Android: Add helper class for generating OpenGL shaders
This CL adds a helper class GlShaderBuilder to build an instances of
RendererCommon.GlDrawer that can accept multiple input sources
(OES, RGB, or YUV) using a generic fragment shader as input.
Bug: webrtc:9355
Change-Id: I14a0a280d2b6f838984f7b60897cc0c58e2a948a
Reviewed-on: https://webrtc-review.googlesource.com/80940
Commit-Queue: Magnus Jedvert <magjed@webrtc.org>
Reviewed-by: Sami Kalliomäki <sakal@webrtc.org>
Cr-Commit-Position: refs/heads/master@{#23622}
diff --git a/BUILD.gn b/BUILD.gn
index e997937..7566f2a 100644
--- a/BUILD.gn
+++ b/BUILD.gn
@@ -584,6 +584,7 @@
"examples/androidjunit/src/org/appspot/apprtc/BluetoothManagerTest.java",
"examples/androidjunit/src/org/appspot/apprtc/DirectRTCClientTest.java",
"examples/androidjunit/src/org/appspot/apprtc/TCPChannelClientTest.java",
+ "sdk/android/tests/src/org/webrtc/GlGenericDrawerTest.java",
"sdk/android/tests/src/org/webrtc/CameraEnumerationTest.java",
"sdk/android/tests/src/org/webrtc/ScalingSettingsTest.java",
]
diff --git a/sdk/android/BUILD.gn b/sdk/android/BUILD.gn
index 1ec1d68..6d23594 100644
--- a/sdk/android/BUILD.gn
+++ b/sdk/android/BUILD.gn
@@ -757,6 +757,8 @@
"api/org/webrtc/SurfaceTextureHelper.java",
"api/org/webrtc/TextureBufferImpl.java",
"api/org/webrtc/YuvConverter.java",
+ "api/org/webrtc/VideoFrameDrawer.java",
+ "src/java/org/webrtc/GlGenericDrawer.java",
"api/org/webrtc/YuvHelper.java",
"src/java/org/webrtc/EglBase10.java",
"src/java/org/webrtc/EglBase14.java",
@@ -823,7 +825,6 @@
"api/org/webrtc/GlRectDrawer.java",
"api/org/webrtc/VideoDecoderFallback.java",
"api/org/webrtc/VideoEncoderFallback.java",
- "api/org/webrtc/VideoFrameDrawer.java",
"src/java/org/webrtc/NativeCapturerObserver.java",
"src/java/org/webrtc/NV21Buffer.java",
"src/java/org/webrtc/VideoDecoderWrapper.java",
diff --git a/sdk/android/api/org/webrtc/GlRectDrawer.java b/sdk/android/api/org/webrtc/GlRectDrawer.java
index 44787f7..d1fbd1b 100644
--- a/sdk/android/api/org/webrtc/GlRectDrawer.java
+++ b/sdk/android/api/org/webrtc/GlRectDrawer.java
@@ -10,201 +10,22 @@
package org.webrtc;
-import android.opengl.GLES11Ext;
-import android.opengl.GLES20;
-import java.nio.FloatBuffer;
-import java.util.IdentityHashMap;
-import java.util.Map;
-
-/**
- * Helper class to draw an opaque quad on the target viewport location. Rotation, mirror, and
- * cropping is specified using a 4x4 texture coordinate transform matrix. The frame input can either
- * be an OES texture or YUV textures in I420 format. The GL state must be preserved between draw
- * calls, this is intentional to maximize performance. The function release() must be called
- * manually to free the resources held by this object.
- */
-public class GlRectDrawer implements RendererCommon.GlDrawer {
- // clang-format off
- // Simple vertex shader, used for both YUV and OES.
