampler, 1);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, textureCache.vTexture);
glUniform1i(_vSampler, 2);
glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
if (!_currentRotation || frame.rotation != *_currentRotation) {
_currentRotation = rtc::Optional<RTCVideoRotation>(frame.rotation);
@ -135,90 +116,4 @@ static const char kI420FragmentShaderSource[] =
return YES;
}
- (void)uploadPlane:(const uint8_t *)plane
sampler:(GLint)sampler
offset:(GLint)offset
width:(size_t)width
height:(size_t)height
stride:(int32_t)stride {
glActiveTexture(static_cast<GLenum>(GL_TEXTURE0 + offset));
glBindTexture(GL_TEXTURE_2D, _textures[offset]);
// When setting texture sampler uniforms, the texture index is used not
// the texture handle.
glUniform1i(sampler, offset);
const uint8_t *uploadPlane = plane;
if ((size_t)stride != width) {
if (_hasUnpackRowLength) {
// GLES3 allows us to specify stride.
glPixelStorei(GL_UNPACK_ROW_LENGTH, stride);
glTexImage2D(GL_TEXTURE_2D,
0,
RTC_PIXEL_FORMAT,
static_cast<GLsizei>(width),
static_cast<GLsizei>(height),
0,
RTC_PIXEL_FORMAT,
GL_UNSIGNED_BYTE,
uploadPlane);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
return;
} else {
// Make an unpadded copy and upload that instead. Quick profiling showed
// that this is faster than uploading row by row using glTexSubImage2D.
uint8_t *unpaddedPlane = _planeBuffer.data();
for (size_t y = 0; y < height; ++y) {
memcpy(unpaddedPlane + y * width, plane + y * stride, width);
}
uploadPlane = unpaddedPlane;
}
}
glTexImage2D(GL_TEXTURE_2D,
0,
RTC_PIXEL_FORMAT,
static_cast<GLsizei>(width),
static_cast<GLsizei>(height),
0,
RTC_PIXEL_FORMAT,
GL_UNSIGNED_BYTE,
uploadPlane);
}
- (BOOL)updateTextureDataForFrame:(RTCVideoFrame *)frame {
GLint textureOffset = _currentTextureSet * 3;
NSAssert(textureOffset + 3 <= kNumTextures, @"invalid offset");
const int chromaWidth = (frame.width + 1) / 2;
const int chromaHeight = (frame.height + 1) / 2;
if (frame.strideY != frame.width ||
frame.strideU != chromaWidth ||
frame.strideV != chromaWidth) {
_planeBuffer.resize(frame.width * frame.height);
}
[self uploadPlane:frame.dataY
sampler:_ySampler
offset:textureOffset
width:frame.width
height:frame.height
stride:frame.strideY];
[self uploadPlane:frame.dataU
sampler:_uSampler
offset:textureOffset + 1
width:chromaWidth
height:chromaHeight
stride:frame.strideU];
[self uploadPlane:frame.dataV
sampler:_vSampler
offset:textureOffset + 2
width:chromaWidth
height:chromaHeight
stride:frame.strideV];
_currentTextureSet = (_currentTextureSet + 1) % kNumTextureSets;
return YES;
}
@end

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@ -0,0 +1,24 @@
/*
* Copyright 2017 The WebRTC project authors. All Rights Reserved.
*
* Use of this source code is governed by a BSD-style license
* that can be found in the LICENSE file in the root of the source
* tree. An additional intellectual property rights grant can be found
* in the file PATENTS. All contributing project authors may
* be found in the AUTHORS file in the root of the source tree.
*/
#import "RTCOpenGLDefines.h"
#import "WebRTC/RTCVideoFrame.h"
@interface RTCI420TextureCache : NSObject
@property(nonatomic, readonly) GLuint yTexture;
@property(nonatomic, readonly) GLuint uTexture;
@property(nonatomic, readonly) GLuint vTexture;
- (instancetype)initWithContext:(GlContextType *)context;
- (void)uploadFrameToTextures:(RTCVideoFrame *)frame;
@end

