| /* |
| * Copyright 2017 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 "RTCDefaultShader.h" |
| |
| #if TARGET_OS_IPHONE |
| #import <OpenGLES/ES3/gl.h> |
| #else |
| #import <OpenGL/gl3.h> |
| #endif |
| |
| #import "RTCOpenGLDefines.h" |
| #import "RTCShader.h" |
| #import "base/RTCLogging.h" |
| |
| #include "absl/types/optional.h" |
| |
| static const int kYTextureUnit = 0; |
| static const int kUTextureUnit = 1; |
| static const int kVTextureUnit = 2; |
| static const int kUvTextureUnit = 1; |
| |
| // 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"; |
| |
| static const char kNV12FragmentShaderSource[] = |
| SHADER_VERSION |
| "precision mediump float;" |
| FRAGMENT_SHADER_IN " vec2 v_texcoord;\n" |
| "uniform lowp sampler2D s_textureY;\n" |
| "uniform lowp sampler2D s_textureUV;\n" |
| FRAGMENT_SHADER_OUT |
| "void main() {\n" |
| " mediump float y;\n" |
| " mediump vec2 uv;\n" |
| " y = " FRAGMENT_SHADER_TEXTURE "(s_textureY, v_texcoord).r;\n" |
| " uv = " FRAGMENT_SHADER_TEXTURE "(s_textureUV, v_texcoord).ra -\n" |
| " vec2(0.5, 0.5);\n" |
| " " FRAGMENT_SHADER_COLOR " = vec4(y + 1.403 * uv.y,\n" |
| " y - 0.344 * uv.x - 0.714 * uv.y,\n" |
| " y + 1.770 * uv.x,\n" |
| " 1.0);\n" |
| " }\n"; |
| |
| @implementation RTCDefaultShader { |
| GLuint _vertexBuffer; |
| GLuint _vertexArray; |
| // Store current rotation and only upload new vertex data when rotation changes. |
| absl::optional<RTCVideoRotation> _currentRotation; |
| |
| GLuint _i420Program; |
| GLuint _nv12Program; |
| } |
| |
| - (void)dealloc { |
| glDeleteProgram(_i420Program); |
| glDeleteProgram(_nv12Program); |
| glDeleteBuffers(1, &_vertexBuffer); |
| glDeleteVertexArrays(1, &_vertexArray); |
| } |
| |
| - (BOOL)createAndSetupI420Program { |
| NSAssert(!_i420Program, @"I420 program already created"); |
| _i420Program = RTCCreateProgramFromFragmentSource(kI420FragmentShaderSource); |
| if (!_i420Program) { |
| return NO; |
| } |
| GLint ySampler = glGetUniformLocation(_i420Program, "s_textureY"); |
| GLint uSampler = glGetUniformLocation(_i420Program, "s_textureU"); |
| GLint vSampler = glGetUniformLocation(_i420Program, "s_textureV"); |
| |
| if (ySampler < 0 || uSampler < 0 || vSampler < 0) { |
| RTCLog(@"Failed to get uniform variable locations in I420 shader"); |
| glDeleteProgram(_i420Program); |
| _i420Program = 0; |
| return NO; |
| } |
| |
| glUseProgram(_i420Program); |
| glUniform1i(ySampler, kYTextureUnit); |
| glUniform1i(uSampler, kUTextureUnit); |
| glUniform1i(vSampler, kVTextureUnit); |
| |
| return YES; |
| } |
| |
| - (BOOL)createAndSetupNV12Program { |
| NSAssert(!_nv12Program, @"NV12 program already created"); |
| _nv12Program = RTCCreateProgramFromFragmentSource(kNV12FragmentShaderSource); |
| if (!_nv12Program) { |
| return NO; |
| } |
| GLint ySampler = glGetUniformLocation(_nv12Program, "s_textureY"); |
| GLint uvSampler = glGetUniformLocation(_nv12Program, "s_textureUV"); |
| |
| if (ySampler < 0 || uvSampler < 0) { |
| RTCLog(@"Failed to get uniform variable locations in NV12 shader"); |
| glDeleteProgram(_nv12Program); |
| _nv12Program = 0; |
| return NO; |
| } |
| |
| glUseProgram(_nv12Program); |
| glUniform1i(ySampler, kYTextureUnit); |
| glUniform1i(uvSampler, kUvTextureUnit); |
| |
| return YES; |
| } |
| |
| - (BOOL)prepareVertexBufferWithRotation:(RTCVideoRotation)rotation { |
| if (!_vertexBuffer && !RTCCreateVertexBuffer(&_vertexBuffer, &_vertexArray)) { |
| RTCLog(@"Failed to setup vertex buffer"); |
| return NO; |
| } |
| #if !TARGET_OS_IPHONE |
| glBindVertexArray(_vertexArray); |
| #endif |
| glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer); |
| if (!_currentRotation || rotation != *_currentRotation) { |
| _currentRotation = absl::optional<RTCVideoRotation>(rotation); |
| RTCSetVertexData(*_currentRotation); |
| } |
| return YES; |
| } |
| |
| - (void)applyShadingForFrameWithWidth:(int)width |
| height:(int)height |
| rotation:(RTCVideoRotation)rotation |
| yPlane:(GLuint)yPlane |
| uPlane:(GLuint)uPlane |
| vPlane:(GLuint)vPlane { |
| if (![self prepareVertexBufferWithRotation:rotation]) { |
| return; |
| } |
| |
| if (!_i420Program && ![self createAndSetupI420Program]) { |
| RTCLog(@"Failed to setup I420 program"); |
| return; |
| } |
| |
| glUseProgram(_i420Program); |
| |
| glActiveTexture(static_cast<GLenum>(GL_TEXTURE0 + kYTextureUnit)); |
| glBindTexture(GL_TEXTURE_2D, yPlane); |
| |
| glActiveTexture(static_cast<GLenum>(GL_TEXTURE0 + kUTextureUnit)); |
| glBindTexture(GL_TEXTURE_2D, uPlane); |
| |
| glActiveTexture(static_cast<GLenum>(GL_TEXTURE0 + kVTextureUnit)); |
| glBindTexture(GL_TEXTURE_2D, vPlane); |
| |
| glDrawArrays(GL_TRIANGLE_FAN, 0, 4); |
| } |
| |
| - (void)applyShadingForFrameWithWidth:(int)width |
| height:(int)height |
| rotation:(RTCVideoRotation)rotation |
| yPlane:(GLuint)yPlane |
| uvPlane:(GLuint)uvPlane { |
| if (![self prepareVertexBufferWithRotation:rotation]) { |
| return; |
| } |
| |
| if (!_nv12Program && ![self createAndSetupNV12Program]) { |
| RTCLog(@"Failed to setup NV12 shader"); |
| return; |
| } |
| |
| glUseProgram(_nv12Program); |
| |
| glActiveTexture(static_cast<GLenum>(GL_TEXTURE0 + kYTextureUnit)); |
| glBindTexture(GL_TEXTURE_2D, yPlane); |
| |
| glActiveTexture(static_cast<GLenum>(GL_TEXTURE0 + kUvTextureUnit)); |
| glBindTexture(GL_TEXTURE_2D, uvPlane); |
| |
| glDrawArrays(GL_TRIANGLE_FAN, 0, 4); |
| } |
| |
| @end |