- private static final String VERTEX_SHADER_STRING =
- "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"
+/** Simplest possible GL shader that just draws frames as opaque quads. */
+public class GlRectDrawer extends GlGenericDrawer {
+ private static final String FRAGMENT_SHADER = "void main() {\n"
+ + " gl_FragColor = sample(tc);\n"
+ "}\n";
- private static final String YUV_FRAGMENT_SHADER_STRING =
- "precision mediump float;\n"
- + "varying vec2 interp_tc;\n"
- + "\n"
- + "uniform sampler2D y_tex;\n"
- + "uniform sampler2D u_tex;\n"
- + "uniform sampler2D v_tex;\n"
- + "\n"
- + "void main() {\n"
- // CSC according to http://www.fourcc.org/fccyvrgb.php
- + " float y = texture2D(y_tex, interp_tc).r;\n"
- + " float u = texture2D(u_tex, interp_tc).r - 0.5;\n"
- + " float v = texture2D(v_tex, interp_tc).r - 0.5;\n"
- + " gl_FragColor = vec4(y + 1.403 * v, "
- + " y - 0.344 * u - 0.714 * v, "
- + " y + 1.77 * u, 1);\n"
- + "}\n";
+ private static class ShaderCallbacks implements GlGenericDrawer.ShaderCallbacks {
+ @Override
+ public void onNewShader(GlShader shader) {}
- private static final String RGB_FRAGMENT_SHADER_STRING =
- "precision mediump float;\n"
- + "varying vec2 interp_tc;\n"
- + "\n"
- + "uniform sampler2D rgb_tex;\n"
- + "\n"
- + "void main() {\n"
- + " gl_FragColor = texture2D(rgb_tex, interp_tc);\n"
- + "}\n";
-
- private static final String OES_FRAGMENT_SHADER_STRING =
- "#extension GL_OES_EGL_image_external : require\n"
- + "precision mediump float;\n"
- + "varying vec2 interp_tc;\n"
- + "\n"
- + "uniform samplerExternalOES oes_tex;\n"
- + "\n"
- + "void main() {\n"
- + " gl_FragColor = texture2D(oes_tex, interp_tc);\n"
- + "}\n";
- // clang-format on
-
- // Vertex coordinates in Normalized Device Coordinates, i.e. (-1, -1) is bottom-left and (1, 1) is
- // top-right.
- private static final FloatBuffer FULL_RECTANGLE_BUF = 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 FULL_RECTANGLE_TEX_BUF = 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.
- });
-
- private static class Shader {
- public final GlShader glShader;
- public final int texMatrixLocation;
-
- public Shader(String fragmentShader) {
- this.glShader = new GlShader(VERTEX_SHADER_STRING, fragmentShader);
- this.texMatrixLocation = glShader.getUniformLocation("texMatrix");
- }
+ @Override
+ public void onPrepareShader(GlShader shader, float[] texMatrix, int frameWidth, int frameHeight,
+ int viewportWidth, int viewportHeight) {}
}
- // The keys are one of the fragments shaders above.
- private final Map<String, Shader> shaders = new IdentityHashMap<String, Shader>();
-
- /**
- * Draw an OES texture frame with specified texture transformation matrix. Required resources are
- * allocated at the first call to this function.
- */
- @Override
- public void drawOes(int oesTextureId, float[] texMatrix, int frameWidth, int frameHeight,
- int viewportX, int viewportY, int viewportWidth, int viewportHeight) {
- prepareShader(OES_FRAGMENT_SHADER_STRING, texMatrix);
- GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
- // updateTexImage() may be called from another thread in another EGL context, so we need to
- // bind/unbind the texture in each draw call so that GLES understads it's a new texture.
- GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, oesTextureId);
- drawRectangle(viewportX, viewportY, viewportWidth, viewportHeight);
- GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, 0);
- }
-
- /**
- * Draw a RGB(A) texture frame with specified texture transformation matrix. Required resources
- * are allocated at the first call to this function.
- */
- @Override
- public void drawRgb(int textureId, float[] texMatrix, int frameWidth, int frameHeight,
- int viewportX, int viewportY, int viewportWidth, int viewportHeight) {
- prepareShader(RGB_FRAGMENT_SHADER_STRING, texMatrix);
- GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
- GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId);
- drawRectangle(viewportX, viewportY, viewportWidth, viewportHeight);
- // Unbind the texture as a precaution.
- GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
- }
-
- /**
- * Draw a YUV frame with specified texture transformation matrix. Required resources are
- * allocated at the first call to this function.
- */
- @Override
- public void drawYuv(int[] yuvTextures, float[] texMatrix, int frameWidth, int frameHeight,
- int viewportX, int viewportY, int viewportWidth, int viewportHeight) {
- prepareShader(YUV_FRAGMENT_SHADER_STRING, texMatrix);
- // Bind the textures.
- for (int i = 0; i < 3; ++i) {
- GLES20.glActiveTexture(GLES20.GL_TEXTURE0 + i);
- GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, yuvTextures[i]);
- }
- drawRectangle(viewportX, viewportY, viewportWidth, viewportHeight);
- // Unbind the textures as a precaution..
- for (int i = 0; i < 3; ++i) {
- GLES20.glActiveTexture(GLES20.GL_TEXTURE0 + i);
- GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
- }
- }
-
- private void drawRectangle(int x, int y, int width, int height) {
- // Draw quad.
- GLES20.glViewport(x, y, width, height);
- GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
- }
-
- private void prepareShader(String fragmentShader, float[] texMatrix) {
- final Shader shader;
- if (shaders.containsKey(fragmentShader)) {
- shader = shaders.get(fragmentShader);
- } else {
- // Lazy allocation.
- shader = new Shader(fragmentShader);
- shaders.put(fragmentShader, shader);
- shader.glShader.useProgram();
- // Initialize fragment shader uniform values.
