in separate super class. Included changes: - Fix rendering on iOS to support NV12 and i420 frames - Improve code style - Update build targets - Update tests BUG=webrtc:7079 Review-Url: https://codereview.webrtc.org/2784243003 Cr-Commit-Position: refs/heads/master@{#17923}
150 lines
4.8 KiB
Plaintext
150 lines
4.8 KiB
Plaintext
/*
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* Copyright 2017 The WebRTC project authors. All Rights Reserved.
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*
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* Use of this source code is governed by a BSD-style license
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* that can be found in the LICENSE file in the root of the source
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* tree. An additional intellectual property rights grant can be found
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* in the file PATENTS. All contributing project authors may
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* be found in the AUTHORS file in the root of the source tree.
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*/
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#import "RTCMTLI420Renderer.h"
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#import <Metal/Metal.h>
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#import <MetalKit/MetalKit.h>
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#import "WebRTC/RTCLogging.h"
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#import "WebRTC/RTCVideoFrame.h"
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#import "RTCMTLRenderer+Private.h"
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#define MTL_STRINGIFY(s) @ #s
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static NSString *const shaderSource = MTL_STRINGIFY(
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using namespace metal; typedef struct {
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packed_float2 position;
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packed_float2 texcoord;
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} Vertex;
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typedef struct {
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float4 position[[position]];
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float2 texcoord;
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} Varyings;
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vertex Varyings vertexPassthrough(device Vertex * verticies[[buffer(0)]],
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unsigned int vid[[vertex_id]]) {
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Varyings out;
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device Vertex &v = verticies[vid];
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out.position = float4(float2(v.position), 0.0, 1.0);
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out.texcoord = v.texcoord;
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return out;
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}
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fragment half4 fragmentColorConversion(
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Varyings in[[stage_in]], texture2d<float, access::sample> textureY[[texture(0)]],
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texture2d<float, access::sample> textureU[[texture(1)]],
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texture2d<float, access::sample> textureV[[texture(2)]]) {
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constexpr sampler s(address::clamp_to_edge, filter::linear);
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float y;
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float u;
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float v;
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float r;
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float g;
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float b;
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// Conversion for YUV to rgb from http://www.fourcc.org/fccyvrgb.php
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y = textureY.sample(s, in.texcoord).r;
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u = textureU.sample(s, in.texcoord).r;
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v = textureV.sample(s, in.texcoord).r;
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u = u - 0.5;
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v = v - 0.5;
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r = y + 1.403 * v;
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g = y - 0.344 * u - 0.714 * v;
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b = y + 1.770 * u;
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float4 out = float4(r, g, b, 1.0);
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return half4(out);
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});
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@implementation RTCMTLI420Renderer {
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// Textures.
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id<MTLTexture> _yTexture;
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id<MTLTexture> _uTexture;
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id<MTLTexture> _vTexture;
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MTLTextureDescriptor *_descriptor;
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MTLTextureDescriptor *_chromaDescriptor;
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int _width;
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int _height;
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int _chromaWidth;
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int _chromaHeight;
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}
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#pragma mark - Virtual
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- (NSString *)shaderSource {
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return shaderSource;
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}
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- (BOOL)setupTexturesForFrame:(nonnull RTCVideoFrame *)frame {
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[super setupTexturesForFrame:frame];
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id<MTLDevice> device = [self currentMetalDevice];
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if (!device) {
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return NO;
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}
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// Luma (y) texture.
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if (!_descriptor || (_width != frame.width && _height != frame.height)) {
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_width = frame.width;
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_height = frame.height;
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_descriptor = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatR8Unorm
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width:_width
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height:_height
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mipmapped:NO];
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_descriptor.usage = MTLTextureUsageShaderRead;
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_yTexture = [device newTextureWithDescriptor:_descriptor];
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}
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// Chroma (u,v) textures
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[_yTexture replaceRegion:MTLRegionMake2D(0, 0, _width, _height)
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mipmapLevel:0
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withBytes:frame.dataY
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bytesPerRow:frame.strideY];
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if (!_chromaDescriptor ||
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(_chromaWidth != frame.width / 2 && _chromaHeight != frame.height / 2)) {
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_chromaWidth = frame.width / 2;
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_chromaHeight = frame.height / 2;
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_chromaDescriptor =
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[MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatR8Unorm
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width:_chromaWidth
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height:_chromaHeight
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mipmapped:NO];
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_chromaDescriptor.usage = MTLTextureUsageShaderRead;
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_uTexture = [device newTextureWithDescriptor:_chromaDescriptor];
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_vTexture = [device newTextureWithDescriptor:_chromaDescriptor];
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}
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[_uTexture replaceRegion:MTLRegionMake2D(0, 0, _chromaWidth, _chromaHeight)
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mipmapLevel:0
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withBytes:frame.dataU
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bytesPerRow:frame.strideU];
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[_vTexture replaceRegion:MTLRegionMake2D(0, 0, _chromaWidth, _chromaHeight)
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mipmapLevel:0
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withBytes:frame.dataV
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bytesPerRow:frame.strideV];
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return (_uTexture != nil) && (_yTexture != nil) && (_vTexture != nil);
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}
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- (void)uploadTexturesToRenderEncoder:(id<MTLRenderCommandEncoder>)renderEncoder {
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[renderEncoder setFragmentTexture:_yTexture atIndex:0];
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[renderEncoder setFragmentTexture:_uTexture atIndex:1];
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[renderEncoder setFragmentTexture:_vTexture atIndex:2];
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}
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@end
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