/* * Copyright (c) 2012 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. */ #if !defined(__has_feature) || !__has_feature(objc_arc) #error "This file requires ARC support." #endif // This files is mostly copied from // webrtc/modules/video_render/android/video_render_opengles20.h // TODO(sjlee): unify this copy with the android one. #include "webrtc/modules/video_render/ios/open_gles20.h" #include "webrtc/system_wrappers/include/trace.h" using namespace webrtc; const char OpenGles20::indices_[] = {0, 3, 2, 0, 2, 1}; const char OpenGles20::vertext_shader_[] = { "attribute vec4 aPosition;\n" "attribute vec2 aTextureCoord;\n" "varying vec2 vTextureCoord;\n" "void main() {\n" " gl_Position = aPosition;\n" " vTextureCoord = aTextureCoord;\n" "}\n"}; // The fragment shader. // Do YUV to RGB565 conversion. const char OpenGles20::fragment_shader_[] = { "precision mediump float;\n" "uniform sampler2D Ytex;\n" "uniform sampler2D Utex,Vtex;\n" "varying vec2 vTextureCoord;\n" "void main(void) {\n" " float nx,ny,r,g,b,y,u,v;\n" " mediump vec4 txl,ux,vx;" " nx=vTextureCoord[0];\n" " ny=vTextureCoord[1];\n" " y=texture2D(Ytex,vec2(nx,ny)).r;\n" " u=texture2D(Utex,vec2(nx,ny)).r;\n" " v=texture2D(Vtex,vec2(nx,ny)).r;\n" " y=1.1643*(y-0.0625);\n" " u=u-0.5;\n" " v=v-0.5;\n" " r=y+1.5958*v;\n" " g=y-0.39173*u-0.81290*v;\n" " b=y+2.017*u;\n" " gl_FragColor=vec4(r,g,b,1.0);\n" "}\n"}; OpenGles20::OpenGles20() : texture_width_(-1), texture_height_(-1) { texture_ids_[0] = 0; texture_ids_[1] = 0; texture_ids_[2] = 0; program_ = 0; const GLfloat vertices[20] = { // X, Y, Z, U, V -1, -1, 0, 0, 1, // Bottom Left 1, -1, 0, 1, 1, // Bottom Right 1, 1, 0, 1, 0, // Top Right -1, 1, 0, 0, 0}; // Top Left memcpy(vertices_, vertices, sizeof(vertices_)); } OpenGles20::~OpenGles20() { if (program_) { glDeleteTextures(3, texture_ids_); glDeleteProgram(program_); } } bool OpenGles20::Setup(int32_t width, int32_t height) { program_ = CreateProgram(vertext_shader_, fragment_shader_); if (!program_) { return false; } int position_handle = glGetAttribLocation(program_, "aPosition"); int texture_handle = glGetAttribLocation(program_, "aTextureCoord"); // set the vertices array in the shader // vertices_ contains 4 vertices with 5 coordinates. // 3 for (xyz) for the vertices and 2 for the texture glVertexAttribPointer( position_handle, 3, GL_FLOAT, false, 5 * sizeof(GLfloat), vertices_); glEnableVertexAttribArray(position_handle); // set the texture coordinate array in the shader // vertices_ contains 4 vertices with 5 coordinates. // 3 for (xyz) for the vertices and 2 for the texture glVertexAttribPointer( texture_handle, 2, GL_FLOAT, false, 5 * sizeof(GLfloat), &vertices_[3]); glEnableVertexAttribArray(texture_handle); glUseProgram(program_); int i = glGetUniformLocation(program_, "Ytex"); glUniform1i(i, 0); /* Bind Ytex to texture unit 0 */ i = glGetUniformLocation(program_, "Utex"); glUniform1i(i, 1); /* Bind Utex to texture unit 1 */ i = glGetUniformLocation(program_, "Vtex"); glUniform1i(i, 2); /* Bind Vtex to texture unit 2 */ glViewport(0, 0, width, height); return true; } bool OpenGles20::SetCoordinates(const float z_order, const float left, const float top, const float right, const float bottom) { if (top > 1 || top < 0 || right > 1 || right < 0 || bottom > 1 || bottom < 0 || left > 1 || left < 0) { return false; } // Bottom Left vertices_[0] = (left * 2) - 1; vertices_[1] = -1 * (2 * bottom) + 1; vertices_[2] = z_order; // Bottom Right vertices_[5] = (right * 2) - 1; vertices_[6] = -1 * (2 * bottom) + 1; vertices_[7] = z_order; // Top Right vertices_[10] = (right * 2) - 1; vertices_[11] = -1 * (2 * top) + 1; vertices_[12] = z_order; // Top Left vertices_[15] = (left * 2) - 1; vertices_[16] = -1 * (2 * top) + 1; vertices_[17] = z_order; return true; } bool OpenGles20::Render(const VideoFrame& frame) { if (texture_width_ != (GLsizei)frame.width() || texture_height_ != (GLsizei)frame.height()) { SetupTextures(frame); } UpdateTextures(frame); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, indices_); return true; } GLuint OpenGles20::LoadShader(GLenum shader_type, const char* shader_source) { GLuint shader = glCreateShader(shader_type); if (shader) { glShaderSource(shader, 1, &shader_source, NULL); glCompileShader(shader); GLint compiled = 0; glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); if (!compiled) { GLint info_len = 0; glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &info_len); if (info_len) { char* buf = (char*)malloc(info_len); glGetShaderInfoLog(shader, info_len, NULL, buf); WEBRTC_TRACE(kTraceError, kTraceVideoRenderer, 0, "%s: Could not compile shader %d: %s", __FUNCTION__, shader_type, buf); free(buf); } glDeleteShader(shader); shader = 0; } } return shader; } GLuint OpenGles20::CreateProgram(const char* vertex_source, const char* fragment_source) { GLuint vertex_shader = LoadShader(GL_VERTEX_SHADER, vertex_source); if (!vertex_shader) { return -1; } GLuint fragment_shader = LoadShader(GL_FRAGMENT_SHADER, fragment_source); if (!fragment_shader) { return -1; } GLuint program = glCreateProgram(); if (program) { glAttachShader(program, vertex_shader); glAttachShader(program, fragment_shader); glLinkProgram(program); GLint link_status = GL_FALSE; glGetProgramiv(program, GL_LINK_STATUS, &link_status); if (link_status != GL_TRUE) { GLint info_len = 0; glGetProgramiv(program, GL_INFO_LOG_LENGTH, &info_len); if (info_len) { char* buf = (char*)malloc(info_len); glGetProgramInfoLog(program, info_len, NULL, buf); WEBRTC_TRACE(kTraceError, kTraceVideoRenderer, 0, "%s: Could not link program: %s", __FUNCTION__, buf); free(buf); } glDeleteProgram(program); program = 0; } } if (vertex_shader) { glDeleteShader(vertex_shader); } if (fragment_shader) { glDeleteShader(fragment_shader); } return program; } static void InitializeTexture(int name, int id, int width, int height) { glActiveTexture(name); glBindTexture(GL_TEXTURE_2D, id); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, width, height, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, NULL); } void OpenGles20::SetupTextures(const VideoFrame& frame) { const GLsizei width = frame.width(); const GLsizei height = frame.height(); if (!texture_ids_[0]) { glGenTextures(3, texture_ids_); // Generate the Y, U and V texture } InitializeTexture(GL_TEXTURE0, texture_ids_[0], width, height); InitializeTexture(GL_TEXTURE1, texture_ids_[1], width / 2, height / 2); InitializeTexture(GL_TEXTURE2, texture_ids_[2], width / 2, height / 2); texture_width_ = width; texture_height_ = height; } // Uploads a plane of pixel data, accounting for stride != width*bpp. static void GlTexSubImage2D(GLsizei width, GLsizei height, int stride, const uint8_t* plane) { if (stride == width) { // Yay! We can upload the entire plane in a single GL call. glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_LUMINANCE, GL_UNSIGNED_BYTE, static_cast(plane)); } else { // Boo! Since GLES2 doesn't have GL_UNPACK_ROW_LENGTH and iOS doesn't // have GL_EXT_unpack_subimage we have to upload a row at a time. Ick. for (int row = 0; row < height; ++row) { glTexSubImage2D(GL_TEXTURE_2D, 0, 0, row, width, 1, GL_LUMINANCE, GL_UNSIGNED_BYTE, static_cast(plane + (row * stride))); } } } void OpenGles20::UpdateTextures(const VideoFrame& frame) { const GLsizei width = frame.width(); const GLsizei height = frame.height(); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, texture_ids_[0]); GlTexSubImage2D(width, height, frame.stride(kYPlane), frame.buffer(kYPlane)); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, texture_ids_[1]); GlTexSubImage2D( width / 2, height / 2, frame.stride(kUPlane), frame.buffer(kUPlane)); glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, texture_ids_[2]); GlTexSubImage2D( width / 2, height / 2, frame.stride(kVPlane), frame.buffer(kVPlane)); }