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/*
* libjingle
* Copyright 2014 Google Inc.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright notice,
* this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
* 3. The name of the author may not be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR IMPLIED
* WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
* EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#if !defined(__has_feature) || !__has_feature(objc_arc)
#error "This file requires ARC support."
#endif
#import "RTCOpenGLVideoRenderer.h"
#include <string.h>
#include <memory>
#if TARGET_OS_IPHONE
#import <OpenGLES/ES3/gl.h>
#else
#import <OpenGL/gl3.h>
#endif
#import "RTCI420Frame.h"
// TODO(tkchin): check and log openGL errors. Methods here return BOOLs in
// anticipation of that happening in the future.
#if TARGET_OS_IPHONE
#define RTC_PIXEL_FORMAT GL_LUMINANCE
#define SHADER_VERSION
#define VERTEX_SHADER_IN "attribute"
#define VERTEX_SHADER_OUT "varying"
#define FRAGMENT_SHADER_IN "varying"
#define FRAGMENT_SHADER_OUT
#define FRAGMENT_SHADER_COLOR "gl_FragColor"
#define FRAGMENT_SHADER_TEXTURE "texture2D"
#else
#define RTC_PIXEL_FORMAT GL_RED
#define SHADER_VERSION "#version 150\n"
#define VERTEX_SHADER_IN "in"
#define VERTEX_SHADER_OUT "out"
#define FRAGMENT_SHADER_IN "in"
#define FRAGMENT_SHADER_OUT "out vec4 fragColor;\n"
#define FRAGMENT_SHADER_COLOR "fragColor"
#define FRAGMENT_SHADER_TEXTURE "texture"
#endif
// Vertex shader doesn't do anything except pass coordinates through.
static const char kVertexShaderSource[] =
SHADER_VERSION
VERTEX_SHADER_IN " vec2 position;\n"
VERTEX_SHADER_IN " vec2 texcoord;\n"
VERTEX_SHADER_OUT " vec2 v_texcoord;\n"
"void main() {\n"
" gl_Position = vec4(position.x, position.y, 0.0, 1.0);\n"
" v_texcoord = texcoord;\n"
"}\n";
// 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 kFragmentShaderSource[] =
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";
// Compiles a shader of the given |type| with GLSL source |source| and returns
// the shader handle or 0 on error.
GLuint CreateShader(GLenum type, const GLchar* source) {
GLuint shader = glCreateShader(type);
if (!shader) {
return 0;
}
glShaderSource(shader, 1, &source, NULL);
glCompileShader(shader);
GLint compileStatus = GL_FALSE;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compileStatus);
if (compileStatus == GL_FALSE) {
glDeleteShader(shader);
shader = 0;
}
return shader;
}
// Links a shader program with the given vertex and fragment shaders and
// returns the program handle or 0 on error.
GLuint CreateProgram(GLuint vertexShader, GLuint fragmentShader) {
if (vertexShader == 0 || fragmentShader == 0) {
return 0;
}
GLuint program = glCreateProgram();
if (!program) {
return 0;
}
glAttachShader(program, vertexShader);
glAttachShader(program, fragmentShader);
glLinkProgram(program);
GLint linkStatus = GL_FALSE;
glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
if (linkStatus == GL_FALSE) {
glDeleteProgram(program);
program = 0;
}
return program;
}
// When modelview and projection matrices are identity (default) the world is
// contained in the square around origin with unit size 2. Drawing to these
// coordinates is equivalent to drawing to the entire screen. The texture is
// stretched over that square using texture coordinates (u, v) that range
// from (0, 0) to (1, 1) inclusive. Texture coordinates are flipped vertically
// here because the incoming frame has origin in upper left hand corner but
// OpenGL expects origin in bottom left corner.
const GLfloat gVertices[] = {
// X, Y, U, V.
-1, -1, 0, 1, // Bottom left.
1, -1, 1, 1, // Bottom right.
1, 1, 1, 0, // Top right.
-1, 1, 0, 0, // Top left.
};
// |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 kNumTextures = 3 * kNumTextureSets;
@implementation RTCOpenGLVideoRenderer {
#if TARGET_OS_IPHONE
EAGLContext* _context;
#else
NSOpenGLContext* _context;
#endif
BOOL _isInitialized;
NSUInteger _currentTextureSet;
// Handles for OpenGL constructs.
