
This CL handles frame rotation by updating the OpenGL vertex data in RTCOpenGLVideoRenderer, instead of calling the expensive libyuv::I420Rotate that will rotate the actual memory. Also, we can handle rotated native frames instead of falling back to NativeToI420Buffer. Review-Url: https://codereview.webrtc.org/2176623002 Cr-Commit-Position: refs/heads/master@{#13715}
223 lines
7.3 KiB
Plaintext
223 lines
7.3 KiB
Plaintext
/*
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* Copyright 2016 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 "RTCShader.h"
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#include <vector>
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#import "RTCShader+Private.h"
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#import "WebRTC/RTCVideoFrame.h"
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#include "webrtc/base/optional.h"
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#include "webrtc/common_video/rotation.h"
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// |kNumTextures| must not exceed 8, which is the limit in OpenGLES2. Two sets
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// of 3 textures are used here, one for each of the Y, U and V planes. Having
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// two sets alleviates CPU blockage in the event that the GPU is asked to render
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// to a texture that is already in use.
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static const GLsizei kNumTextureSets = 2;
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static const GLsizei kNumTexturesPerSet = 3;
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static const GLsizei kNumTextures = kNumTexturesPerSet * kNumTextureSets;
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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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@implementation RTCI420Shader {
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BOOL _hasUnpackRowLength;
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GLint _currentTextureSet;
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// Handles for OpenGL constructs.
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GLuint _textures[kNumTextures];
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GLuint _i420Program;
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GLuint _vertexArray;
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GLuint _vertexBuffer;
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GLint _ySampler;
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GLint _uSampler;
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GLint _vSampler;
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// Store current rotation and only upload new vertex data when rotation
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// changes.
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rtc::Optional<webrtc::VideoRotation> _currentRotation;
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// Used to create a non-padded plane for GPU upload when we receive padded
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// frames.
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std::vector<uint8_t> _planeBuffer;
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}
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- (instancetype)initWithContext:(GlContextType *)context {
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if (self = [super init]) {
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#if TARGET_OS_IPHONE
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_hasUnpackRowLength = (context.API == kEAGLRenderingAPIOpenGLES3);
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#else
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_hasUnpackRowLength = YES;
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#endif
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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if (![self setupI420Program] || ![self setupTextures] ||
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!RTCSetupVerticesForProgram(_i420Program, &_vertexBuffer, &_vertexArray)) {
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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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- (void)dealloc {
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glDeleteProgram(_i420Program);
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glDeleteTextures(kNumTextures, _textures);
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glDeleteBuffers(1, &_vertexBuffer);
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glDeleteVertexArrays(1, &_vertexArray);
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}
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- (BOOL)setupI420Program {
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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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_ySampler = glGetUniformLocation(_i420Program, "s_textureY");
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_uSampler = glGetUniformLocation(_i420Program, "s_textureU");
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_vSampler = glGetUniformLocation(_i420Program, "s_textureV");
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return (_ySampler >= 0 && _uSampler >= 0 && _vSampler >= 0);
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}
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- (BOOL)setupTextures {
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glGenTextures(kNumTextures, _textures);
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// Set parameters for each of the textures we created.
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for (GLsizei i = 0; i < kNumTextures; i++) {
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glBindTexture(GL_TEXTURE_2D, _textures[i]);
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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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}
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return YES;
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}
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- (BOOL)drawFrame:(RTCVideoFrame*)frame {
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glUseProgram(_i420Program);
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if (![self updateTextureDataForFrame:frame]) {
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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 || frame.rotation != *_currentRotation) {
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_currentRotation = rtc::Optional<webrtc::VideoRotation>(
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static_cast<webrtc::VideoRotation>(frame.rotation));
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RTCSetVertexData(*_currentRotation);
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}
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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return YES;
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}
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- (void)uploadPlane:(const uint8_t *)plane
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sampler:(GLint)sampler
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offset:(GLint)offset
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width:(size_t)width
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height:(size_t)height
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stride:(int32_t)stride {
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glActiveTexture(static_cast<GLenum>(GL_TEXTURE0 + offset));
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glBindTexture(GL_TEXTURE_2D, _textures[offset]);
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// When setting texture sampler uniforms, the texture index is used not
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// the texture handle.
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glUniform1i(sampler, offset);
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const uint8_t *uploadPlane = plane;
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if ((size_t)stride != width) {
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if (_hasUnpackRowLength) {
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// GLES3 allows us to specify stride.
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glPixelStorei(GL_UNPACK_ROW_LENGTH, stride);
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glTexImage2D(GL_TEXTURE_2D,
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0,
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RTC_PIXEL_FORMAT,
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static_cast<GLsizei>(width),
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static_cast<GLsizei>(height),
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0,
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RTC_PIXEL_FORMAT,
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GL_UNSIGNED_BYTE,
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uploadPlane);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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return;
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} else {
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// Make an unpadded copy and upload that instead. Quick profiling showed
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// that this is faster than uploading row by row using glTexSubImage2D.
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uint8_t *unpaddedPlane = _planeBuffer.data();
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for (size_t y = 0; y < height; ++y) {
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memcpy(unpaddedPlane + y * width, plane + y * stride, width);
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}
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uploadPlane = unpaddedPlane;
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}
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}
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glTexImage2D(GL_TEXTURE_2D,
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0,
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RTC_PIXEL_FORMAT,
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static_cast<GLsizei>(width),
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static_cast<GLsizei>(height),
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0,
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RTC_PIXEL_FORMAT,
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GL_UNSIGNED_BYTE,
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uploadPlane);
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}
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- (BOOL)updateTextureDataForFrame:(RTCVideoFrame *)frame {
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GLint textureOffset = _currentTextureSet * 3;
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NSAssert(textureOffset + 3 <= kNumTextures, @"invalid offset");
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if (frame.yPitch != static_cast<int32_t>(frame.width) ||
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frame.uPitch != static_cast<int32_t>(frame.chromaWidth) ||
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frame.vPitch != static_cast<int32_t>(frame.chromaWidth)) {
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_planeBuffer.resize(frame.width * frame.height);
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}
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[self uploadPlane:frame.yPlane
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sampler:_ySampler
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offset:textureOffset
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width:frame.width
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height:frame.height
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stride:frame.yPitch];
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[self uploadPlane:frame.uPlane
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sampler:_uSampler
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offset:textureOffset + 1
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width:frame.chromaWidth
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height:frame.chromaHeight
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stride:frame.uPitch];
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[self uploadPlane:frame.vPlane
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sampler:_vSampler
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offset:textureOffset + 2
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width:frame.chromaWidth
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height:frame.chromaHeight
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stride:frame.vPitch];
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_currentTextureSet = (_currentTextureSet + 1) % kNumTextureSets;
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return YES;
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}
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@end
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