webrtc_m130/sdk/android/src/java/org/webrtc/GlGenericDrawer.java
Sami Kalliomäki 8ccddff6ac Update Android to use limited range YCbCr.
Limited range seems to be more used than full range and many Android
components already use limited range. This includes FileVideoCapturer,
VideoFileRenderer and HW codecs.

Bug: webrtc:9638
Change-Id: Iadd9b2f19020c6a25bde5e43a28e26a6230dde42
Reviewed-on: https://webrtc-review.googlesource.com/94543
Commit-Queue: Sami Kalliomäki <sakal@webrtc.org>
Reviewed-by: Magnus Jedvert <magjed@webrtc.org>
Cr-Commit-Position: refs/heads/master@{#24576}
2018-09-05 11:41:51 +00:00

282 lines
11 KiB
Java

/*
* Copyright 2018 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.opengl.GLES11Ext;
import android.opengl.GLES20;
import java.nio.FloatBuffer;
import javax.annotation.Nullable;
import org.webrtc.GlShader;
import org.webrtc.GlUtil;
import org.webrtc.RendererCommon;
/**
* Helper class to implement an instance of RendererCommon.GlDrawer that can accept multiple input
* sources (OES, RGB, or YUV) using a generic fragment shader as input. The generic fragment shader
* should sample pixel values from the function "sample" that will be provided by this class and
* provides an abstraction for the input source type (OES, RGB, or YUV). The texture coordinate
* variable name will be "tc" and the texture matrix in the vertex shader will be "tex_mat". The
* simplest possible generic shader that just draws pixel from the frame unmodified looks like:
* void main() {
* gl_FragColor = sample(tc);
* }
* This class covers the cases for most simple shaders and generates the necessary boiler plate.
* Advanced shaders can always implement RendererCommon.GlDrawer directly.
*/
class GlGenericDrawer implements RendererCommon.GlDrawer {
/**
* The different shader types representing different input sources. YUV here represents three
* separate Y, U, V textures.
*/
public static enum ShaderType { OES, RGB, YUV }
/**
* The shader callbacks is used to customize behavior for a GlDrawer. It provides a hook to set
* uniform variables in the shader before a frame is drawn.
*/
public static interface ShaderCallbacks {
/**
* This callback is called when a new shader has been compiled and created. It will be called
* for the first frame as well as when the shader type is changed. This callback can be used to
* do custom initialization of the shader that only needs to happen once.
*/
void onNewShader(GlShader shader);
/**
* This callback is called before rendering a frame. It can be used to do custom preparation of
* the shader that needs to happen every frame.
*/
void onPrepareShader(GlShader shader, float[] texMatrix, int frameWidth, int frameHeight,
int viewportWidth, int viewportHeight);
}
private static final String INPUT_VERTEX_COORDINATE_NAME = "in_pos";
private static final String INPUT_TEXTURE_COORDINATE_NAME = "in_tc";
private static final String TEXTURE_MATRIX_NAME = "tex_mat";
private static final String DEFAULT_VERTEX_SHADER_STRING = "varying vec2 tc;\n"
+ "attribute vec4 in_pos;\n"
+ "attribute vec4 in_tc;\n"
+ "uniform mat4 tex_mat;\n"
+ "void main() {\n"
+ " gl_Position = in_pos;\n"
+ " tc = (tex_mat * in_tc).xy;\n"
+ "}\n";
// Vertex coordinates in Normalized Device Coordinates, i.e. (-1, -1) is bottom-left and (1, 1)
// is top-right.
private static final FloatBuffer FULL_RECTANGLE_BUFFER = 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 FULL_RECTANGLE_TEXTURE_BUFFER =
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.
});
static String createFragmentShaderString(String genericFragmentSource, ShaderType shaderType) {
final StringBuilder stringBuilder = new StringBuilder();
if (shaderType == ShaderType.OES) {
stringBuilder.append("#extension GL_OES_EGL_image_external : require\n");
}
stringBuilder.append("precision mediump float;\n");
stringBuilder.append("varying vec2 tc;\n");
if (shaderType == ShaderType.YUV) {
stringBuilder.append("uniform sampler2D y_tex;\n");
stringBuilder.append("uniform sampler2D u_tex;\n");
stringBuilder.append("uniform sampler2D v_tex;\n");
// Add separate function for sampling texture.
// yuv_to_rgb_mat is inverse of the matrix defined in YuvConverter.
stringBuilder.append("vec4 sample(vec2 p) {\n");
stringBuilder.append(" float y = texture2D(y_tex, p).r * 1.16438;\n");
stringBuilder.append(" float u = texture2D(u_tex, p).r;\n");
stringBuilder.append(" float v = texture2D(v_tex, p).r;\n");
stringBuilder.append(" return vec4(y + 1.59603 * v - 0.874202,\n");
stringBuilder.append(" y - 0.391762 * u - 0.812968 * v + 0.531668,\n");
stringBuilder.append(" y + 2.01723 * u - 1.08563, 1);\n");
stringBuilder.append("}\n");
stringBuilder.append(genericFragmentSource);
} else {
final String samplerName = shaderType == ShaderType.OES ? "samplerExternalOES" : "sampler2D";
stringBuilder.append("uniform ").append(samplerName).append(" tex;\n");
// Update the sampling function in-place.
stringBuilder.append(genericFragmentSource.replace("sample(", "texture2D(tex, "));
}
return stringBuilder.toString();
}
private final String genericFragmentSource;
private final String vertexShader;
private final ShaderCallbacks shaderCallbacks;
@Nullable private ShaderType currentShaderType;
@Nullable private GlShader currentShader;