- if (YUV_FRAGMENT_SHADER_STRING.equals(fragmentShader)) {
- GLES20.glUniform1i(shader.glShader.getUniformLocation("y_tex"), 0);
- GLES20.glUniform1i(shader.glShader.getUniformLocation("u_tex"), 1);
- GLES20.glUniform1i(shader.glShader.getUniformLocation("v_tex"), 2);
- } else if (RGB_FRAGMENT_SHADER_STRING.equals(fragmentShader)) {
- GLES20.glUniform1i(shader.glShader.getUniformLocation("rgb_tex"), 0);
- } else if (OES_FRAGMENT_SHADER_STRING.equals(fragmentShader)) {
- GLES20.glUniform1i(shader.glShader.getUniformLocation("oes_tex"), 0);
- } else {
- throw new IllegalStateException("Unknown fragment shader: " + fragmentShader);
- }
- GlUtil.checkNoGLES2Error("Initialize fragment shader uniform values.");
- // Initialize vertex shader attributes.
- shader.glShader.setVertexAttribArray("in_pos", 2, FULL_RECTANGLE_BUF);
- shader.glShader.setVertexAttribArray("in_tc", 2, FULL_RECTANGLE_TEX_BUF);
- }
- shader.glShader.useProgram();
- // Copy the texture transformation matrix over.
- GLES20.glUniformMatrix4fv(shader.texMatrixLocation, 1, false, texMatrix, 0);
- }
-
- /**
- * Release all GLES resources. This needs to be done manually, otherwise the resources are leaked.
- */
- @Override
- public void release() {
- for (Shader shader : shaders.values()) {
- shader.glShader.release();
- }
- shaders.clear();
+ public GlRectDrawer() {
+ super(FRAGMENT_SHADER, new ShaderCallbacks());
}
}
diff --git a/sdk/android/api/org/webrtc/RendererCommon.java b/sdk/android/api/org/webrtc/RendererCommon.java
index 0554f11..ee73430 100644
--- a/sdk/android/api/org/webrtc/RendererCommon.java
+++ b/sdk/android/api/org/webrtc/RendererCommon.java
@@ -31,7 +31,12 @@
public void onFrameResolutionChanged(int videoWidth, int videoHeight, int rotation);
}
- /** Interface for rendering frames on an EGLSurface. */
+ /**
+ * Interface for rendering frames on an EGLSurface with specified viewport location. Rotation,
+ * mirror, and cropping is specified using a 4x4 texture coordinate transform matrix. The frame
+ * input can either be an OES texture, RGB texture, or YUV textures in I420 format. The function
+ * release() must be called manually to free the resources held by this object.
+ */
public static interface GlDrawer {
/**
* Functions for drawing frames with different sources. The rendering surface target is
diff --git a/sdk/android/api/org/webrtc/YuvConverter.java b/sdk/android/api/org/webrtc/YuvConverter.java
index f7922d6..be8d43e 100644
--- a/sdk/android/api/org/webrtc/YuvConverter.java
+++ b/sdk/android/api/org/webrtc/YuvConverter.java
@@ -10,10 +10,9 @@
package org.webrtc;
-import android.opengl.GLES11Ext;
+import android.graphics.Matrix;
import android.opengl.GLES20;
import java.nio.ByteBuffer;
-import java.nio.FloatBuffer;
import org.webrtc.VideoFrame.I420Buffer;
import org.webrtc.VideoFrame.TextureBuffer;
@@ -22,45 +21,10 @@
* should only be operated from a single thread with an active EGL context.
*/
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"
+ private static final String FRAGMENT_SHADER =
// Difference in texture coordinate corresponding to one
// sub-pixel in the x direction.
- + "uniform vec2 xUnit;\n"
+ "uniform vec2 xUnit;\n"
// Color conversion coefficients, including constant term
+ "uniform vec4 coeffs;\n"
+ "\n"
@@ -72,52 +36,66 @@
// 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"
+ + " sample(tc - 1.5 * xUnit).rgb);\n"
+ " gl_FragColor.g = coeffs.a + dot(coeffs.rgb,\n"
- + " texture2D(tex, interp_tc - 0.5 * xUnit).rgb);\n"
+ + " sample(tc - 0.5 * xUnit).rgb);\n"
+ " gl_FragColor.b = coeffs.a + dot(coeffs.rgb,\n"
- + " texture2D(tex, interp_tc + 0.5 * xUnit).rgb);\n"
+ + " sample(tc + 0.5 * xUnit).rgb);\n"
+ " gl_FragColor.a = coeffs.a + dot(coeffs.rgb,\n"
- + " texture2D(tex, interp_tc + 1.5 * xUnit).rgb);\n"
+ + " sample(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 static class ShaderCallbacks implements GlGenericDrawer.ShaderCallbacks {
+ // 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.