GLuint _textures[kNumTextures];
GLuint _program;
#if !TARGET_OS_IPHONE
GLuint _vertexArray;
#endif
GLuint _vertexBuffer;
GLint _position;
GLint _texcoord;
GLint _ySampler;
GLint _uSampler;
GLint _vSampler;
// Used to create a non-padded plane for GPU upload when we receive padded
// frames.
std::unique_ptr<uint8_t[]> _planeBuffer;
}
+ (void)initialize {
// Disable dithering for performance.
glDisable(GL_DITHER);
}
#if TARGET_OS_IPHONE
- (instancetype)initWithContext:(EAGLContext*)context {
#else
- (instancetype)initWithContext:(NSOpenGLContext*)context {
#endif
NSAssert(context != nil, @"context cannot be nil");
if (self = [super init]) {
_context = context;
}
return self;
}
- (BOOL)drawFrame:(RTCI420Frame*)frame {
if (!_isInitialized) {
return NO;
}
if (_lastDrawnFrame == frame) {
return NO;
}
[self ensureGLContext];
glClear(GL_COLOR_BUFFER_BIT);
if (frame) {
if (![self updateTextureSizesForFrame:frame] ||
![self updateTextureDataForFrame:frame]) {
return NO;
}
#if !TARGET_OS_IPHONE
glBindVertexArray(_vertexArray);
#endif
glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
}
#if !TARGET_OS_IPHONE
[_context flushBuffer];
#endif
_lastDrawnFrame = frame;
return YES;
}
- (void)setupGL {
if (_isInitialized) {
return;
}
[self ensureGLContext];
if (![self setupProgram]) {
return;
}
if (![self setupTextures]) {
return;
}
if (![self setupVertices]) {
return;
}
glUseProgram(_program);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
_isInitialized = YES;
}
- (void)teardownGL {
if (!_isInitialized) {
return;
}
[self ensureGLContext];
glDeleteProgram(_program);
_program = 0;
glDeleteTextures(kNumTextures, _textures);
glDeleteBuffers(1, &_vertexBuffer);
_vertexBuffer = 0;
#if !TARGET_OS_IPHONE
glDeleteVertexArrays(1, &_vertexArray);
#endif
_isInitialized = NO;
}
#pragma mark - Private
- (void)ensureGLContext {
NSAssert(_context, @"context shouldn't be nil");
#if TARGET_OS_IPHONE
if ([EAGLContext currentContext] != _context) {
[EAGLContext setCurrentContext:_context];
}
#else
if ([NSOpenGLContext currentContext] != _context) {
[_context makeCurrentContext];
}
#endif
}
- (BOOL)setupProgram {
NSAssert(!_program, @"program already set up");
GLuint vertexShader = CreateShader(GL_VERTEX_SHADER, kVertexShaderSource);
NSAssert(vertexShader, @"failed to create vertex shader");
GLuint fragmentShader =
CreateShader(GL_FRAGMENT_SHADER, kFragmentShaderSource);
NSAssert(fragmentShader, @"failed to create fragment shader");
_program = CreateProgram(vertexShader, fragmentShader);
// Shaders are created only to generate program.
if (vertexShader) {
glDeleteShader(vertexShader);
}
if (fragmentShader) {
glDeleteShader(fragmentShader);
}
if (!_program) {
return NO;
}
_position = glGetAttribLocation(_program, "position");
_texcoord = glGetAttribLocation(_program, "texcoord");
_ySampler = glGetUniformLocation(_program, "s_textureY");
_uSampler = glGetUniformLocation(_program, "s_textureU");
_vSampler = glGetUniformLocation(_program, "s_textureV");
if (_position < 0 || _texcoord < 0 || _ySampler < 0 || _uSampler < 0 ||
_vSampler < 0) {
return NO;
}
return YES;
}
- (BOOL)setupTextures {
glGenTextures(kNumTextures, _textures);
// Set parameters for each of the textures we created.
