/* * 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.CountDownLatch; 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() { @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(); } }