+ private static final float[] yCoeffs = new float[] {0.2987856f, 0.5871095f, 0.1141049f, 0.0f};
+ private static final float[] uCoeffs =
+ new float[] {-0.168805420f, -0.3317003f, 0.5005057f, 0.5f};
+ private static final float[] vCoeffs = new float[] {0.4997964f, -0.4184672f, -0.0813292f, 0.5f};
+
+ 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 textureFrameBuffer = new GlTextureFrameBuffer(GLES20.GL_RGBA);
- private TextureBuffer.Type shaderTextureType;
- private GlShader shader;
- private int texMatrixLoc;
- private int xUnitLoc;
- private int coeffsLoc;
+ private final GlTextureFrameBuffer i420TextureFrameBuffer =
+ new GlTextureFrameBuffer(GLES20.GL_RGBA);
private boolean released = false;
+ private final ShaderCallbacks shaderCallbacks = new ShaderCallbacks();
+ private final GlGenericDrawer drawer = new GlGenericDrawer(FRAGMENT_SHADER, shaderCallbacks);
/**
* This class should be constructed on a thread that has an active EGL context.
@@ -127,96 +105,11 @@
}
/** 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) {
+ public I420Buffer convert(TextureBuffer inputTextureBuffer) {
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
//
// +---------+
@@ -245,83 +138,83 @@
// 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 = inputTextureBuffer.getWidth();
+ final int frameHeight = inputTextureBuffer.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;
- 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");
- }
+ // 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);
- 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);
+ i420TextureFrameBuffer.setSize(viewportWidth, totalHeight);
// Bind our framebuffer.
- GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, textureFrameBuffer.getFrameBufferId());
+ GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, i420TextureFrameBuffer.getFrameBufferId());
GlUtil.checkNoGLES2Error("glBindFramebuffer");
- GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
- GLES20.glBindTexture(textureType.getGlTarget(), srcTextureId);
- GLES20.glUniformMatrix4fv(texMatrixLoc, 1, false, transformMatrix, 0);
+ // Draw Y.
+ shaderCallbacks.setPlaneY();
+ VideoFrameDrawer.drawTexture(drawer, inputTextureBuffer, renderMatrix, frameWidth, frameHeight,
+ /* viewportX= */ 0, /* viewportY= */ 0, viewportWidth,
+ /* viewportHeight= */ frameHeight);
- // 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, 0.2987856f, 0.5871095f, 0.1141049f, 0.0f);
- GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
+ // Draw U.
+ shaderCallbacks.setPlaneU();
+ VideoFrameDrawer.drawTexture(drawer, inputTextureBuffer, renderMatrix, frameWidth, frameHeight,
+ /* viewportX= */ 0, /* viewportY= */ frameHeight, viewportWidth / 2,
+ /* viewportHeight= */ uvHeight);
- // 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, -0.168805420f, -0.3317003f, 0.5005057f, 0.5f);
- GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
+ // Draw V.
+ shaderCallbacks.setPlaneV();
+ VideoFrameDrawer.drawTexture(drawer, inputTextureBuffer, renderMatrix, frameWidth, frameHeight,
+ /* viewportX= */ viewportWidth / 2, /* viewportY= */ frameHeight, viewportWidth / 2,
+ /* viewportHeight= */ uvHeight);
- // Draw V
- GLES20.glViewport(stride / 8, height, uv_width, uv_height);
- GLES20.glUniform4f(coeffsLoc, 0.4997964f, -0.4184672f, -0.0813292f, 0.5f);
- GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
-
- GLES20.glReadPixels(
- 0, 0, frameBufferWidth, frameBufferHeight, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, buf);
+ 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);
- 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);
+ // 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();
+
+ return JavaI420Buffer.wrap(frameWidth, frameHeight, dataY, stride, dataU, stride, dataV, stride,
+ () -> { JniCommon.nativeFreeByteBuffer(i420ByteBuffer); });
}
public void release() {
threadChecker.checkIsOnValidThread();
released = true;
- if (shader != null) {
- shader.release();
- }
- textureFrameBuffer.release();
+ drawer.release();
+ i420TextureFrameBuffer.release();
}
}
diff --git a/sdk/android/src/java/org/webrtc/GlGenericDrawer.java b/sdk/android/src/java/org/webrtc/GlGenericDrawer.java
new file mode 100644
index 0000000..cd7b1e8
--- /dev/null
+++ b/sdk/android/src/java/org/webrtc/GlGenericDrawer.java
@@ -0,0 +1,279 @@
+/*
+ * 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.
