| /* |
| * Copyright 2015 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. |
| */ |
| |
| package org.webrtc; |
| |
| import android.opengl.GLES11Ext; |
| import android.opengl.GLES20; |
| import java.nio.ByteBuffer; |
| import java.nio.FloatBuffer; |
| import org.webrtc.VideoFrame.I420Buffer; |
| import org.webrtc.VideoFrame.TextureBuffer; |
| |
| /** |
| * Class for converting OES textures to a YUV ByteBuffer. It should be constructed on a thread with |
| * an active EGL context, and only be used from that thread. |
| */ |
| public class YuvConverter { |
| // Vertex coordinates in Normalized Device Coordinates, i.e. |
| // (-1, -1) is bottom-left and (1, 1) is top-right. |
| private static final FloatBuffer DEVICE_RECTANGLE = GlUtil.createFloatBuffer(new float[] { |
| -1.0f, -1.0f, // Bottom left. |
| 1.0f, -1.0f, // Bottom right. |
| -1.0f, 1.0f, // Top left. |
| 1.0f, 1.0f, // Top right. |
| }); |
| |
| // Texture coordinates - (0, 0) is bottom-left and (1, 1) is top-right. |
| private static final FloatBuffer TEXTURE_RECTANGLE = GlUtil.createFloatBuffer(new float[] { |
| 0.0f, 0.0f, // Bottom left. |
| 1.0f, 0.0f, // Bottom right. |
| 0.0f, 1.0f, // Top left. |
| 1.0f, 1.0f // Top right. |
| }); |
| |
| // clang-format off |
| private static final String VERTEX_SHADER = |
| "varying vec2 interp_tc;\n" |
| + "attribute vec4 in_pos;\n" |
| + "attribute vec4 in_tc;\n" |
| + "\n" |
| + "uniform mat4 texMatrix;\n" |
| + "\n" |
| + "void main() {\n" |
| + " gl_Position = in_pos;\n" |
| + " interp_tc = (texMatrix * in_tc).xy;\n" |
| + "}\n"; |
| |
| private static final String OES_FRAGMENT_SHADER = |
| "#extension GL_OES_EGL_image_external : require\n" |
| + "precision mediump float;\n" |
| + "varying vec2 interp_tc;\n" |
| + "\n" |
| + "uniform samplerExternalOES tex;\n" |
| // Difference in texture coordinate corresponding to one |
| // sub-pixel in the x direction. |
| + "uniform vec2 xUnit;\n" |
| // Color conversion coefficients, including constant term |
| + "uniform vec4 coeffs;\n" |
| + "\n" |
| + "void main() {\n" |
| // Since the alpha read from the texture is always 1, this could |
| // be written as a mat4 x vec4 multiply. However, that seems to |
| // give a worse framerate, possibly because the additional |
| // multiplies by 1.0 consume resources. TODO(nisse): Could also |
| // try to do it as a vec3 x mat3x4, followed by an add in of a |
| // constant vector. |
| + " gl_FragColor.r = coeffs.a + dot(coeffs.rgb,\n" |
| + " texture2D(tex, interp_tc - 1.5 * xUnit).rgb);\n" |
| + " gl_FragColor.g = coeffs.a + dot(coeffs.rgb,\n" |
| + " texture2D(tex, interp_tc - 0.5 * xUnit).rgb);\n" |
| + " gl_FragColor.b = coeffs.a + dot(coeffs.rgb,\n" |
| + " texture2D(tex, interp_tc + 0.5 * xUnit).rgb);\n" |
| + " gl_FragColor.a = coeffs.a + dot(coeffs.rgb,\n" |
| + " texture2D(tex, interp_tc + 1.5 * xUnit).rgb);\n" |
| + "}\n"; |
| |
| private static final String RGB_FRAGMENT_SHADER = |
| "precision mediump float;\n" |
| + "varying vec2 interp_tc;\n" |
| + "\n" |
| + "uniform sampler2D tex;\n" |
| // Difference in texture coordinate corresponding to one |
| // sub-pixel in the x direction. |
| + "uniform vec2 xUnit;\n" |
| // Color conversion coefficients, including constant term |
| + "uniform vec4 coeffs;\n" |
| + "\n" |
| + "void main() {\n" |
| // Since the alpha read from the texture is always 1, this could |
| // be written as a mat4 x vec4 multiply. However, that seems to |
| // give a worse framerate, possibly because the additional |
| // multiplies by 1.0 consume resources. TODO(nisse): Could also |
| // try to do it as a vec3 x mat3x4, followed by an add in of a |
| // constant vector. |
| + " gl_FragColor.r = coeffs.a + dot(coeffs.rgb,\n" |
| + " texture2D(tex, interp_tc - 1.5 * xUnit).rgb);\n" |
| + " gl_FragColor.g = coeffs.a + dot(coeffs.rgb,\n" |
| + " texture2D(tex, interp_tc - 0.5 * xUnit).rgb);\n" |
| + " gl_FragColor.b = coeffs.a + dot(coeffs.rgb,\n" |
| + " texture2D(tex, interp_tc + 0.5 * xUnit).rgb);\n" |
| + " gl_FragColor.a = coeffs.a + dot(coeffs.rgb,\n" |
| + " texture2D(tex, interp_tc + 1.5 * xUnit).rgb);\n" |
| + "}\n"; |
| // clang-format on |
| |
| private final ThreadUtils.ThreadChecker threadChecker = new ThreadUtils.ThreadChecker(); |
