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/*
* Copyright 2016 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 "RTCShader.h"
#import "RTCI420TextureCache.h"
#import "RTCShader+Private.h"
#import "WebRTC/RTCLogging.h"
#import "WebRTC/RTCVideoFrame.h"
#include "webrtc/base/optional.h"
// 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";
@implementation RTCI420Shader {
RTCI420TextureCache* textureCache;
// Handles for OpenGL constructs.
GLuint _i420Program;
GLuint _vertexArray;
GLuint _vertexBuffer;
GLint _ySampler;
GLint _uSampler;
GLint _vSampler;
// Store current rotation and only upload new vertex data when rotation
// changes.
rtc::Optional<RTCVideoRotation> _currentRotation;
}
- (instancetype)initWithContext:(GlContextType *)context {
if (self = [super init]) {
textureCache = [[RTCI420TextureCache alloc] initWithContext:context];
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
if (![self setupI420Program] ||
!RTCSetupVerticesForProgram(_i420Program, &_vertexBuffer, &_vertexArray)) {
RTCLog(@"Failed to initialize RTCI420Shader.");
self = nil;
}
}
return self;
}
- (void)dealloc {
glDeleteProgram(_i420Program);
glDeleteBuffers(1, &_vertexBuffer);
glDeleteVertexArrays(1, &_vertexArray);
}
- (BOOL)setupI420Program {
_i420Program = RTCCreateProgramFromFragmentSource(kI420FragmentShaderSource);
if (!_i420Program) {
return NO;
}
_ySampler = glGetUniformLocation(_i420Program, "s_textureY");
_uSampler = glGetUniformLocation(_i420Program, "s_textureU");
_vSampler = glGetUniformLocation(_i420Program, "s_textureV");
return (_ySampler >= 0 && _uSampler >= 0 && _vSampler >= 0);
}
- (BOOL)drawFrame:(RTCVideoFrame*)frame {
glUseProgram(_i420Program);
[textureCache uploadFrameToTextures:frame];
#if !TARGET_OS_IPHONE
glBindVertexArray(_vertexArray);
#endif
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, textureCache.yTexture);
glUniform1i(_ySampler, 0);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, textureCache.uTexture);
glUniform1i(_uSampler, 1);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, textureCache.vTexture);
glUniform1i(_vSampler, 2);
glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
if (!_currentRotation || frame.rotation != *_currentRotation) {
_currentRotation = rtc::Optional<RTCVideoRotation>(frame.rotation);
RTCSetVertexData(*_currentRotation);
}
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
return YES;
}
@end