|  | /* | 
|  | *  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. | 
|  | */ | 
|  |  | 
|  | #import "RTCOpenGLVideoRenderer.h" | 
|  |  | 
|  | #include <string.h> | 
|  |  | 
|  | #include "webrtc/base/scoped_ptr.h" | 
|  |  | 
|  | #if TARGET_OS_IPHONE | 
|  | #import <OpenGLES/ES3/gl.h> | 
|  | #else | 
|  | #import <OpenGL/gl3.h> | 
|  | #endif | 
|  |  | 
|  | #import "RTCVideoFrame.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. | 
|  | rtc::scoped_ptr<uint8_t[]> _planeBuffer; | 
|  | } | 
|  |  | 
|  | @synthesize lastDrawnFrame = _lastDrawnFrame; | 
|  |  | 
|  | + (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:(RTCVideoFrame *)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:(RTCVideoFrame *)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 ((NSUInteger)frame.yPitch != frame.width || | 
|  | (NSUInteger)frame.uPitch != frame.chromaWidth || | 
|  | (NSUInteger)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:(size_t)width | 
|  | height:(size_t)height | 
|  | stride:(int32_t)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 ((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, | 
|  | 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 (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, | 
|  | width, | 
|  | height, | 
|  | 0, | 
|  | RTC_PIXEL_FORMAT, | 
|  | GL_UNSIGNED_BYTE, | 
|  | uploadPlane); | 
|  | } | 
|  |  | 
|  | - (BOOL)updateTextureDataForFrame:(RTCVideoFrame *)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 |