| /* |
| * 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.graphics.Matrix; |
| import android.opengl.GLES20; |
| import android.opengl.GLException; |
| import androidx.annotation.Nullable; |
| import java.nio.ByteBuffer; |
| import org.webrtc.VideoFrame.I420Buffer; |
| import org.webrtc.VideoFrame.TextureBuffer; |
| |
| /** |
| * Class for converting OES textures to a YUV ByteBuffer. It can be constructed on any thread, but |
| * should only be operated from a single thread with an active EGL context. |
| */ |
| public final class YuvConverter { |
| private static final String TAG = "YuvConverter"; |
| |
| private static final String FRAGMENT_SHADER = |
| // 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" |
| + " sample(tc - 1.5 * xUnit).rgb);\n" |
| + " gl_FragColor.g = coeffs.a + dot(coeffs.rgb,\n" |
| + " sample(tc - 0.5 * xUnit).rgb);\n" |
| + " gl_FragColor.b = coeffs.a + dot(coeffs.rgb,\n" |
| + " sample(tc + 0.5 * xUnit).rgb);\n" |
| + " gl_FragColor.a = coeffs.a + dot(coeffs.rgb,\n" |
| + " sample(tc + 1.5 * xUnit).rgb);\n" |
| + "}\n"; |
| |
| private static class ShaderCallbacks implements GlGenericDrawer.ShaderCallbacks { |
| // Y'UV444 to RGB888, see https://en.wikipedia.org/wiki/YUV#Y%E2%80%B2UV444_to_RGB888_conversion |
| // We use the ITU-R BT.601 coefficients for Y, U and V. |
| // The values in Wikipedia are inaccurate, the accurate values derived from the spec are: |
| // Y = 0.299 * R + 0.587 * G + 0.114 * B |
| // U = -0.168736 * R - 0.331264 * G + 0.5 * B + 0.5 |
| // V = 0.5 * R - 0.418688 * G - 0.0813124 * B + 0.5 |
| // To map the Y-values to range [16-235] and U- and V-values to range [16-240], the matrix has |
| // been multiplied with matrix: |
| // {{219 / 255, 0, 0, 16 / 255}, |
| // {0, 224 / 255, 0, 16 / 255}, |
| // {0, 0, 224 / 255, 16 / 255}, |
| // {0, 0, 0, 1}} |
| private static final float[] yCoeffs = |
| new float[] {0.256788f, 0.504129f, 0.0979059f, 0.0627451f}; |
| private static final float[] uCoeffs = |
| new float[] {-0.148223f, -0.290993f, 0.439216f, 0.501961f}; |
| private static final float[] vCoeffs = |
| new float[] {0.439216f, -0.367788f, -0.0714274f, 0.501961f}; |
| |
| private int xUnitLoc; |
| private int coeffsLoc; |
| |
| private float[] coeffs; |
| private float stepSize; |
| |
| public void setPlaneY() { |
| coeffs = yCoeffs; |
| stepSize = 1.0f; |
| } |
| |
| public void setPlaneU() { |
| coeffs = uCoeffs; |
| stepSize = 2.0f; |
| } |
| |
| public void setPlaneV() { |
| coeffs = vCoeffs; |
| stepSize = 2.0f; |
| } |
| |
| @Override |
| public void onNewShader(GlShader shader) { |
| xUnitLoc = shader.getUniformLocation("xUnit"); |
| coeffsLoc = shader.getUniformLocation("coeffs"); |
| } |
| |
| @Override |
| public void onPrepareShader(GlShader shader, float[] texMatrix, int frameWidth, int frameHeight, |
| int viewportWidth, int viewportHeight) { |
| GLES20.glUniform4fv(coeffsLoc, /* count= */ 1, coeffs, /* offset= */ 0); |
| // Matrix * (1;0;0;0) / (width / stepSize). Note that OpenGL uses column major order. |
| GLES20.glUniform2f( |
| xUnitLoc, stepSize * texMatrix[0] / frameWidth, stepSize * texMatrix[1] / frameWidth); |
| } |
| } |
| |
| private final ThreadUtils.ThreadChecker threadChecker = new ThreadUtils.ThreadChecker(); |
| private final GlTextureFrameBuffer i420TextureFrameBuffer = |
| new GlTextureFrameBuffer(GLES20.GL_RGBA); |
| private final ShaderCallbacks shaderCallbacks = new ShaderCallbacks(); |
| private final GlGenericDrawer drawer = new GlGenericDrawer(FRAGMENT_SHADER, shaderCallbacks); |
| private final VideoFrameDrawer videoFrameDrawer; |
| |
| /** |
| * This class should be constructed on a thread that has an active EGL context. |
| */ |
| public YuvConverter() { |
| this(new VideoFrameDrawer()); |
| } |
| |
| public YuvConverter(VideoFrameDrawer videoFrameDrawer) { |
| this.videoFrameDrawer = videoFrameDrawer; |
| threadChecker.detachThread(); |
| } |
| |
| /** Converts the texture buffer to I420. */ |
