blob: e5a370421aa2dc287e444b4e448088ef0e18cabd [file] [log] [blame]
/*
* Copyright 2018 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 "RTCMTLRGBRenderer.h"
#import <Metal/Metal.h>
#import <MetalKit/MetalKit.h>
#import "WebRTC/RTCLogging.h"
#import "WebRTC/RTCVideoFrame.h"
#import "WebRTC/RTCVideoFrameBuffer.h"
#import "RTCMTLRenderer+Private.h"
#include "rtc_base/checks.h"
static NSString *const shaderSource = MTL_STRINGIFY(
using namespace metal;
typedef struct {
packed_float2 position;
packed_float2 texcoord;
} Vertex;
typedef struct {
float4 position[[position]];
float2 texcoord;
} VertexIO;
vertex VertexIO vertexPassthrough(device Vertex * verticies[[buffer(0)]],
uint vid[[vertex_id]]) {
VertexIO out;
device Vertex &v = verticies[vid];
out.position = float4(float2(v.position), 0.0, 1.0);
out.texcoord = v.texcoord;
return out;
}
fragment half4 fragmentColorConversion(
VertexIO in[[stage_in]], texture2d<half, access::sample> texture[[texture(0)]],
constant bool &isARGB[[buffer(0)]]) {
constexpr sampler s(address::clamp_to_edge, filter::linear);
half4 out = texture.sample(s, in.texcoord);
if (isARGB) {
out = half4(out.g, out.b, out.a, out.r);
}
return out;
});
@implementation RTCMTLRGBRenderer {
// Textures.
CVMetalTextureCacheRef _textureCache;
id<MTLTexture> _texture;
// Uniforms.
id<MTLBuffer> _uniformsBuffer;
}
- (BOOL)addRenderingDestination:(__kindof MTKView *)view {
if ([super addRenderingDestination:view]) {
return [self initializeTextureCache];
}
return NO;
}
- (BOOL)initializeTextureCache {
CVReturn status = CVMetalTextureCacheCreate(kCFAllocatorDefault, nil, [self currentMetalDevice],
nil, &_textureCache);
if (status != kCVReturnSuccess) {
RTCLogError(@"Metal: Failed to initialize metal texture cache. Return status is %d", status);
return NO;
}
return YES;
}
- (NSString *)shaderSource {
return shaderSource;
}
- (void)getWidth:(nonnull int *)width
height:(nonnull int *)height
cropWidth:(nonnull int *)cropWidth
cropHeight:(nonnull int *)cropHeight
cropX:(nonnull int *)cropX
cropY:(nonnull int *)cropY
ofFrame:(nonnull RTCVideoFrame *)frame {
RTCCVPixelBuffer *pixelBuffer = (RTCCVPixelBuffer *)frame.buffer;
*width = CVPixelBufferGetWidth(pixelBuffer.pixelBuffer);
*height = CVPixelBufferGetHeight(pixelBuffer.pixelBuffer);
*cropWidth = pixelBuffer.cropWidth;
*cropHeight = pixelBuffer.cropHeight;
*cropX = pixelBuffer.cropX;
*cropY = pixelBuffer.cropY;
}
- (BOOL)setupTexturesForFrame:(nonnull RTCVideoFrame *)frame {
RTC_DCHECK([frame.buffer isKindOfClass:[RTCCVPixelBuffer class]]);
if (![super setupTexturesForFrame:frame]) {
return NO;
}
CVPixelBufferRef pixelBuffer = ((RTCCVPixelBuffer *)frame.buffer).pixelBuffer;
id<MTLTexture> gpuTexture = nil;
CVMetalTextureRef textureOut = nullptr;
bool isARGB;
int width = CVPixelBufferGetWidth(pixelBuffer);
int height = CVPixelBufferGetHeight(pixelBuffer);
OSType pixelFormat = CVPixelBufferGetPixelFormatType(pixelBuffer);
MTLPixelFormat mtlPixelFormat;
if (pixelFormat == kCVPixelFormatType_32BGRA) {
mtlPixelFormat = MTLPixelFormatBGRA8Unorm;
isARGB = false;
} else if (pixelFormat == kCVPixelFormatType_32ARGB) {
mtlPixelFormat = MTLPixelFormatRGBA8Unorm;
isARGB = true;
} else {
RTC_NOTREACHED();
return NO;
}
CVReturn result = CVMetalTextureCacheCreateTextureFromImage(
kCFAllocatorDefault, _textureCache, pixelBuffer, nil, mtlPixelFormat,
width, height, 0, &textureOut);
if (result == kCVReturnSuccess) {
gpuTexture = CVMetalTextureGetTexture(textureOut);
}
CVBufferRelease(textureOut);
if (gpuTexture != nil) {
_texture = gpuTexture;
_uniformsBuffer =
[[self currentMetalDevice] newBufferWithBytes:&isARGB
length:sizeof(isARGB)
options:MTLResourceCPUCacheModeDefaultCache];
return YES;
}
return NO;
}
- (void)uploadTexturesToRenderEncoder:(id<MTLRenderCommandEncoder>)renderEncoder {
[renderEncoder setFragmentTexture:_texture atIndex:0];
[renderEncoder setFragmentBuffer:_uniformsBuffer offset:0 atIndex:0];
}
- (void)dealloc {
if (_textureCache) {
CFRelease(_textureCache);
}
}
@end