
This is done in preparation to make all javac warnings into errors for WebRTC targets. Bug: webrtc:6597 Change-Id: I402043157bd75943adf0de52111e5a1bb179c6d1 Reviewed-on: https://webrtc-review.googlesource.com/15104 Commit-Queue: Sami Kalliomäki <sakal@webrtc.org> Reviewed-by: Magnus Jedvert <magjed@webrtc.org> Cr-Commit-Position: refs/heads/master@{#20450}
211 lines
8.2 KiB
Java
211 lines
8.2 KiB
Java
/*
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* Copyright 2015 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 java.util.IdentityHashMap;
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import java.util.Map;
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/**
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* Helper class to draw an opaque quad on the target viewport location. Rotation, mirror, and
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* cropping is specified using a 4x4 texture coordinate transform matrix. The frame input can either
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* be an OES texture or YUV textures in I420 format. The GL state must be preserved between draw
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* calls, this is intentional to maximize performance. The function release() must be called
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* manually to free the resources held by this object.
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*/
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public class GlRectDrawer implements RendererCommon.GlDrawer {
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// clang-format off
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// Simple vertex shader, used for both YUV and OES.
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private static final String VERTEX_SHADER_STRING =
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"varying vec2 interp_tc;\n"
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+ "attribute vec4 in_pos;\n"
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+ "attribute vec4 in_tc;\n"
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+ "\n"
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+ "uniform mat4 texMatrix;\n"
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+ "\n"
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+ "void main() {\n"
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+ " gl_Position = in_pos;\n"
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+ " interp_tc = (texMatrix * in_tc).xy;\n"
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+ "}\n";
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private static final String YUV_FRAGMENT_SHADER_STRING =
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"precision mediump float;\n"
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+ "varying vec2 interp_tc;\n"
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+ "\n"
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+ "uniform sampler2D y_tex;\n"
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+ "uniform sampler2D u_tex;\n"
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+ "uniform sampler2D v_tex;\n"
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+ "\n"
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+ "void main() {\n"
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// CSC according to http://www.fourcc.org/fccyvrgb.php
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+ " float y = texture2D(y_tex, interp_tc).r;\n"
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+ " float u = texture2D(u_tex, interp_tc).r - 0.5;\n"
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+ " float v = texture2D(v_tex, interp_tc).r - 0.5;\n"
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+ " gl_FragColor = vec4(y + 1.403 * v, "
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+ " y - 0.344 * u - 0.714 * v, "
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+ " y + 1.77 * u, 1);\n"
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+ "}\n";
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private static final String RGB_FRAGMENT_SHADER_STRING =
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"precision mediump float;\n"
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+ "varying vec2 interp_tc;\n"
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+ "\n"
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+ "uniform sampler2D rgb_tex;\n"
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+ "\n"
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+ "void main() {\n"
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+ " gl_FragColor = texture2D(rgb_tex, interp_tc);\n"
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+ "}\n";
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private static final String OES_FRAGMENT_SHADER_STRING =
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"#extension GL_OES_EGL_image_external : require\n"
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+ "precision mediump float;\n"
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+ "varying vec2 interp_tc;\n"
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+ "\n"
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+ "uniform samplerExternalOES oes_tex;\n"
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+ "\n"
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+ "void main() {\n"
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+ " gl_FragColor = texture2D(oes_tex, interp_tc);\n"
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+ "}\n";
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// clang-format on
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// Vertex coordinates in Normalized Device Coordinates, i.e. (-1, -1) is bottom-left and (1, 1) is
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// top-right.
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private static final FloatBuffer FULL_RECTANGLE_BUF = 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_TEX_BUF = 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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private static class Shader {
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public final GlShader glShader;
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public final int texMatrixLocation;
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public Shader(String fragmentShader) {
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this.glShader = new GlShader(VERTEX_SHADER_STRING, fragmentShader);
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this.texMatrixLocation = glShader.getUniformLocation("texMatrix");
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}
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}
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// The keys are one of the fragments shaders above.
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private final Map<String, Shader> shaders = new IdentityHashMap<String, Shader>();
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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(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(viewportX, viewportY, viewportWidth, viewportHeight);
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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(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(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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/**
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* Draw a YUV 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 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(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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GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
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}
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}
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private void drawRectangle(int x, int y, int width, int height) {
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// Draw quad.
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GLES20.glViewport(x, y, width, height);
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GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
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}
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private void prepareShader(String fragmentShader, float[] texMatrix) {
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final Shader shader;
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if (shaders.containsKey(fragmentShader)) {
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shader = shaders.get(fragmentShader);
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} else {
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// Lazy allocation.
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shader = new Shader(fragmentShader);
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shaders.put(fragmentShader, shader);
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shader.glShader.useProgram();
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// Initialize fragment shader uniform values.
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if (YUV_FRAGMENT_SHADER_STRING.equals(fragmentShader)) {
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GLES20.glUniform1i(shader.glShader.getUniformLocation("y_tex"), 0);
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GLES20.glUniform1i(shader.glShader.getUniformLocation("u_tex"), 1);
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GLES20.glUniform1i(shader.glShader.getUniformLocation("v_tex"), 2);
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} else if (RGB_FRAGMENT_SHADER_STRING.equals(fragmentShader)) {
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GLES20.glUniform1i(shader.glShader.getUniformLocation("rgb_tex"), 0);
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} else if (OES_FRAGMENT_SHADER_STRING.equals(fragmentShader)) {
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GLES20.glUniform1i(shader.glShader.getUniformLocation("oes_tex"), 0);
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} else {
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throw new IllegalStateException("Unknown fragment shader: " + fragmentShader);
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}
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GlUtil.checkNoGLES2Error("Initialize fragment shader uniform values.");
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// Initialize vertex shader attributes.
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shader.glShader.setVertexAttribArray("in_pos", 2, FULL_RECTANGLE_BUF);
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shader.glShader.setVertexAttribArray("in_tc", 2, FULL_RECTANGLE_TEX_BUF);
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}
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shader.glShader.useProgram();
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// Copy the texture transformation matrix over.
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GLES20.glUniformMatrix4fv(shader.texMatrixLocation, 1, false, texMatrix, 0);
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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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for (Shader shader : shaders.values()) {
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shader.glShader.release();
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}
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shaders.clear();
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}
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}
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