This CL adds a helper class GlShaderBuilder to build an instances of RendererCommon.GlDrawer that can accept multiple input sources (OES, RGB, or YUV) using a generic fragment shader as input. Bug: webrtc:9355 Change-Id: I14a0a280d2b6f838984f7b60897cc0c58e2a948a Reviewed-on: https://webrtc-review.googlesource.com/80940 Commit-Queue: Magnus Jedvert <magjed@webrtc.org> Reviewed-by: Sami Kalliomäki <sakal@webrtc.org> Cr-Commit-Position: refs/heads/master@{#23622}
159 lines
6.0 KiB
Java
159 lines
6.0 KiB
Java
/*
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* Copyright 2018 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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package org.webrtc;
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import static org.junit.Assert.assertEquals;
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import static org.mockito.Mockito.mock;
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import static org.mockito.Mockito.times;
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import static org.mockito.Mockito.verify;
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import static org.mockito.Mockito.verifyNoMoreInteractions;
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import org.chromium.testing.local.LocalRobolectricTestRunner;
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import org.junit.After;
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import org.junit.Before;
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import org.junit.Test;
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import org.junit.runner.RunWith;
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import org.robolectric.annotation.Config;
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import org.webrtc.GlShader;
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@RunWith(LocalRobolectricTestRunner.class)
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@Config(manifest = Config.NONE)
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public class GlGenericDrawerTest {
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// Simplest possible valid generic fragment shader.
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private static final String FRAGMENT_SHADER = "void main() {\n"
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+ " gl_FragColor = sample(tc);\n"
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+ "}\n";
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private static final int TEXTURE_ID = 3;
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private static final float[] TEX_MATRIX =
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new float[] {1, 2, 3, 4, -1, -2, -3, -4, 0, 0, 1, 0, 0, 0, 0, 1};
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private static final int FRAME_WIDTH = 640;
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private static final int FRAME_HEIGHT = 480;
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private static final int VIEWPORT_X = 3;
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private static final int VIEWPORT_Y = 5;
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private static final int VIEWPORT_WIDTH = 500;
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private static final int VIEWPORT_HEIGHT = 500;
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// Replace OpenGLES GlShader dependency with a mock.
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private class GlGenericDrawerForTest extends GlGenericDrawer {
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public GlGenericDrawerForTest(String genericFragmentSource, ShaderCallbacks shaderCallbacks) {
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super(genericFragmentSource, shaderCallbacks);
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}
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@Override
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GlShader createShader(ShaderType shaderType) {
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return mockedShader;
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}
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}
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private GlShader mockedShader;
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private GlGenericDrawer glGenericDrawer;
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private GlGenericDrawer.ShaderCallbacks mockedCallbacks;
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@Before
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public void setUp() {
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mockedShader = mock(GlShader.class);
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mockedCallbacks = mock(GlGenericDrawer.ShaderCallbacks.class);
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glGenericDrawer = new GlGenericDrawerForTest(FRAGMENT_SHADER, mockedCallbacks);
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}
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@After
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public void tearDown() {
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verifyNoMoreInteractions(mockedCallbacks);
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}
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@Test
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public void testOesFragmentShader() {
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final String expectedOesFragmentShader = "#extension GL_OES_EGL_image_external : require\n"
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+ "precision mediump float;\n"
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+ "varying vec2 tc;\n"
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+ "uniform samplerExternalOES tex;\n"
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+ "void main() {\n"
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+ " gl_FragColor = texture2D(tex, tc);\n"
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+ "}\n";
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final String oesFragmentShader =
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GlGenericDrawer.createFragmentShaderString(FRAGMENT_SHADER, GlGenericDrawer.ShaderType.OES);
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assertEquals(expectedOesFragmentShader, oesFragmentShader);
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}
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@Test
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public void testRgbFragmentShader() {
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final String expectedRgbFragmentShader = "precision mediump float;\n"
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+ "varying vec2 tc;\n"
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+ "uniform sampler2D tex;\n"
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+ "void main() {\n"
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+ " gl_FragColor = texture2D(tex, tc);\n"
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+ "}\n";
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final String rgbFragmentShader =
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GlGenericDrawer.createFragmentShaderString(FRAGMENT_SHADER, GlGenericDrawer.ShaderType.RGB);
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assertEquals(expectedRgbFragmentShader, rgbFragmentShader);
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}
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@Test
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public void testYuvFragmentShader() {
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final String expectedYuvFragmentShader = "precision mediump float;\n"
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+ "varying vec2 tc;\n"
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+ "uniform sampler2D y_tex;\n"
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+ "uniform sampler2D u_tex;\n"
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+ "uniform sampler2D v_tex;\n"
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+ "vec4 sample(vec2 p) {\n"
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+ " float y = texture2D(y_tex, p).r;\n"
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+ " float u = texture2D(u_tex, p).r - 0.5;\n"
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+ " float v = texture2D(v_tex, p).r - 0.5;\n"
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+ " return vec4(y + 1.403 * v, y - 0.344 * u - 0.714 * v, y + 1.77 * u, 1);\n"
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+ "}\n"
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+ "void main() {\n"
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+ " gl_FragColor = sample(tc);\n"
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+ "}\n";
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final String yuvFragmentShader =
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GlGenericDrawer.createFragmentShaderString(FRAGMENT_SHADER, GlGenericDrawer.ShaderType.YUV);
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assertEquals(expectedYuvFragmentShader, yuvFragmentShader);
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}
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@Test
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public void testShaderCallbacksOneRgbFrame() {
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glGenericDrawer.drawRgb(TEXTURE_ID, TEX_MATRIX, FRAME_WIDTH, FRAME_HEIGHT, VIEWPORT_X,
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VIEWPORT_Y, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
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verify(mockedCallbacks).onNewShader(mockedShader);
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verify(mockedCallbacks)
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.onPrepareShader(
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mockedShader, TEX_MATRIX, FRAME_WIDTH, FRAME_HEIGHT, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
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}
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@Test
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public void testShaderCallbacksTwoRgbFrames() {
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glGenericDrawer.drawRgb(TEXTURE_ID, TEX_MATRIX, FRAME_WIDTH, FRAME_HEIGHT, VIEWPORT_X,
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VIEWPORT_Y, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
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glGenericDrawer.drawRgb(TEXTURE_ID, TEX_MATRIX, FRAME_WIDTH, FRAME_HEIGHT, VIEWPORT_X,
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VIEWPORT_Y, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
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// Expect only one shader to be created, but two frames to be drawn.
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verify(mockedCallbacks, times(1)).onNewShader(mockedShader);
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verify(mockedCallbacks, times(2))
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.onPrepareShader(
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mockedShader, TEX_MATRIX, FRAME_WIDTH, FRAME_HEIGHT, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
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}
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@Test
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public void testShaderCallbacksChangingShaderType() {
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glGenericDrawer.drawRgb(TEXTURE_ID, TEX_MATRIX, FRAME_WIDTH, FRAME_HEIGHT, VIEWPORT_X,
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VIEWPORT_Y, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
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glGenericDrawer.drawOes(TEXTURE_ID, TEX_MATRIX, FRAME_WIDTH, FRAME_HEIGHT, VIEWPORT_X,
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VIEWPORT_Y, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
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// Expect two shaders to be created, and two frames to be drawn.
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verify(mockedCallbacks, times(2)).onNewShader(mockedShader);
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verify(mockedCallbacks, times(2))
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.onPrepareShader(
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mockedShader, TEX_MATRIX, FRAME_WIDTH, FRAME_HEIGHT, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
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}
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}
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