
Replaces ye olde timey explicit release with teh hotness of automatic reference counting. This is the webrtc/ half; the talk/ half is in https://webrtc-codereview.appspot.com/10499005/ BUG=3054,3055 R=noahric@google.com Review URL: https://webrtc-codereview.appspot.com/10539005 git-svn-id: http://webrtc.googlecode.com/svn/trunk@5770 4adac7df-926f-26a2-2b94-8c16560cd09d
330 lines
9.9 KiB
Plaintext
330 lines
9.9 KiB
Plaintext
/*
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* Copyright (c) 2012 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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#if !defined(__has_feature) || !__has_feature(objc_arc)
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#error "This file requires ARC support."
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#endif
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// This files is mostly copied from
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// webrtc/modules/video_render/android/video_render_opengles20.h
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// TODO(sjlee): unify this copy with the android one.
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#include "webrtc/modules/video_render/ios/open_gles20.h"
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#include "webrtc/system_wrappers/interface/trace.h"
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using namespace webrtc;
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const char OpenGles20::indices_[] = {0, 3, 2, 0, 2, 1};
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const char OpenGles20::vertext_shader_[] = {
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"attribute vec4 aPosition;\n"
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"attribute vec2 aTextureCoord;\n"
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"varying vec2 vTextureCoord;\n"
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"void main() {\n"
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" gl_Position = aPosition;\n"
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" vTextureCoord = aTextureCoord;\n"
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"}\n"};
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// The fragment shader.
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// Do YUV to RGB565 conversion.
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const char OpenGles20::fragment_shader_[] = {
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"precision mediump float;\n"
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"uniform sampler2D Ytex;\n"
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"uniform sampler2D Utex,Vtex;\n"
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"varying vec2 vTextureCoord;\n"
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"void main(void) {\n"
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" float nx,ny,r,g,b,y,u,v;\n"
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" mediump vec4 txl,ux,vx;"
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" nx=vTextureCoord[0];\n"
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" ny=vTextureCoord[1];\n"
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" y=texture2D(Ytex,vec2(nx,ny)).r;\n"
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" u=texture2D(Utex,vec2(nx,ny)).r;\n"
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" v=texture2D(Vtex,vec2(nx,ny)).r;\n"
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" y=1.1643*(y-0.0625);\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+1.5958*v;\n"
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" g=y-0.39173*u-0.81290*v;\n"
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" b=y+2.017*u;\n"
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" gl_FragColor=vec4(r,g,b,1.0);\n"
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"}\n"};
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OpenGles20::OpenGles20() : texture_width_(-1), texture_height_(-1) {
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texture_ids_[0] = 0;
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texture_ids_[1] = 0;
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texture_ids_[2] = 0;
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program_ = 0;
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const GLfloat vertices[20] = {
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// X, Y, Z, U, V
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-1, -1, 0, 0, 1, // Bottom Left
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1, -1, 0, 1, 1, // Bottom Right
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1, 1, 0, 1, 0, // Top Right
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-1, 1, 0, 0, 0}; // Top Left
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memcpy(vertices_, vertices, sizeof(vertices_));
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}
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OpenGles20::~OpenGles20() {
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if (program_) {
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glDeleteTextures(3, texture_ids_);
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glDeleteProgram(program_);
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}
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}
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bool OpenGles20::Setup(int32_t width, int32_t height) {
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program_ = CreateProgram(vertext_shader_, fragment_shader_);
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if (!program_) {
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return false;
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}
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int position_handle = glGetAttribLocation(program_, "aPosition");
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int texture_handle = glGetAttribLocation(program_, "aTextureCoord");
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// set the vertices array in the shader
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// vertices_ contains 4 vertices with 5 coordinates.
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// 3 for (xyz) for the vertices and 2 for the texture
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glVertexAttribPointer(
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position_handle, 3, GL_FLOAT, false, 5 * sizeof(GLfloat), vertices_);
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glEnableVertexAttribArray(position_handle);
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// set the texture coordinate array in the shader
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// vertices_ contains 4 vertices with 5 coordinates.