+ */
+
+package org.webrtc;
+
+import android.opengl.GLES11Ext;
+import android.opengl.GLES20;
+import java.nio.FloatBuffer;
+import javax.annotation.Nullable;
+import org.webrtc.GlShader;
+import org.webrtc.GlUtil;
+import org.webrtc.RendererCommon;
+
+/**
+ * Helper class to implement an instance of RendererCommon.GlDrawer that can accept multiple input
+ * sources (OES, RGB, or YUV) using a generic fragment shader as input. The generic fragment shader
+ * should sample pixel values from the function "sample" that will be provided by this class and
+ * provides an abstraction for the input source type (OES, RGB, or YUV). The texture coordinate
+ * variable name will be "tc" and the texture matrix in the vertex shader will be "tex_mat". The
+ * simplest possible generic shader that just draws pixel from the frame unmodified looks like:
+ * void main() {
+ * gl_FragColor = sample(tc);
+ * }
+ * This class covers the cases for most simple shaders and generates the necessary boiler plate.
+ * Advanced shaders can always implement RendererCommon.GlDrawer directly.
+ */
+class GlGenericDrawer implements RendererCommon.GlDrawer {
+ /**
+ * The different shader types representing different input sources. YUV here represents three
+ * separate Y, U, V textures.
+ */
+ public static enum ShaderType { OES, RGB, YUV }
+
+ /**
+ * The shader callbacks is used to customize behavior for a GlDrawer. It provides a hook to set
+ * uniform variables in the shader before a frame is drawn.
+ */
+ public static interface ShaderCallbacks {
+ /**
+ * This callback is called when a new shader has been compiled and created. It will be called
+ * for the first frame as well as when the shader type is changed. This callback can be used to
+ * do custom initialization of the shader that only needs to happen once.
+ */
+ void onNewShader(GlShader shader);
+
+ /**
+ * This callback is called before rendering a frame. It can be used to do custom preparation of
+ * the shader that needs to happen every frame.
+ */
+ void onPrepareShader(GlShader shader, float[] texMatrix, int frameWidth, int frameHeight,
+ int viewportWidth, int viewportHeight);
+ }
+
+ private static final String INPUT_VERTEX_COORDINATE_NAME = "in_pos";
+ private static final String INPUT_TEXTURE_COORDINATE_NAME = "in_tc";
+ private static final String TEXTURE_MATRIX_NAME = "tex_mat";
+ private static final String DEFAULT_VERTEX_SHADER_STRING = "varying vec2 tc;\n"
+ + "attribute vec4 in_pos;\n"
+ + "attribute vec4 in_tc;\n"
+ + "uniform mat4 tex_mat;\n"
+ + "void main() {\n"
+ + " gl_Position = in_pos;\n"
+ + " tc = (tex_mat * in_tc).xy;\n"
+ + "}\n";
+
+ // Vertex coordinates in Normalized Device Coordinates, i.e. (-1, -1) is bottom-left and (1, 1)
+ // is top-right.
+ private static final FloatBuffer FULL_RECTANGLE_BUFFER = 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 FULL_RECTANGLE_TEXTURE_BUFFER =
+ 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.
+ });
+
+ static String createFragmentShaderString(String genericFragmentSource, ShaderType shaderType) {
+ final StringBuilder stringBuilder = new StringBuilder();
+ if (shaderType == ShaderType.OES) {
+ stringBuilder.append("#extension GL_OES_EGL_image_external : require\n");
+ }
+ stringBuilder.append("precision mediump float;\n");
+ stringBuilder.append("varying vec2 tc;\n");
+
+ if (shaderType == ShaderType.YUV) {
+ stringBuilder.append("uniform sampler2D y_tex;\n");
+ stringBuilder.append("uniform sampler2D u_tex;\n");
+ stringBuilder.append("uniform sampler2D v_tex;\n");
+
+ // Add separate function for sampling texture.
+ stringBuilder.append("vec4 sample(vec2 p) {\n");
+ stringBuilder.append(" float y = texture2D(y_tex, p).r;\n");
+ stringBuilder.append(" float u = texture2D(u_tex, p).r - 0.5;\n");
+ stringBuilder.append(" float v = texture2D(v_tex, p).r - 0.5;\n");
+ stringBuilder.append(
+ " return vec4(y + 1.403 * v, y - 0.344 * u - 0.714 * v, y + 1.77 * u, 1);\n");
+ stringBuilder.append("}\n");
+ stringBuilder.append(genericFragmentSource);
+ } else {
+ final String samplerName = shaderType == ShaderType.OES ? "samplerExternalOES" : "sampler2D";
+ stringBuilder.append("uniform ").append(samplerName).append(" tex;\n");
+
+ // Update the sampling function in-place.
