blob: a38b0e46f0c7d6d0c8db239b9927654b1dc902fb [file] [log] [blame]
/*
* 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.SurfaceTexture;
import android.opengl.GLES11Ext;
import android.opengl.GLES20;
import android.os.Build;
import android.os.Handler;
import android.os.HandlerThread;
import android.os.SystemClock;
import java.nio.ByteBuffer;
import java.nio.FloatBuffer;
import java.util.concurrent.Callable;
import java.util.concurrent.TimeUnit;
/**
* Helper class to create and synchronize access to a SurfaceTexture. The caller will get notified
* of new frames in onTextureFrameAvailable(), and should call returnTextureFrame() when done with
* the frame. Only one texture frame can be in flight at once, so returnTextureFrame() must be
* called in order to receive a new frame. Call stopListening() to stop receiveing new frames. Call
* dispose to release all resources once the texture frame is returned.
* Note that there is a C++ counter part of this class that optionally can be used. It is used for
* wrapping texture frames into webrtc::VideoFrames and also handles calling returnTextureFrame()
* when the webrtc::VideoFrame is no longer used.
*/
class SurfaceTextureHelper {
private static final String TAG = "SurfaceTextureHelper";
/**
* Callback interface for being notified that a new texture frame is available. The calls will be
* made on a dedicated thread with a bound EGLContext. The thread will be the same throughout the
* lifetime of the SurfaceTextureHelper instance, but different from the thread calling the
* SurfaceTextureHelper constructor. The callee is not allowed to make another EGLContext current
* on the calling thread.
*/
public interface OnTextureFrameAvailableListener {
abstract void onTextureFrameAvailable(
int oesTextureId, float[] transformMatrix, long timestampNs);
}
/**
* Construct a new SurfaceTextureHelper sharing OpenGL resources with |sharedContext|. A dedicated
* thread and handler is created for handling the SurfaceTexture. May return null if EGL fails to
* initialize a pixel buffer surface and make it current.
*/
public static SurfaceTextureHelper create(
final String threadName, final EglBase.Context sharedContext) {
final HandlerThread thread = new HandlerThread(threadName);
thread.start();
final Handler handler = new Handler(thread.getLooper());
// The onFrameAvailable() callback will be executed on the SurfaceTexture ctor thread. See:
// http://grepcode.com/file/repository.grepcode.com/java/ext/com.google.android/android/5.1.1_r1/android/graphics/SurfaceTexture.java#195.
// Therefore, in order to control the callback thread on API lvl < 21, the SurfaceTextureHelper
// is constructed on the |handler| thread.
return ThreadUtils.invokeAtFrontUninterruptibly(handler, new Callable<SurfaceTextureHelper>() {
@Override
public SurfaceTextureHelper call() {
try {
return new SurfaceTextureHelper(sharedContext, handler);
} catch (RuntimeException e) {
Logging.e(TAG, threadName + " create failure", e);
return null;
}
}
});
}
// State for YUV conversion, instantiated on demand.
static private class YuvConverter {
private final EglBase eglBase;
private final GlShader shader;
private boolean released = false;
// 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.
});
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 FRAGMENT_SHADER =
"#extension GL_OES_EGL_image_external : require\n"
+ "precision mediump float;\n"
+ "varying vec2 interp_tc;\n"
+ "\n"
+ "uniform samplerExternalOES oesTex;\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(oesTex, interp_tc - 1.5 * xUnit).rgb);\n"
+ " gl_FragColor.g = coeffs.a + dot(coeffs.rgb,\n"
+ " texture2D(oesTex, interp_tc - 0.5 * xUnit).rgb);\n"
+ " gl_FragColor.b = coeffs.a + dot(coeffs.rgb,\n"
+ " texture2D(oesTex, interp_tc + 0.5 * xUnit).rgb);\n"
+ " gl_FragColor.a = coeffs.a + dot(coeffs.rgb,\n"
+ " texture2D(oesTex, interp_tc + 1.5 * xUnit).rgb);\n"
+ "}\n";
private int texMatrixLoc;
private int xUnitLoc;
private int coeffsLoc;;
YuvConverter (EglBase.Context sharedContext) {
eglBase = EglBase.create(sharedContext, EglBase.CONFIG_PIXEL_RGBA_BUFFER);
eglBase.createDummyPbufferSurface();
eglBase.makeCurrent();
shader = new GlShader(VERTEX_SHADER, FRAGMENT_SHADER);
shader.useProgram();
texMatrixLoc = shader.getUniformLocation("texMatrix");
xUnitLoc = shader.getUniformLocation("xUnit");
coeffsLoc = shader.getUniformLocation("coeffs");
GLES20.glUniform1i(shader.getUniformLocation("oesTex"), 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);
eglBase.detachCurrent();
}
synchronized void convert(ByteBuffer buf,
int width, int height, int stride, int textureId, float [] transformMatrix) {
if (released) {
throw new IllegalStateException(
"YuvConverter.convert called on released object");
}
// 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.