private int inPosLocation;
private int inTcLocation;
private int texMatrixLocation;
public GlGenericDrawer(String genericFragmentSource, ShaderCallbacks shaderCallbacks) {
this(DEFAULT_VERTEX_SHADER_STRING, genericFragmentSource, shaderCallbacks);
}
public GlGenericDrawer(
String vertexShader, String genericFragmentSource, ShaderCallbacks shaderCallbacks) {
this.vertexShader = vertexShader;
this.genericFragmentSource = genericFragmentSource;
this.shaderCallbacks = shaderCallbacks;
}
// Visible for testing.
GlShader createShader(ShaderType shaderType) {
return new GlShader(
vertexShader, createFragmentShaderString(genericFragmentSource, shaderType));
}
/**
* Draw an OES texture frame with specified texture transformation matrix. Required resources are
* allocated at the first call to this function.
*/
@Override
public void drawOes(int oesTextureId, float[] texMatrix, int frameWidth, int frameHeight,
int viewportX, int viewportY, int viewportWidth, int viewportHeight) {
prepareShader(
ShaderType.OES, texMatrix, frameWidth, frameHeight, viewportWidth, viewportHeight);
// Bind the texture.
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, oesTextureId);
// Draw the texture.
GLES20.glViewport(viewportX, viewportY, viewportWidth, viewportHeight);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
// Unbind the texture as a precaution.
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, 0);
}
/**
* Draw a RGB(A) texture frame with specified texture transformation matrix. Required resources
* are allocated at the first call to this function.
*/
@Override
public void drawRgb(int textureId, float[] texMatrix, int frameWidth, int frameHeight,
int viewportX, int viewportY, int viewportWidth, int viewportHeight) {
prepareShader(
ShaderType.RGB, texMatrix, frameWidth, frameHeight, viewportWidth, viewportHeight);
// Bind the texture.
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId);
// Draw the texture.
GLES20.glViewport(viewportX, viewportY, viewportWidth, viewportHeight);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
// Unbind the texture as a precaution.
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
}
/**
* Draw a YUV frame with specified texture transformation matrix. Required resources are allocated
* at the first call to this function.
*/
@Override
public void drawYuv(int[] yuvTextures, float[] texMatrix, int frameWidth, int frameHeight,
int viewportX, int viewportY, int viewportWidth, int viewportHeight) {
prepareShader(
ShaderType.YUV, texMatrix, frameWidth, frameHeight, viewportWidth, viewportHeight);
// Bind the textures.
for (int i = 0; i < 3; ++i) {
GLES20.glActiveTexture(GLES20.GL_TEXTURE0 + i);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, yuvTextures[i]);
}
// Draw the textures.
GLES20.glViewport(viewportX, viewportY, viewportWidth, viewportHeight);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
// Unbind the textures as a precaution.
for (int i = 0; i < 3; ++i) {
GLES20.glActiveTexture(GLES20.GL_TEXTURE0 + i);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
}
}
private void prepareShader(ShaderType shaderType, float[] texMatrix, int frameWidth,
int frameHeight, int viewportWidth, int viewportHeight) {
final GlShader shader;
if (shaderType.equals(currentShaderType)) {
// Same shader type as before, reuse exising shader.
shader = currentShader;
} else {
// Allocate new shader.
currentShaderType = shaderType;
if (currentShader != null) {
currentShader.release();
}
shader = createShader(shaderType);
currentShader = shader;
shader.useProgram();
// Set input texture units.
if (shaderType == ShaderType.YUV) {
GLES20.glUniform1i(shader.getUniformLocation("y_tex"), 0);
GLES20.glUniform1i(shader.getUniformLocation("u_tex"), 1);
GLES20.glUniform1i(shader.getUniformLocation("v_tex"), 2);
} else {
GLES20.glUniform1i(shader.getUniformLocation("tex"), 0);
}
GlUtil.checkNoGLES2Error("Create shader");
shaderCallbacks.onNewShader(shader);
texMatrixLocation = shader.getUniformLocation(TEXTURE_MATRIX_NAME);
inPosLocation = shader.getAttribLocation(INPUT_VERTEX_COORDINATE_NAME);
inTcLocation = shader.getAttribLocation(INPUT_TEXTURE_COORDINATE_NAME);
}
shader.useProgram();
// Upload the vertex coordinates.
GLES20.glEnableVertexAttribArray(inPosLocation);
GLES20.glVertexAttribPointer(inPosLocation, /* size= */ 2,
/* type= */ GLES20.GL_FLOAT, /* normalized= */ false, /* stride= */ 0,
FULL_RECTANGLE_BUFFER);
// Upload the texture coordinates.
GLES20.glEnableVertexAttribArray(inTcLocation);
GLES20.glVertexAttribPointer(inTcLocation, /* size= */ 2,
/* type= */ GLES20.GL_FLOAT, /* normalized= */ false, /* stride= */ 0,
FULL_RECTANGLE_TEXTURE_BUFFER);
// Upload the texture transformation matrix.
GLES20.glUniformMatrix4fv(
texMatrixLocation, 1 /* count= */, false /* transpose= */, texMatrix, 0 /* offset= */);
// Do custom per-frame shader preparation.
shaderCallbacks.onPrepareShader(
shader, texMatrix, frameWidth, frameHeight, viewportWidth, viewportHeight);
GlUtil.checkNoGLES2Error("Prepare shader");
}
/**
* Release all GLES resources. This needs to be done manually, otherwise the resources are leaked.
*/
@Override
public void release() {
if (currentShader != null) {
currentShader.release();
currentShader = null;
currentShaderType = null;
}
}
}