| private final GlTextureFrameBuffer textureFrameBuffer; |
| private TextureBuffer.Type shaderTextureType; |
| private GlShader shader; |
| private int texMatrixLoc; |
| private int xUnitLoc; |
| private int coeffsLoc; |
| private boolean released = false; |
| |
| /** |
| * This class should be constructed on a thread that has an active EGL context. |
| */ |
| public YuvConverter() { |
| threadChecker.checkIsOnValidThread(); |
| textureFrameBuffer = new GlTextureFrameBuffer(GLES20.GL_RGBA); |
| } |
| |
| /** Converts the texture buffer to I420. */ |
| public I420Buffer convert(TextureBuffer textureBuffer) { |
| final int width = textureBuffer.getWidth(); |
| final int height = textureBuffer.getHeight(); |
| |
| // SurfaceTextureHelper requires a stride that is divisible by 8. Round width up. |
| // See SurfaceTextureHelper for details on the size and format. |
| final int stride = ((width + 7) / 8) * 8; |
| final int uvHeight = (height + 1) / 2; |
| // Due to the layout used by SurfaceTextureHelper, vPos + stride * uvHeight would overrun the |
| // buffer. Add one row at the bottom to compensate for this. There will never be data in the |
| // extra row, but now other code does not have to deal with v stride * v height exceeding the |
| // buffer's capacity. |
| final int size = stride * (height + uvHeight + 1); |
| ByteBuffer buffer = JniCommon.nativeAllocateByteBuffer(size); |
| convert(buffer, width, height, stride, textureBuffer.getTextureId(), |
| RendererCommon.convertMatrixFromAndroidGraphicsMatrix(textureBuffer.getTransformMatrix()), |
| textureBuffer.getType()); |
| |
| final int yPos = 0; |
| final int uPos = yPos + stride * height; |
| // Rows of U and V alternate in the buffer, so V data starts after the first row of U. |
| final int vPos = uPos + stride / 2; |
| |
| buffer.position(yPos); |
| buffer.limit(yPos + stride * height); |
| ByteBuffer dataY = buffer.slice(); |
| |
| buffer.position(uPos); |
| buffer.limit(uPos + stride * uvHeight); |
| ByteBuffer dataU = buffer.slice(); |
| |
| buffer.position(vPos); |
| buffer.limit(vPos + stride * uvHeight); |
| ByteBuffer dataV = buffer.slice(); |
| |
| // SurfaceTextureHelper uses the same stride for Y, U, and V data. |
| return JavaI420Buffer.wrap(width, height, dataY, stride, dataU, stride, dataV, stride, |
| () -> { JniCommon.nativeFreeByteBuffer(buffer); }); |
| } |
| |
| /** Deprecated, use convert(TextureBuffer). */ |
| @Deprecated |
| void convert(ByteBuffer buf, int width, int height, int stride, int srcTextureId, |
| float[] transformMatrix) { |
| convert(buf, width, height, stride, srcTextureId, transformMatrix, TextureBuffer.Type.OES); |
| } |
| |
| private void initShader(TextureBuffer.Type textureType) { |
| if (shader != null) { |
| shader.release(); |
| } |
| |
| final String fragmentShader; |
| switch (textureType) { |
| case OES: |
| fragmentShader = OES_FRAGMENT_SHADER; |
| break; |
| case RGB: |
| fragmentShader = RGB_FRAGMENT_SHADER; |
| break; |
| default: |
| throw new IllegalArgumentException("Unsupported texture type."); |
| } |
| |
| shaderTextureType = textureType; |
| shader = new GlShader(VERTEX_SHADER, fragmentShader); |
| shader.useProgram(); |
| texMatrixLoc = shader.getUniformLocation("texMatrix"); |
| xUnitLoc = shader.getUniformLocation("xUnit"); |
| coeffsLoc = shader.getUniformLocation("coeffs"); |
| GLES20.glUniform1i(shader.getUniformLocation("tex"), 0); |
| GlUtil.checkNoGLES2Error("Initialize fragment shader uniform values."); |
| // Initialize vertex shader attributes. |
| shader.setVertexAttribArray("in_pos", 2, DEVICE_RECTANGLE); |
| // If the width is not a multiple of 4 pixels, the texture |
| // will be scaled up slightly and clipped at the right border. |
| shader.setVertexAttribArray("in_tc", 2, TEXTURE_RECTANGLE); |
| } |
| |
| private void convert(ByteBuffer buf, int width, int height, int stride, int srcTextureId, |
| float[] transformMatrix, TextureBuffer.Type textureType) { |
| threadChecker.checkIsOnValidThread(); |
| if (released) { |
| throw new IllegalStateException("YuvConverter.convert called on released object"); |
| } |
| if (textureType != shaderTextureType) { |
| initShader(textureType); |
| } |