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// 3 for (xyz) for the vertices and 2 for the texture
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glVertexAttribPointer(
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texture_handle, 2, GL_FLOAT, false, 5 * sizeof(GLfloat), &vertices_[3]);
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glEnableVertexAttribArray(texture_handle);
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glUseProgram(program_);
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int i = glGetUniformLocation(program_, "Ytex");
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glUniform1i(i, 0); /* Bind Ytex to texture unit 0 */
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i = glGetUniformLocation(program_, "Utex");
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glUniform1i(i, 1); /* Bind Utex to texture unit 1 */
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i = glGetUniformLocation(program_, "Vtex");
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glUniform1i(i, 2); /* Bind Vtex to texture unit 2 */
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glViewport(0, 0, width, height);
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return true;
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}
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bool OpenGles20::SetCoordinates(const float z_order,
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const float left,
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const float top,
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const float right,
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const float bottom) {
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if (top > 1 || top < 0 || right > 1 || right < 0 || bottom > 1 ||
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bottom < 0 || left > 1 || left < 0) {
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return false;
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}
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// Bottom Left
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vertices_[0] = (left * 2) - 1;
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vertices_[1] = -1 * (2 * bottom) + 1;
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vertices_[2] = z_order;
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// Bottom Right
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vertices_[5] = (right * 2) - 1;
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vertices_[6] = -1 * (2 * bottom) + 1;
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vertices_[7] = z_order;
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// Top Right
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vertices_[10] = (right * 2) - 1;
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vertices_[11] = -1 * (2 * top) + 1;
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vertices_[12] = z_order;
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// Top Left
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vertices_[15] = (left * 2) - 1;
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vertices_[16] = -1 * (2 * top) + 1;
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vertices_[17] = z_order;
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return true;
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}
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bool OpenGles20::Render(const I420VideoFrame& frame) {
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if (texture_width_ != (GLsizei)frame.width() ||
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texture_height_ != (GLsizei)frame.height()) {
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SetupTextures(frame);
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}
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UpdateTextures(frame);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, indices_);
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return true;
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}
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GLuint OpenGles20::LoadShader(GLenum shader_type, const char* shader_source) {
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GLuint shader = glCreateShader(shader_type);
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if (shader) {
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glShaderSource(shader, 1, &shader_source, NULL);
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glCompileShader(shader);
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GLint compiled = 0;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
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if (!compiled) {
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GLint info_len = 0;
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &info_len);
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if (info_len) {
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char* buf = (char*)malloc(info_len);
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glGetShaderInfoLog(shader, info_len, NULL, buf);
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WEBRTC_TRACE(kTraceError,
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kTraceVideoRenderer,
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0,
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"%s: Could not compile shader %d: %s",
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__FUNCTION__,
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shader_type,
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buf);
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free(buf);
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}
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glDeleteShader(shader);
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shader = 0;
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}
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}
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return shader;
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}
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GLuint OpenGles20::CreateProgram(const char* vertex_source,
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const char* fragment_source) {
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GLuint vertex_shader = LoadShader(GL_VERTEX_SHADER, vertex_source);
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if (!vertex_shader) {
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return -1;
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}
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GLuint fragment_shader = LoadShader(GL_FRAGMENT_SHADER, fragment_source);
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if (!fragment_shader) {
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return -1;
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}
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GLuint program = glCreateProgram();
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if (program) {
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glAttachShader(program, vertex_shader);
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glAttachShader(program, fragment_shader);
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glLinkProgram(program);
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GLint link_status = GL_FALSE;
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glGetProgramiv(program, GL_LINK_STATUS, &link_status);
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if (link_status != GL_TRUE) {
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GLint info_len = 0;
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glGetProgramiv(program, GL_INFO_LOG_LENGTH, &info_len);
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if (info_len) {
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char* buf = (char*)malloc(info_len);
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glGetProgramInfoLog(program, info_len, NULL, buf);
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WEBRTC_TRACE(kTraceError,
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kTraceVideoRenderer,
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0,
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"%s: Could not link program: %s",
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__FUNCTION__,
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buf);
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free(buf);
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}
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glDeleteProgram(program);
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program = 0;
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}
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}
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if (vertex_shader) {
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glDeleteShader(vertex_shader);
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}
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if (fragment_shader) {
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glDeleteShader(fragment_shader);
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}
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return program;
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}
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static void InitializeTexture(int name, int id, int width, int height) {
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glActiveTexture(name);
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glBindTexture(GL_TEXTURE_2D, id);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(GL_TEXTURE_2D,
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0,
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GL_LUMINANCE,
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width,
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height,
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0,
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GL_LUMINANCE,
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GL_UNSIGNED_BYTE,
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NULL);
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}
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void OpenGles20::SetupTextures(const I420VideoFrame& frame) {
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const GLsizei width = frame.width();
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const GLsizei height = frame.height();
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if (!texture_ids_[0]) {
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glGenTextures(3, texture_ids_); // Generate the Y, U and V texture
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}
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InitializeTexture(GL_TEXTURE0, texture_ids_[0], width, height);
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InitializeTexture(GL_TEXTURE1, texture_ids_[1], width / 2, height / 2);
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InitializeTexture(GL_TEXTURE2, texture_ids_[2], width / 2, height / 2);
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texture_width_ = width;
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texture_height_ = height;
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}
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// Uploads a plane of pixel data, accounting for stride != width*bpp.
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static void GlTexSubImage2D(GLsizei width,
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GLsizei height,
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int stride,
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const uint8_t* plane) {
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if (stride == width) {
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// Yay! We can upload the entire plane in a single GL call.
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glTexSubImage2D(GL_TEXTURE_2D,
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0,
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0,
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0,
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width,
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height,
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GL_LUMINANCE,
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GL_UNSIGNED_BYTE,
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static_cast<const GLvoid*>(plane));
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} else {
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// Boo! Since GLES2 doesn't have GL_UNPACK_ROW_LENGTH and iOS doesn't
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// have GL_EXT_unpack_subimage we have to upload a row at a time. Ick.
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for (int row = 0; row < height; ++row) {
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glTexSubImage2D(GL_TEXTURE_2D,
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0,
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0,
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row,
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width,
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1,
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GL_LUMINANCE,
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GL_UNSIGNED_BYTE,
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static_cast<const GLvoid*>(plane + (row * stride)));
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}
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}
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}
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void OpenGles20::UpdateTextures(const I420VideoFrame& frame) {
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const GLsizei width = frame.width();
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const GLsizei height = frame.height();
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texture_ids_[0]);
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GlTexSubImage2D(width, height, frame.stride(kYPlane), frame.buffer(kYPlane));
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, texture_ids_[1]);
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GlTexSubImage2D(
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width / 2, height / 2, frame.stride(kUPlane), frame.buffer(kUPlane));
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D, texture_ids_[2]);
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GlTexSubImage2D(
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width / 2, height / 2, frame.stride(kVPlane), frame.buffer(kVPlane));
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}
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