| @Nullable |
| public I420Buffer convert(TextureBuffer inputTextureBuffer) { |
| try { |
| return convertInternal(inputTextureBuffer); |
| } catch (GLException e) { |
| Logging.w(TAG, "Failed to convert TextureBuffer", e); |
| } |
| return null; |
| } |
| |
| private I420Buffer convertInternal(TextureBuffer inputTextureBuffer) { |
| TextureBuffer preparedBuffer = (TextureBuffer) videoFrameDrawer.prepareBufferForViewportSize( |
| inputTextureBuffer, inputTextureBuffer.getWidth(), inputTextureBuffer.getHeight()); |
| |
| // 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. |
| final int frameWidth = preparedBuffer.getWidth(); |
| final int frameHeight = preparedBuffer.getHeight(); |
| final int stride = ((frameWidth + 7) / 8) * 8; |
| final int uvHeight = (frameHeight + 1) / 2; |
| // Total height of the combined memory layout. |
| final int totalHeight = frameHeight + uvHeight; |
| final ByteBuffer i420ByteBuffer = JniCommon.nativeAllocateByteBuffer(stride * totalHeight); |
| // Viewport width is divided by four since we are squeezing in four color bytes in each RGBA |
| // pixel. |
| final int viewportWidth = stride / 4; |
| |
| // Produce a frame buffer starting at top-left corner, not bottom-left. |
| final Matrix renderMatrix = new Matrix(); |
| renderMatrix.preTranslate(0.5f, 0.5f); |
| renderMatrix.preScale(1f, -1f); |
| renderMatrix.preTranslate(-0.5f, -0.5f); |
| |
| i420TextureFrameBuffer.setSize(viewportWidth, totalHeight); |
| |
| // Bind our framebuffer. |
| GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, i420TextureFrameBuffer.getFrameBufferId()); |
| GlUtil.checkNoGLES2Error("glBindFramebuffer"); |
| |
| // Draw Y. |
| shaderCallbacks.setPlaneY(); |
| VideoFrameDrawer.drawTexture(drawer, preparedBuffer, renderMatrix, frameWidth, frameHeight, |
| /* viewportX= */ 0, /* viewportY= */ 0, viewportWidth, |
| /* viewportHeight= */ frameHeight); |
| |
| // Draw U. |
| shaderCallbacks.setPlaneU(); |
| VideoFrameDrawer.drawTexture(drawer, preparedBuffer, renderMatrix, frameWidth, frameHeight, |
| /* viewportX= */ 0, /* viewportY= */ frameHeight, viewportWidth / 2, |
| /* viewportHeight= */ uvHeight); |
| |
| // Draw V. |
| shaderCallbacks.setPlaneV(); |
| VideoFrameDrawer.drawTexture(drawer, preparedBuffer, renderMatrix, frameWidth, frameHeight, |
| /* viewportX= */ viewportWidth / 2, /* viewportY= */ frameHeight, viewportWidth / 2, |
| /* viewportHeight= */ uvHeight); |
| |
| GLES20.glReadPixels(0, 0, i420TextureFrameBuffer.getWidth(), i420TextureFrameBuffer.getHeight(), |
| GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, i420ByteBuffer); |
| |
| GlUtil.checkNoGLES2Error("YuvConverter.convert"); |
| |
| // Restore normal framebuffer. |
| GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0); |
| |
| // Prepare Y, U, and V ByteBuffer slices. |
| final int yPos = 0; |
| final int uPos = yPos + stride * frameHeight; |
| // 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; |
| |
| i420ByteBuffer.position(yPos); |
| i420ByteBuffer.limit(yPos + stride * frameHeight); |
| final ByteBuffer dataY = i420ByteBuffer.slice(); |
| |
| i420ByteBuffer.position(uPos); |
| // The last row does not have padding. |
| final int uvSize = stride * (uvHeight - 1) + stride / 2; |
| i420ByteBuffer.limit(uPos + uvSize); |
| final ByteBuffer dataU = i420ByteBuffer.slice(); |
| |
| i420ByteBuffer.position(vPos); |
| i420ByteBuffer.limit(vPos + uvSize); |
| final ByteBuffer dataV = i420ByteBuffer.slice(); |
| |
| preparedBuffer.release(); |
| |
| return JavaI420Buffer.wrap(frameWidth, frameHeight, dataY, stride, dataU, stride, dataV, stride, |
| () -> { JniCommon.nativeFreeByteBuffer(i420ByteBuffer); }); |
| } |
| |
| public void release() { |
| threadChecker.checkIsOnValidThread(); |
| drawer.release(); |
| i420TextureFrameBuffer.release(); |
| videoFrameDrawer.release(); |
| // Allow this class to be reused. |
| threadChecker.detachThread(); |
| } |
| } |