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");
}
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());
// Create new pBuffferSurface with the correct size if needed.
if (eglBase.hasSurface()) {
if (eglBase.surfaceWidth() != stride/4 ||
eglBase.surfaceHeight() != total_height){
eglBase.releaseSurface();
eglBase.createPbufferSurface(stride/4, total_height);
}
} else {
eglBase.createPbufferSurface(stride/4, total_height);
}
eglBase.makeCurrent();
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, textureId);
GLES20.glUniformMatrix4fv(texMatrixLoc, 1, false, transformMatrix, 0);
// 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, 0.299f, 0.587f, 0.114f, 0.0f);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
// 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, -0.169f, -0.331f, 0.499f, 0.5f);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
// Draw V
GLES20.glViewport(stride/8, height, uv_width, uv_height);
GLES20.glUniform4f(coeffsLoc, 0.499f, -0.418f, -0.0813f, 0.5f);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
GLES20.glReadPixels(0, 0, stride/4, total_height, GLES20.GL_RGBA,
GLES20.GL_UNSIGNED_BYTE, buf);
GlUtil.checkNoGLES2Error("YuvConverter.convert");
// Unbind texture. Reportedly needed on some devices to get
// the texture updated from the camera.
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, 0);
eglBase.detachCurrent();
}
synchronized void release() {
released = true;
eglBase.makeCurrent();
shader.release();
eglBase.release();
}
}
private final Handler handler;
private final EglBase eglBase;
private final SurfaceTexture surfaceTexture;
private final int oesTextureId;
private YuvConverter yuvConverter;
// These variables are only accessed from the |handler| thread.
private OnTextureFrameAvailableListener listener;
// The possible states of this class.
private boolean hasPendingTexture = false;
private volatile boolean isTextureInUse = false;
private boolean isQuitting = false;
// |pendingListener| is set in setListener() and the runnable is posted to the handler thread.
// setListener() is not allowed to be called again before stopListening(), so this is thread safe.
private OnTextureFrameAvailableListener pendingListener;
final Runnable setListenerRunnable = new Runnable() {
@Override
public void run() {
Logging.d(TAG, "Setting listener to " + pendingListener);
listener = pendingListener;
pendingListener = null;
// May have a pending frame from the previous capture session - drop it.
if (hasPendingTexture) {
// Calling updateTexImage() is neccessary in order to receive new frames.
updateTexImage();
hasPendingTexture = false;
}
}
};
private SurfaceTextureHelper(EglBase.Context sharedContext, Handler handler) {
if (handler.getLooper().getThread() != Thread.currentThread()) {
throw new IllegalStateException("SurfaceTextureHelper must be created on the handler thread");
}
this.handler = handler;
eglBase = EglBase.create(sharedContext, EglBase.CONFIG_PIXEL_BUFFER);
try {
// Both these statements have been observed to fail on rare occasions, see BUG=webrtc:5682.
eglBase.createDummyPbufferSurface();
eglBase.makeCurrent();
} catch (RuntimeException e) {
// Clean up before rethrowing the exception.
eglBase.release();
handler.getLooper().quit();
throw e;
}
oesTextureId = GlUtil.generateTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES);
surfaceTexture = new SurfaceTexture(oesTextureId);
surfaceTexture.setOnFrameAvailableListener(new SurfaceTexture.OnFrameAvailableListener() {
@Override
public void onFrameAvailable(SurfaceTexture surfaceTexture) {
hasPendingTexture = true;
tryDeliverTextureFrame();
}
});
}
private YuvConverter getYuvConverter() {
// yuvConverter is assigned once
if (yuvConverter != null)
return yuvConverter;
synchronized(this) {
if (yuvConverter == null)
yuvConverter = new YuvConverter(eglBase.getEglBaseContext());
return yuvConverter;
}
}
/**
* Start to stream textures to the given |listener|. If you need to change listener, you need to
* call stopListening() first.