| shader.useProgram(); |
| |
| // We draw into a buffer laid out like |
| // |
| // +---------+ |
| // | | |
| // | Y | |
| // | | |
| // | | |
| // +----+----+ |
| // | U | V | |
| // | | | |
| // +----+----+ |
| // |
| // In memory, we use the same stride for all of Y, U and V. The |
| // U data starts at offset |height| * |stride| from the Y data, |
| // and the V data starts at at offset |stride/2| from the U |
| // data, with rows of U and V data alternating. |
| // |
| // Now, it would have made sense to allocate a pixel buffer with |
| // a single byte per pixel (EGL10.EGL_COLOR_BUFFER_TYPE, |
| // EGL10.EGL_LUMINANCE_BUFFER,), but that seems to be |
| // unsupported by devices. So do the following hack: Allocate an |
| // RGBA buffer, of width |stride|/4. To render each of these |
| // large pixels, sample the texture at 4 different x coordinates |
| // and store the results in the four components. |
| // |
| // Since the V data needs to start on a boundary of such a |
| // larger pixel, it is not sufficient that |stride| is even, it |
| // has to be a multiple of 8 pixels. |
| |
| if (stride % 8 != 0) { |
| throw new IllegalArgumentException("Invalid stride, must be a multiple of 8"); |
| } |
| if (stride < width) { |
| throw new IllegalArgumentException("Invalid stride, must >= width"); |
| } |
| |
| int y_width = (width + 3) / 4; |
| int uv_width = (width + 7) / 8; |
| int uv_height = (height + 1) / 2; |
| int total_height = height + uv_height; |
| int size = stride * total_height; |
| |
| if (buf.capacity() < size) { |
| throw new IllegalArgumentException("YuvConverter.convert called with too small buffer"); |
| } |
| // Produce a frame buffer starting at top-left corner, not |
| // bottom-left. |
| transformMatrix = |
| RendererCommon.multiplyMatrices(transformMatrix, RendererCommon.verticalFlipMatrix()); |
| |
| final int frameBufferWidth = stride / 4; |
| final int frameBufferHeight = total_height; |
| textureFrameBuffer.setSize(frameBufferWidth, frameBufferHeight); |
| |
| // Bind our framebuffer. |
| GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, textureFrameBuffer.getFrameBufferId()); |
| GlUtil.checkNoGLES2Error("glBindFramebuffer"); |
| |
| GLES20.glActiveTexture(GLES20.GL_TEXTURE0); |
| GLES20.glBindTexture(textureType.getGlTarget(), srcTextureId); |
| GLES20.glUniformMatrix4fv(texMatrixLoc, 1, false, transformMatrix, 0); |
| |
| // Draw Y |
| GLES20.glViewport(0, 0, y_width, height); |
| // Matrix * (1;0;0;0) / width. Note that opengl uses column major order. |
| GLES20.glUniform2f(xUnitLoc, transformMatrix[0] / width, transformMatrix[1] / width); |
| // Y'UV444 to RGB888, see |
| // https://en.wikipedia.org/wiki/YUV#Y.27UV444_to_RGB888_conversion. |
| // We use the ITU-R coefficients for U and V */ |
| GLES20.glUniform4f(coeffsLoc, 0.299f, 0.587f, 0.114f, 0.0f); |
| GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4); |
| |
| // Draw U |
| GLES20.glViewport(0, height, uv_width, uv_height); |
| // Matrix * (1;0;0;0) / (width / 2). Note that opengl uses column major order. |
| GLES20.glUniform2f( |
| xUnitLoc, 2.0f * transformMatrix[0] / width, 2.0f * transformMatrix[1] / width); |
| GLES20.glUniform4f(coeffsLoc, -0.169f, -0.331f, 0.499f, 0.5f); |
| GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4); |
| |
| // Draw V |
| GLES20.glViewport(stride / 8, height, uv_width, uv_height); |
| GLES20.glUniform4f(coeffsLoc, 0.499f, -0.418f, -0.0813f, 0.5f); |
| GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4); |
| |
| GLES20.glReadPixels( |
| 0, 0, frameBufferWidth, frameBufferHeight, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, buf); |
| |
| GlUtil.checkNoGLES2Error("YuvConverter.convert"); |
| |
| // Restore normal framebuffer. |
| GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0); |
| GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0); |
| |
| // Unbind texture. Reportedly needed on some devices to get |
| // the texture updated from the camera. |
| GLES20.glBindTexture(textureType.getGlTarget(), 0); |
| } |
| |
| public void release() { |
| threadChecker.checkIsOnValidThread(); |
| released = true; |
| if (shader != null) { |
| shader.release(); |
| } |
| textureFrameBuffer.release(); |
| } |
| } |