blob: e0c96422690d30c509776e7889a10eccb1c3ff8f [file] [log] [blame]
/*
* Copyright 2016 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 "RTCShader.h"
#include <vector>
#import "RTCShader+Private.h"
#import "WebRTC/RTCVideoFrame.h"
#include "webrtc/base/optional.h"
#include "webrtc/common_video/rotation.h"
// |kNumTextures| must not exceed 8, which is the limit in OpenGLES2. Two sets
// of 3 textures are used here, one for each of the Y, U and V planes. Having
// two sets alleviates CPU blockage in the event that the GPU is asked to render
// to a texture that is already in use.
static const GLsizei kNumTextureSets = 2;
static const GLsizei kNumTexturesPerSet = 3;
static const GLsizei kNumTextures = kNumTexturesPerSet * kNumTextureSets;
// Fragment shader converts YUV values from input textures into a final RGB
// pixel. The conversion formula is from http://www.fourcc.org/fccyvrgb.php.
static const char kI420FragmentShaderSource[] =
SHADER_VERSION
"precision highp float;"
FRAGMENT_SHADER_IN " vec2 v_texcoord;\n"
"uniform lowp sampler2D s_textureY;\n"
"uniform lowp sampler2D s_textureU;\n"
"uniform lowp sampler2D s_textureV;\n"
FRAGMENT_SHADER_OUT
"void main() {\n"
" float y, u, v, r, g, b;\n"
" y = " FRAGMENT_SHADER_TEXTURE "(s_textureY, v_texcoord).r;\n"
" u = " FRAGMENT_SHADER_TEXTURE "(s_textureU, v_texcoord).r;\n"
" v = " FRAGMENT_SHADER_TEXTURE "(s_textureV, v_texcoord).r;\n"
" u = u - 0.5;\n"
" v = v - 0.5;\n"
" r = y + 1.403 * v;\n"
" g = y - 0.344 * u - 0.714 * v;\n"
" b = y + 1.770 * u;\n"
" " FRAGMENT_SHADER_COLOR " = vec4(r, g, b, 1.0);\n"
" }\n";
@implementation RTCI420Shader {
BOOL _hasUnpackRowLength;
GLint _currentTextureSet;
// Handles for OpenGL constructs.
GLuint _textures[kNumTextures];
GLuint _i420Program;
GLuint _vertexArray;
GLuint _vertexBuffer;
GLint _ySampler;
GLint _uSampler;
GLint _vSampler;
// Store current rotation and only upload new vertex data when rotation
// changes.
rtc::Optional<webrtc::VideoRotation> _currentRotation;
// Used to create a non-padded plane for GPU upload when we receive padded
// frames.
std::vector<uint8_t> _planeBuffer;
}
- (instancetype)initWithContext:(GlContextType *)context {
if (self = [super init]) {
#if TARGET_OS_IPHONE
_hasUnpackRowLength = (context.API == kEAGLRenderingAPIOpenGLES3);
#else
_hasUnpackRowLength = YES;
#endif
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
if (![self setupI420Program] || ![self setupTextures] ||
!RTCSetupVerticesForProgram(_i420Program, &_vertexBuffer, &_vertexArray)) {
self = nil;
}
}
return self;
}
- (void)dealloc {
glDeleteProgram(_i420Program);
glDeleteTextures(kNumTextures, _textures);
glDeleteBuffers(1, &_vertexBuffer);
glDeleteVertexArrays(1, &_vertexArray);
}
- (BOOL)setupI420Program {
_i420Program = RTCCreateProgramFromFragmentSource(kI420FragmentShaderSource);
if (!_i420Program) {
return NO;
}
_ySampler = glGetUniformLocation(_i420Program, "s_textureY");
_uSampler = glGetUniformLocation(_i420Program, "s_textureU");
_vSampler = glGetUniformLocation(_i420Program, "s_textureV");
return (_ySampler >= 0 && _uSampler >= 0 && _vSampler >= 0);
}
- (BOOL)setupTextures {
glGenTextures(kNumTextures, _textures);
// Set parameters for each of the textures we created.
for (GLsizei i = 0; i < kNumTextures; i++) {
glBindTexture(GL_TEXTURE_2D, _textures[i]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
return YES;
}
- (BOOL)drawFrame:(RTCVideoFrame*)frame {
glUseProgram(_i420Program);
if (![self updateTextureDataForFrame:frame]) {
return NO;
}
#if !TARGET_OS_IPHONE
glBindVertexArray(_vertexArray);
#endif
glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
if (!_currentRotation || frame.rotation != *_currentRotation) {
_currentRotation = rtc::Optional<webrtc::VideoRotation>(
static_cast<webrtc::VideoRotation>(frame.rotation));
RTCSetVertexData(*_currentRotation);
}
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
return YES;
}
- (void)uploadPlane:(const uint8_t *)plane
sampler:(GLint)sampler
offset:(GLint)offset
width:(size_t)width
height:(size_t)height
stride:(int32_t)stride {
glActiveTexture(static_cast<GLenum>(GL_TEXTURE0 + offset));
glBindTexture(GL_TEXTURE_2D, _textures[offset]);
// When setting texture sampler uniforms, the texture index is used not
// the texture handle.
glUniform1i(sampler, offset);
const uint8_t *uploadPlane = plane;
if ((size_t)stride != width) {
if (_hasUnpackRowLength) {
// GLES3 allows us to specify stride.
glPixelStorei(GL_UNPACK_ROW_LENGTH, stride);
glTexImage2D(GL_TEXTURE_2D,
0,
RTC_PIXEL_FORMAT,
static_cast<GLsizei>(width),
static_cast<GLsizei>(height),
0,
RTC_PIXEL_FORMAT,
GL_UNSIGNED_BYTE,
uploadPlane);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
return;
} else {
// Make an unpadded copy and upload that instead. Quick profiling showed
// that this is faster than uploading row by row using glTexSubImage2D.
uint8_t *unpaddedPlane = _planeBuffer.data();
for (size_t y = 0; y < height; ++y) {
memcpy(unpaddedPlane + y * width, plane + y * stride, width);
}
uploadPlane = unpaddedPlane;
}
}
glTexImage2D(GL_TEXTURE_2D,
0,
RTC_PIXEL_FORMAT,
static_cast<GLsizei>(width),
static_cast<GLsizei>(height),
0,
RTC_PIXEL_FORMAT,
GL_UNSIGNED_BYTE,
uploadPlane);
}
- (BOOL)updateTextureDataForFrame:(RTCVideoFrame *)frame {
GLint textureOffset = _currentTextureSet * 3;
NSAssert(textureOffset + 3 <= kNumTextures, @"invalid offset");
if (frame.yPitch != static_cast<int32_t>(frame.width) ||
frame.uPitch != static_cast<int32_t>(frame.chromaWidth) ||
frame.vPitch != static_cast<int32_t>(frame.chromaWidth)) {
_planeBuffer.resize(frame.width * frame.height);
}
[self uploadPlane:frame.yPlane
sampler:_ySampler
offset:textureOffset
width:frame.width
height:frame.height
stride:frame.yPitch];
[self uploadPlane:frame.uPlane
sampler:_uSampler
offset:textureOffset + 1
width:frame.chromaWidth
height:frame.chromaHeight
stride:frame.uPitch];
[self uploadPlane:frame.vPlane
sampler:_vSampler
offset:textureOffset + 2
width:frame.chromaWidth
height:frame.chromaHeight
stride:frame.vPitch];
_currentTextureSet = (_currentTextureSet + 1) % kNumTextureSets;
return YES;
}
@end