for (GLsizei i = 0; i < kNumTextures; i++) {
glActiveTexture(GL_TEXTURE0 + 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)updateTextureSizesForFrame:(RTCI420Frame*)frame {
if (frame.height == _lastDrawnFrame.height &&
frame.width == _lastDrawnFrame.width &&
frame.chromaWidth == _lastDrawnFrame.chromaWidth &&
frame.chromaHeight == _lastDrawnFrame.chromaHeight) {
return YES;
}
GLsizei lumaWidth = frame.width;
GLsizei lumaHeight = frame.height;
GLsizei chromaWidth = frame.chromaWidth;
GLsizei chromaHeight = frame.chromaHeight;
for (GLint i = 0; i < kNumTextureSets; i++) {
glActiveTexture(GL_TEXTURE0 + i * 3);
glTexImage2D(GL_TEXTURE_2D,
0,
RTC_PIXEL_FORMAT,
lumaWidth,
lumaHeight,
0,
RTC_PIXEL_FORMAT,
GL_UNSIGNED_BYTE,
0);
glActiveTexture(GL_TEXTURE0 + i * 3 + 1);
glTexImage2D(GL_TEXTURE_2D,
0,
RTC_PIXEL_FORMAT,
chromaWidth,
chromaHeight,
0,
RTC_PIXEL_FORMAT,
GL_UNSIGNED_BYTE,
0);
glActiveTexture(GL_TEXTURE0 + i * 3 + 2);
glTexImage2D(GL_TEXTURE_2D,
0,
RTC_PIXEL_FORMAT,
chromaWidth,
chromaHeight,
0,
RTC_PIXEL_FORMAT,
GL_UNSIGNED_BYTE,
0);
}
if (frame.yPitch != frame.width || frame.uPitch != frame.chromaWidth ||
frame.vPitch != frame.chromaWidth) {
_planeBuffer.reset(new uint8_t[frame.width * frame.height]);
} else {
_planeBuffer.reset();
}
return YES;
}
- (void)uploadPlane:(const uint8_t*)plane
sampler:(GLint)sampler
offset:(NSUInteger)offset
width:(NSUInteger)width
height:(NSUInteger)height
stride:(NSInteger)stride {
glActiveTexture(GL_TEXTURE0 + offset);
// When setting texture sampler uniforms, the texture index is used not
// the texture handle.
glUniform1i(sampler, offset);
#if TARGET_OS_IPHONE
BOOL hasUnpackRowLength = _context.API == kEAGLRenderingAPIOpenGLES3;
#else
BOOL hasUnpackRowLength = YES;
#endif
const uint8_t* uploadPlane = plane;
if (stride != width) {
if (hasUnpackRowLength) {
// GLES3 allows us to specify stride.
glPixelStorei(GL_UNPACK_ROW_LENGTH, stride);
glTexImage2D(GL_TEXTURE_2D,
0,
RTC_PIXEL_FORMAT,
width,
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.get();
for (NSUInteger y = 0; y < height; ++y) {
memcpy(unpaddedPlane + y * width, plane + y * stride, width);
}
uploadPlane = unpaddedPlane;
}
}
glTexImage2D(GL_TEXTURE_2D,
0,
RTC_PIXEL_FORMAT,
width,
height,
0,
RTC_PIXEL_FORMAT,
GL_UNSIGNED_BYTE,
uploadPlane);
}
- (BOOL)updateTextureDataForFrame:(RTCI420Frame*)frame {
NSUInteger textureOffset = _currentTextureSet * 3;
NSAssert(textureOffset + 3 <= kNumTextures, @"invalid offset");
[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;
}
- (BOOL)setupVertices {
#if !TARGET_OS_IPHONE
NSAssert(!_vertexArray, @"vertex array already set up");
glGenVertexArrays(1, &_vertexArray);
if (!_vertexArray) {
return NO;
}
glBindVertexArray(_vertexArray);
#endif
NSAssert(!_vertexBuffer, @"vertex buffer already set up");
glGenBuffers(1, &_vertexBuffer);
if (!_vertexBuffer) {
#if !TARGET_OS_IPHONE
glDeleteVertexArrays(1, &_vertexArray);
_vertexArray = 0;
#endif
return NO;
}
glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(gVertices), gVertices, GL_DYNAMIC_DRAW);
// Read position attribute from |gVertices| with size of 2 and stride of 4
// beginning at the start of the array. The last argument indicates offset
// of data within |gVertices| as supplied to the vertex buffer.
glVertexAttribPointer(
_position, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (void*)0);
glEnableVertexAttribArray(_position);
// Read texcoord attribute from |gVertices| with size of 2 and stride of 4
// beginning at the first texcoord in the array. The last argument indicates
// offset of data within |gVertices| as supplied to the vertex buffer.
glVertexAttribPointer(_texcoord,
2,
GL_FLOAT,
GL_FALSE,
4 * sizeof(GLfloat),
(void*)(2 * sizeof(GLfloat)));
glEnableVertexAttribArray(_texcoord);
return YES;
}
@end