+ stringBuilder.append(genericFragmentSource.replace("sample(", "texture2D(tex, "));
+ }
+
+ return stringBuilder.toString();
+ }
+
+ private final String genericFragmentSource;
+ private final String vertexShader;
+ private final ShaderCallbacks shaderCallbacks;
+ @Nullable private ShaderType currentShaderType;
+ @Nullable private GlShader currentShader;
+ private int inPosLocation;
+ private int inTcLocation;
+ private int texMatrixLocation;
+
+ public GlGenericDrawer(String genericFragmentSource, ShaderCallbacks shaderCallbacks) {
+ this(DEFAULT_VERTEX_SHADER_STRING, genericFragmentSource, shaderCallbacks);
+ }
+
+ public GlGenericDrawer(
+ String vertexShader, String genericFragmentSource, ShaderCallbacks shaderCallbacks) {
+ this.vertexShader = vertexShader;
+ this.genericFragmentSource = genericFragmentSource;
+ this.shaderCallbacks = shaderCallbacks;
+ }
+
+ // Visible for testing.
+ GlShader createShader(ShaderType shaderType) {
+ return new GlShader(
+ vertexShader, createFragmentShaderString(genericFragmentSource, shaderType));
+ }
+
+ /**
+ * Draw an OES texture frame with specified texture transformation matrix. Required resources are
+ * allocated at the first call to this function.
+ */
+ @Override
+ public void drawOes(int oesTextureId, float[] texMatrix, int frameWidth, int frameHeight,
+ int viewportX, int viewportY, int viewportWidth, int viewportHeight) {
+ prepareShader(
+ ShaderType.OES, texMatrix, frameWidth, frameHeight, viewportWidth, viewportHeight);
+ // Bind the texture.
+ GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
+ GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, oesTextureId);
+ // Draw the texture.
+ GLES20.glViewport(viewportX, viewportY, viewportWidth, viewportHeight);
+ GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
+ // Unbind the texture as a precaution.
+ GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, 0);
+ }
+
+ /**
+ * Draw a RGB(A) texture frame with specified texture transformation matrix. Required resources
+ * are allocated at the first call to this function.
+ */
+ @Override
+ public void drawRgb(int textureId, float[] texMatrix, int frameWidth, int frameHeight,
+ int viewportX, int viewportY, int viewportWidth, int viewportHeight) {
+ prepareShader(
+ ShaderType.RGB, texMatrix, frameWidth, frameHeight, viewportWidth, viewportHeight);
+ // Bind the texture.
+ GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
+ GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId);
+ // Draw the texture.
+ GLES20.glViewport(viewportX, viewportY, viewportWidth, viewportHeight);
+ GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
+ // Unbind the texture as a precaution.
+ GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
+ }
+
+ /**
+ * Draw a YUV frame with specified texture transformation matrix. Required resources are allocated
+ * at the first call to this function.
+ */
+ @Override
+ public void drawYuv(int[] yuvTextures, float[] texMatrix, int frameWidth, int frameHeight,
+ int viewportX, int viewportY, int viewportWidth, int viewportHeight) {
+ prepareShader(
+ ShaderType.YUV, texMatrix, frameWidth, frameHeight, viewportWidth, viewportHeight);
+ // Bind the textures.
+ for (int i = 0; i < 3; ++i) {
+ GLES20.glActiveTexture(GLES20.GL_TEXTURE0 + i);
+ GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, yuvTextures[i]);
+ }
+ // Draw the textures.
+ GLES20.glViewport(viewportX, viewportY, viewportWidth, viewportHeight);
+ GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
+ // Unbind the textures as a precaution.
+ for (int i = 0; i < 3; ++i) {
+ GLES20.glActiveTexture(GLES20.GL_TEXTURE0 + i);
+ GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
+ }
+ }
+
+ private void prepareShader(ShaderType shaderType, float[] texMatrix, int frameWidth,
+ int frameHeight, int viewportWidth, int viewportHeight) {
+ final GlShader shader;
+ if (shaderType.equals(currentShaderType)) {
+ // Same shader type as before, reuse exising shader.
+ shader = currentShader;
+ } else {
+ // Allocate new shader.
+ currentShaderType = shaderType;
+ if (currentShader != null) {
+ currentShader.release();
+ }
+ shader = createShader(shaderType);
+ currentShader = shader;
+
+ shader.useProgram();
+ // Set input texture units.
+ if (shaderType == ShaderType.YUV) {
+ GLES20.glUniform1i(shader.getUniformLocation("y_tex"), 0);
+ GLES20.glUniform1i(shader.getUniformLocation("u_tex"), 1);
+ GLES20.glUniform1i(shader.getUniformLocation("v_tex"), 2);
+ } else {
+ GLES20.glUniform1i(shader.getUniformLocation("tex"), 0);
+ }
+
+ GlUtil.checkNoGLES2Error("Create shader");
+ shaderCallbacks.onNewShader(shader);
+ texMatrixLocation = shader.getUniformLocation(TEXTURE_MATRIX_NAME);
+ inPosLocation = shader.getAttribLocation(INPUT_VERTEX_COORDINATE_NAME);
+ inTcLocation = shader.getAttribLocation(INPUT_TEXTURE_COORDINATE_NAME);
+ }
+
+ shader.useProgram();
+
+ // Upload the vertex coordinates.
