webrtc_m130/webrtc/sdk/objc/Framework/Classes/Video/RTCI420TextureCache.mm
magjed 13941912b1 ObjC: Add interface for injecting custom shaders in video views
This CL adds a way for external clients to inject their own OpenGL(ES)
shaders to RTCEAGLVideoView/RTCNSGLVideoView. The shader interface
takes textures as arguments, and not RTCVideoFrame, so that
implementations only has to deal with actual OpenGL rendering, and not
converting frames into textures.

This CL also moves the internal shader code around a bit. The current
RTCShader interface with the implementations RTCI420Shader and
RTCNativeNV12Shader are removed. RTCEAGLVideoView and RTCNSGLVideoView
will be responsible for uploading the frames to textures instead
using the helper classes RTCI420TextureCache and RTCNV12TextureCache.
They then call the shader implementation with these textures. The
rendering code that used to be in RTCI420Shader and RTCNativeNV12Shader
have been merged into one RTCDefaultShaderDelegate class.

BUG=webrtc:7473

Review-Url: https://codereview.webrtc.org/2869143002
Cr-Commit-Position: refs/heads/master@{#18326}
2017-05-30 13:11:58 +00:00

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/*
* Copyright 2017 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 "RTCI420TextureCache.h"
#if TARGET_OS_IPHONE
#import <OpenGLES/ES3/gl.h>
#else
#import <OpenGL/gl3.h>
#endif
#include <vector>
// Two sets of 3 textures are used here, one for each of the Y, U and V planes. Having two sets
// alleviates CPU blockage in the event that the GPU is asked to render to a texture that is already
// in use.
static const GLsizei kNumTextureSets = 2;
static const GLsizei kNumTexturesPerSet = 3;
static const GLsizei kNumTextures = kNumTexturesPerSet * kNumTextureSets;
@implementation RTCI420TextureCache {
BOOL _hasUnpackRowLength;
GLint _currentTextureSet;
// Handles for OpenGL constructs.
GLuint _textures[kNumTextures];
// Used to create a non-padded plane for GPU upload when we receive padded frames.
std::vector<uint8_t> _planeBuffer;
}
- (GLuint)yTexture {
return _textures[_currentTextureSet * kNumTexturesPerSet];
}
- (GLuint)uTexture {
return _textures[_currentTextureSet * kNumTexturesPerSet + 1];
}
- (GLuint)vTexture {
return _textures[_currentTextureSet * kNumTexturesPerSet + 2];
}
- (instancetype)initWithContext:(GlContextType *)context {
if (self = [super init]) {
#if TARGET_OS_IPHONE
_hasUnpackRowLength = (context.API == kEAGLRenderingAPIOpenGLES3);
#else
_hasUnpackRowLength = YES;
#endif
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
[self setupTextures];
}
return self;
}
- (void)dealloc {
glDeleteTextures(kNumTextures, _textures);
}
- (void)setupTextures {
glGenTextures(kNumTextures, _textures);
// Set parameters for each of the textures we created.
for (GLsizei i = 0; i < kNumTextures; i++) {
glBindTexture(GL_TEXTURE_2D, _textures[i]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
}
- (void)uploadPlane:(const uint8_t *)plane
texture:(GLuint)texture
width:(size_t)width
height:(size_t)height
stride:(int32_t)stride {
glBindTexture(GL_TEXTURE_2D, texture);
const uint8_t *uploadPlane = plane;
if ((size_t)stride != width) {
if (_hasUnpackRowLength) {
// GLES3 allows us to specify stride.
glPixelStorei(GL_UNPACK_ROW_LENGTH, stride);
glTexImage2D(GL_TEXTURE_2D,
0,
RTC_PIXEL_FORMAT,
static_cast<GLsizei>(width),
static_cast<GLsizei>(height),
0,
RTC_PIXEL_FORMAT,
GL_UNSIGNED_BYTE,
uploadPlane);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
return;
} else {
// Make an unpadded copy and upload that instead. Quick profiling showed
// that this is faster than uploading row by row using glTexSubImage2D.
uint8_t *unpaddedPlane = _planeBuffer.data();
for (size_t y = 0; y < height; ++y) {
memcpy(unpaddedPlane + y * width, plane + y * stride, width);
}
uploadPlane = unpaddedPlane;
}
}
glTexImage2D(GL_TEXTURE_2D,
0,
RTC_PIXEL_FORMAT,
static_cast<GLsizei>(width),
static_cast<GLsizei>(height),
0,
RTC_PIXEL_FORMAT,
GL_UNSIGNED_BYTE,
uploadPlane);
}
- (void)uploadFrameToTextures:(RTCVideoFrame *)frame {
_currentTextureSet = (_currentTextureSet + 1) % kNumTextureSets;
const int chromaWidth = (frame.width + 1) / 2;
const int chromaHeight = (frame.height + 1) / 2;
if (frame.strideY != frame.width ||
frame.strideU != chromaWidth ||
frame.strideV != chromaWidth) {
_planeBuffer.resize(frame.width * frame.height);
}
[self uploadPlane:frame.dataY
texture:self.yTexture
width:frame.width
height:frame.height
stride:frame.strideY];
[self uploadPlane:frame.dataU
texture:self.uTexture
width:chromaWidth
height:chromaHeight
stride:frame.strideU];
[self uploadPlane:frame.dataV
texture:self.vTexture
width:chromaWidth
height:chromaHeight
stride:frame.strideV];
}
@end