magjed 8245a85429 ObjC: Split out I420 texture uploading into separate class
This CL splits out the code in RTCI420Shader.mm for uploading byte
buffers to textures into its own class RTCI420TextureCache. The purpose
is to prepare for allowing clients to inject their own shaders.
RTCI420TextureCache will be used in the generic code, while the actual
shaders in RTCI420Shader will be customizable by the client.

BUG=webrtc:7473

Review-Url: https://codereview.webrtc.org/2842453002
Cr-Commit-Position: refs/heads/master@{#17882}
2017-04-26 09:02:10 +00:00

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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