+ GLES20.glEnableVertexAttribArray(inPosLocation);
+ GLES20.glVertexAttribPointer(inPosLocation, /* size= */ 2,
+ /* type= */ GLES20.GL_FLOAT, /* normalized= */ false, /* stride= */ 0,
+ FULL_RECTANGLE_BUFFER);
+
+ // Upload the texture coordinates.
+ GLES20.glEnableVertexAttribArray(inTcLocation);
+ GLES20.glVertexAttribPointer(inTcLocation, /* size= */ 2,
+ /* type= */ GLES20.GL_FLOAT, /* normalized= */ false, /* stride= */ 0,
+ FULL_RECTANGLE_TEXTURE_BUFFER);
+
+ // Upload the texture transformation matrix.
+ GLES20.glUniformMatrix4fv(
+ texMatrixLocation, 1 /* count= */, false /* transpose= */, texMatrix, 0 /* offset= */);
+
+ // Do custom per-frame shader preparation.
+ shaderCallbacks.onPrepareShader(
+ shader, texMatrix, frameWidth, frameHeight, viewportWidth, viewportHeight);
+ GlUtil.checkNoGLES2Error("Prepare shader");
+ }
+
+ /**
+ * Release all GLES resources. This needs to be done manually, otherwise the resources are leaked.
+ */
+ @Override
+ public void release() {
+ if (currentShader != null) {
+ currentShader.release();
+ currentShader = null;
+ currentShaderType = null;
+ }
+ }
+}
diff --git a/sdk/android/tests/src/org/webrtc/GlGenericDrawerTest.java b/sdk/android/tests/src/org/webrtc/GlGenericDrawerTest.java
new file mode 100644
index 0000000..06b5367
--- /dev/null
+++ b/sdk/android/tests/src/org/webrtc/GlGenericDrawerTest.java
@@ -0,0 +1,158 @@
+/*
+ * 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.
+ */
+
+package org.webrtc;
+
+import static org.junit.Assert.assertEquals;
+import static org.mockito.Mockito.mock;
+import static org.mockito.Mockito.times;
+import static org.mockito.Mockito.verify;
+import static org.mockito.Mockito.verifyNoMoreInteractions;
+
+import org.chromium.testing.local.LocalRobolectricTestRunner;
+import org.junit.After;
+import org.junit.Before;
+import org.junit.Test;
+import org.junit.runner.RunWith;
+import org.robolectric.annotation.Config;
+import org.webrtc.GlShader;
+
+@RunWith(LocalRobolectricTestRunner.class)
+@Config(manifest = Config.NONE)
+public class GlGenericDrawerTest {
+ // Simplest possible valid generic fragment shader.
+ private static final String FRAGMENT_SHADER = "void main() {\n"
+ + " gl_FragColor = sample(tc);\n"
+ + "}\n";
+ private static final int TEXTURE_ID = 3;
+ private static final float[] TEX_MATRIX =
+ new float[] {1, 2, 3, 4, -1, -2, -3, -4, 0, 0, 1, 0, 0, 0, 0, 1};
+ private static final int FRAME_WIDTH = 640;
+ private static final int FRAME_HEIGHT = 480;
+ private static final int VIEWPORT_X = 3;
+ private static final int VIEWPORT_Y = 5;
+ private static final int VIEWPORT_WIDTH = 500;
+ private static final int VIEWPORT_HEIGHT = 500;
+
+ // Replace OpenGLES GlShader dependency with a mock.