*/
public void startListening(final OnTextureFrameAvailableListener listener) {
if (this.listener != null || this.pendingListener != null) {
throw new IllegalStateException("SurfaceTextureHelper listener has already been set.");
}
this.pendingListener = listener;
handler.post(setListenerRunnable);
}
/**
* Stop listening. The listener set in startListening() is guaranteded to not receive any more
* onTextureFrameAvailable() callbacks after this function returns.
*/
public void stopListening() {
Logging.d(TAG, "stopListening()");
handler.removeCallbacks(setListenerRunnable);
ThreadUtils.invokeAtFrontUninterruptibly(handler, new Runnable() {
@Override
public void run() {
listener = null;
pendingListener = null;
}
});
}
/**
* Retrieve the underlying SurfaceTexture. The SurfaceTexture should be passed in to a video
* producer such as a camera or decoder.
*/
public SurfaceTexture getSurfaceTexture() {
return surfaceTexture;
}
/**
* Retrieve the handler that calls onTextureFrameAvailable(). This handler is valid until
* dispose() is called.
*/
public Handler getHandler() {
return handler;
}
/**
* Call this function to signal that you are done with the frame received in
* onTextureFrameAvailable(). Only one texture frame can be in flight at once, so you must call
* this function in order to receive a new frame.
*/
public void returnTextureFrame() {
handler.post(new Runnable() {
@Override public void run() {
isTextureInUse = false;
if (isQuitting) {
release();
} else {
tryDeliverTextureFrame();
}
}
});
}
public boolean isTextureInUse() {
return isTextureInUse;
}
/**
* Call disconnect() to stop receiving frames. OpenGL resources are released and the handler is
* stopped when the texture frame has been returned by a call to returnTextureFrame(). You are
* guaranteed to not receive any more onTextureFrameAvailable() after this function returns.
*/
public void dispose() {
Logging.d(TAG, "dispose()");
ThreadUtils.invokeAtFrontUninterruptibly(handler, new Runnable() {
@Override
public void run() {
isQuitting = true;
if (!isTextureInUse) {
release();
}
}
});
}
public void textureToYUV(ByteBuffer buf,
int width, int height, int stride, int textureId, float [] transformMatrix) {
if (textureId != oesTextureId)
throw new IllegalStateException("textureToByteBuffer called with unexpected textureId");
getYuvConverter().convert(buf, width, height, stride, textureId, transformMatrix);
}
private void updateTexImage() {
// SurfaceTexture.updateTexImage apparently can compete and deadlock with eglSwapBuffers,
// as observed on Nexus 5. Therefore, synchronize it with the EGL functions.
// See https://bugs.chromium.org/p/webrtc/issues/detail?id=5702 for more info.
synchronized (EglBase.lock) {
surfaceTexture.updateTexImage();
}
}
private void tryDeliverTextureFrame() {
if (handler.getLooper().getThread() != Thread.currentThread()) {
throw new IllegalStateException("Wrong thread.");
}
if (isQuitting || !hasPendingTexture || isTextureInUse || listener == null) {
return;
}
isTextureInUse = true;
hasPendingTexture = false;
updateTexImage();
final float[] transformMatrix = new float[16];
surfaceTexture.getTransformMatrix(transformMatrix);
final long timestampNs = (Build.VERSION.SDK_INT >= Build.VERSION_CODES.ICE_CREAM_SANDWICH)
? surfaceTexture.getTimestamp()
: TimeUnit.MILLISECONDS.toNanos(SystemClock.elapsedRealtime());
listener.onTextureFrameAvailable(oesTextureId, transformMatrix, timestampNs);
}
private void release() {
if (handler.getLooper().getThread() != Thread.currentThread()) {
throw new IllegalStateException("Wrong thread.");
}
if (isTextureInUse || !isQuitting) {
throw new IllegalStateException("Unexpected release.");
}
synchronized (this) {
if (yuvConverter != null)
yuvConverter.release();
}
GLES20.glDeleteTextures(1, new int[] {oesTextureId}, 0);
surfaceTexture.release();
eglBase.release();
handler.getLooper().quit();
}
}