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@ -0,0 +1,149 @@
/*
* Copyright 2017 The WebRTC project authors. All Rights Reserved.
*
* Use of this source code is governed by a BSD-style license
* that can be found in the LICENSE file in the root of the source
* tree. An additional intellectual property rights grant can be found
* in the file PATENTS. All contributing project authors may
* be found in the AUTHORS file in the root of the source tree.
*/
#import "RTCI420TextureCache.h"
#import "RTCShader+Private.h"
#include <vector>
// Two sets of 3 textures are used here, one for each of the Y, U and V planes. Having two sets
// alleviates CPU blockage in the event that the GPU is asked to render to a texture that is already
// in use.
static const GLsizei kNumTextureSets = 2;
static const GLsizei kNumTexturesPerSet = 3;
static const GLsizei kNumTextures = kNumTexturesPerSet * kNumTextureSets;
@implementation RTCI420TextureCache {
BOOL _hasUnpackRowLength;
GLint _currentTextureSet;
// Handles for OpenGL constructs.
GLuint _textures[kNumTextures];
// Used to create a non-padded plane for GPU upload when we receive padded frames.
std::vector<uint8_t> _planeBuffer;
}
- (GLuint)yTexture {
return _textures[_currentTextureSet * kNumTexturesPerSet];
}
- (GLuint)uTexture {
return _textures[_currentTextureSet * kNumTexturesPerSet + 1];
}
- (GLuint)vTexture {
return _textures[_currentTextureSet * kNumTexturesPerSet + 2];
}
- (instancetype)initWithContext:(GlContextType *)context {
if (self = [super init]) {
#if TARGET_OS_IPHONE
_hasUnpackRowLength = (context.API == kEAGLRenderingAPIOpenGLES3);
#else
_hasUnpackRowLength = YES;
#endif
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
[self setupTextures];
}
return self;
}
- (void)dealloc {
glDeleteTextures(kNumTextures, _textures);
}
- (void)setupTextures {
glGenTextures(kNumTextures, _textures);
// Set parameters for each of the textures we created.
for (GLsizei i = 0; i < kNumTextures; i++) {
glBindTexture(GL_TEXTURE_2D, _textures[i]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
}
- (void)uploadPlane:(const uint8_t *)plane
texture:(GLuint)texture
width:(size_t)width
height:(size_t)height
stride:(int32_t)stride {
glBindTexture(GL_TEXTURE_2D, texture);
const uint8_t *uploadPlane = plane;
if ((size_t)stride != width) {
if (_hasUnpackRowLength) {
// GLES3 allows us to specify stride.
glPixelStorei(GL_UNPACK_ROW_LENGTH, stride);
glTexImage2D(GL_TEXTURE_2D,
0,
RTC_PIXEL_FORMAT,
static_cast<GLsizei>(width),
static_cast<GLsizei>(height),
0,
RTC_PIXEL_FORMAT,
GL_UNSIGNED_BYTE,
uploadPlane);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
return;
} else {
// Make an unpadded copy and upload that instead. Quick profiling showed
// that this is faster than uploading row by row using glTexSubImage2D.
uint8_t *unpaddedPlane = _planeBuffer.data();
for (size_t y = 0; y < height; ++y) {
memcpy(unpaddedPlane + y * width, plane + y * stride, width);
}
uploadPlane = unpaddedPlane;
}
}
glTexImage2D(GL_TEXTURE_2D,
0,
RTC_PIXEL_FORMAT,
static_cast<GLsizei>(width),
static_cast<GLsizei>(height),
0,
RTC_PIXEL_FORMAT,
GL_UNSIGNED_BYTE,
uploadPlane);
}
- (void)uploadFrameToTextures:(RTCVideoFrame *)frame {
_currentTextureSet = (_currentTextureSet + 1) % kNumTextureSets;
const int chromaWidth = (frame.width + 1) / 2;
const int chromaHeight = (frame.height + 1) / 2;
if (frame.strideY != frame.width ||
frame.strideU != chromaWidth ||
frame.strideV != chromaWidth) {
_planeBuffer.resize(frame.width * frame.height);
}
[self uploadPlane:frame.dataY
texture:self.yTexture
width:frame.width
height:frame.height
stride:frame.strideY];
[self uploadPlane:frame.dataU
texture:self.uTexture
width:chromaWidth
height:chromaHeight
stride:frame.strideU];
[self uploadPlane:frame.dataV
texture:self.vTexture
width:chromaWidth
height:chromaHeight
stride:frame.strideV];
}
@end

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@ -8,6 +8,8 @@
* be found in the AUTHORS file in the root of the source tree.
*/
#import <Foundation/Foundation.h>
#if TARGET_OS_IPHONE
#define RTC_PIXEL_FORMAT GL_LUMINANCE
#define SHADER_VERSION