+ private class GlGenericDrawerForTest extends GlGenericDrawer {
+ public GlGenericDrawerForTest(String genericFragmentSource, ShaderCallbacks shaderCallbacks) {
+ super(genericFragmentSource, shaderCallbacks);
+ }
+
+ @Override
+ GlShader createShader(ShaderType shaderType) {
+ return mockedShader;
+ }
+ }
+
+ private GlShader mockedShader;
+ private GlGenericDrawer glGenericDrawer;
+ private GlGenericDrawer.ShaderCallbacks mockedCallbacks;
+
+ @Before
+ public void setUp() {
+ mockedShader = mock(GlShader.class);
+ mockedCallbacks = mock(GlGenericDrawer.ShaderCallbacks.class);
+ glGenericDrawer = new GlGenericDrawerForTest(FRAGMENT_SHADER, mockedCallbacks);
+ }
+
+ @After
+ public void tearDown() {
+ verifyNoMoreInteractions(mockedCallbacks);
+ }
+
+ @Test
+ public void testOesFragmentShader() {
+ final String expectedOesFragmentShader = "#extension GL_OES_EGL_image_external : require\n"
+ + "precision mediump float;\n"
+ + "varying vec2 tc;\n"
+ + "uniform samplerExternalOES tex;\n"
+ + "void main() {\n"
+ + " gl_FragColor = texture2D(tex, tc);\n"
+ + "}\n";
+ final String oesFragmentShader =
+ GlGenericDrawer.createFragmentShaderString(FRAGMENT_SHADER, GlGenericDrawer.ShaderType.OES);
+ assertEquals(expectedOesFragmentShader, oesFragmentShader);
+ }
+
+ @Test
+ public void testRgbFragmentShader() {
+ final String expectedRgbFragmentShader = "precision mediump float;\n"
+ + "varying vec2 tc;\n"
+ + "uniform sampler2D tex;\n"
+ + "void main() {\n"
+ + " gl_FragColor = texture2D(tex, tc);\n"
+ + "}\n";
+ final String rgbFragmentShader =
+ GlGenericDrawer.createFragmentShaderString(FRAGMENT_SHADER, GlGenericDrawer.ShaderType.RGB);
+ assertEquals(expectedRgbFragmentShader, rgbFragmentShader);
+ }
+
+ @Test
+ public void testYuvFragmentShader() {
+ final String expectedYuvFragmentShader = "precision mediump float;\n"
+ + "varying vec2 tc;\n"
+ + "uniform sampler2D y_tex;\n"
+ + "uniform sampler2D u_tex;\n"
+ + "uniform sampler2D v_tex;\n"
+ + "vec4 sample(vec2 p) {\n"
+ + " float y = texture2D(y_tex, p).r;\n"
+ + " float u = texture2D(u_tex, p).r - 0.5;\n"
+ + " float v = texture2D(v_tex, p).r - 0.5;\n"
+ + " return vec4(y + 1.403 * v, y - 0.344 * u - 0.714 * v, y + 1.77 * u, 1);\n"
+ + "}\n"
+ + "void main() {\n"
+ + " gl_FragColor = sample(tc);\n"
+ + "}\n";
+ final String yuvFragmentShader =
+ GlGenericDrawer.createFragmentShaderString(FRAGMENT_SHADER, GlGenericDrawer.ShaderType.YUV);
+ assertEquals(expectedYuvFragmentShader, yuvFragmentShader);
+ }
+
+ @Test
+ public void testShaderCallbacksOneRgbFrame() {
+ glGenericDrawer.drawRgb(TEXTURE_ID, TEX_MATRIX, FRAME_WIDTH, FRAME_HEIGHT, VIEWPORT_X,
+ VIEWPORT_Y, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
+
+ verify(mockedCallbacks).onNewShader(mockedShader);
+ verify(mockedCallbacks)
+ .onPrepareShader(
+ mockedShader, TEX_MATRIX, FRAME_WIDTH, FRAME_HEIGHT, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
+ }
+
+ @Test
+ public void testShaderCallbacksTwoRgbFrames() {
+ glGenericDrawer.drawRgb(TEXTURE_ID, TEX_MATRIX, FRAME_WIDTH, FRAME_HEIGHT, VIEWPORT_X,
+ VIEWPORT_Y, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
+ glGenericDrawer.drawRgb(TEXTURE_ID, TEX_MATRIX, FRAME_WIDTH, FRAME_HEIGHT, VIEWPORT_X,
+ VIEWPORT_Y, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
+
+ // Expect only one shader to be created, but two frames to be drawn.
+ verify(mockedCallbacks, times(1)).onNewShader(mockedShader);
+ verify(mockedCallbacks, times(2))
+ .onPrepareShader(
+ mockedShader, TEX_MATRIX, FRAME_WIDTH, FRAME_HEIGHT, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
+ }
+
+ @Test
+ public void testShaderCallbacksChangingShaderType() {
+ glGenericDrawer.drawRgb(TEXTURE_ID, TEX_MATRIX, FRAME_WIDTH, FRAME_HEIGHT, VIEWPORT_X,
+ VIEWPORT_Y, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
+ glGenericDrawer.drawOes(TEXTURE_ID, TEX_MATRIX, FRAME_WIDTH, FRAME_HEIGHT, VIEWPORT_X,
+ VIEWPORT_Y, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
+
+ // Expect two shaders to be created, and two frames to be drawn.
+ verify(mockedCallbacks, times(2)).onNewShader(mockedShader);
+ verify(mockedCallbacks, times(2))
+ .onPrepareShader(
+ mockedShader, TEX_MATRIX, FRAME_WIDTH, FRAME_HEIGHT, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
+ }
+}