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-rw-r--r--talk/app/webrtc/java/android/org/webrtc/GlRectDrawer.java146
1 files changed, 52 insertions, 94 deletions
diff --git a/talk/app/webrtc/java/android/org/webrtc/GlRectDrawer.java b/talk/app/webrtc/java/android/org/webrtc/GlRectDrawer.java
index 2cb8af754d..6d3d5d2563 100644
--- a/talk/app/webrtc/java/android/org/webrtc/GlRectDrawer.java
+++ b/talk/app/webrtc/java/android/org/webrtc/GlRectDrawer.java
@@ -40,13 +40,13 @@ import java.util.IdentityHashMap;
import java.util.Map;
/**
- * Helper class to draw a quad that covers the entire viewport. Rotation, mirror, and cropping is
- * specified using a 4x4 texture coordinate transform matrix. The frame input can either be an OES
- * texture or YUV textures in I420 format. The GL state must be preserved between draw calls, this
- * is intentional to maximize performance. The function release() must be called manually to free
- * the resources held by this object.
+ * Helper class to draw an opaque quad on the target viewport location. Rotation, mirror, and
+ * cropping is specified using a 4x4 texture coordinate transform matrix. The frame input can either
+ * be an OES texture or YUV textures in I420 format. The GL state must be preserved between draw
+ * calls, this is intentional to maximize performance. The function release() must be called
+ * manually to free the resources held by this object.
*/
-public class GlRectDrawer {
+public class GlRectDrawer implements RendererCommon.GlDrawer {
// Simple vertex shader, used for both YUV and OES.
private static final String VERTEX_SHADER_STRING =
"varying vec2 interp_tc;\n"
@@ -118,67 +118,31 @@ public class GlRectDrawer {
1.0f, 1.0f // Top right.
});
- // The keys are one of the fragments shaders above.
- private final Map<String, GlShader> shaders = new IdentityHashMap<String, GlShader>();
- private GlShader currentShader;
- private float[] currentTexMatrix;
- private int texMatrixLocation;
- // Intermediate copy buffer for uploading yuv frames that are not packed, i.e. stride > width.
- // TODO(magjed): Investigate when GL_UNPACK_ROW_LENGTH is available, or make a custom shader that
- // handles stride and compare performance with intermediate copy.
- private ByteBuffer copyBuffer;
+ private static class Shader {
+ public final GlShader glShader;
+ public final int texMatrixLocation;
- /**
- * Upload |planes| into |outputYuvTextures|, taking stride into consideration. |outputYuvTextures|
- * must have been generated in advance.
- */
- public void uploadYuvData(
- int[] outputYuvTextures, int width, int height, int[] strides, ByteBuffer[] planes) {
- // Make a first pass to see if we need a temporary copy buffer.
- int copyCapacityNeeded = 0;
- for (int i = 0; i < 3; ++i) {
- final int planeWidth = (i == 0) ? width : width / 2;
- final int planeHeight = (i == 0) ? height : height / 2;
- if (strides[i] > planeWidth) {
- copyCapacityNeeded = Math.max(copyCapacityNeeded, planeWidth * planeHeight);
- }
- }
- // Allocate copy buffer if necessary.
- if (copyCapacityNeeded > 0
- && (copyBuffer == null || copyBuffer.capacity() < copyCapacityNeeded)) {
- copyBuffer = ByteBuffer.allocateDirect(copyCapacityNeeded);
- }
- // Upload each plane.
- for (int i = 0; i < 3; ++i) {
- GLES20.glActiveTexture(GLES20.GL_TEXTURE0 + i);
- GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, outputYuvTextures[i]);
- final int planeWidth = (i == 0) ? width : width / 2;
- final int planeHeight = (i == 0) ? height : height / 2;
- // GLES only accepts packed data, i.e. stride == planeWidth.
- final ByteBuffer packedByteBuffer;
- if (strides[i] == planeWidth) {
- // Input is packed already.
- packedByteBuffer = planes[i];
- } else {
- VideoRenderer.nativeCopyPlane(
- planes[i], planeWidth, planeHeight, strides[i], copyBuffer, planeWidth);
- packedByteBuffer = copyBuffer;
- }
- GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_LUMINANCE, planeWidth, planeHeight, 0,
- GLES20.GL_LUMINANCE, GLES20.GL_UNSIGNED_BYTE, packedByteBuffer);
+ public Shader(String fragmentShader) {
+ this.glShader = new GlShader(VERTEX_SHADER_STRING, fragmentShader);
+ this.texMatrixLocation = glShader.getUniformLocation("texMatrix");
}
}
+ // The keys are one of the fragments shaders above.
+ private final Map<String, Shader> shaders = new IdentityHashMap<String, Shader>();
+
/**
* Draw an OES texture frame with specified texture transformation matrix. Required resources are
* allocated at the first call to this function.
*/
- public void drawOes(int oesTextureId, float[] texMatrix) {
- prepareShader(OES_FRAGMENT_SHADER_STRING);
+ @Override
+ public void drawOes(int oesTextureId, float[] texMatrix, int x, int y, int width, int height) {
+ prepareShader(OES_FRAGMENT_SHADER_STRING, texMatrix);
+ GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
// updateTexImage() may be called from another thread in another EGL context, so we need to
// bind/unbind the texture in each draw call so that GLES understads it's a new texture.
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, oesTextureId);
- drawRectangle(texMatrix);
+ drawRectangle(x, y, width, height);
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, 0);
}
@@ -186,10 +150,12 @@ public class GlRectDrawer {
* Draw a RGB(A) texture frame with specified texture transformation matrix. Required resources
* are allocated at the first call to this function.
*/
- public void drawRgb(int textureId, float[] texMatrix) {
- prepareShader(RGB_FRAGMENT_SHADER_STRING);
+ @Override
+ public void drawRgb(int textureId, float[] texMatrix, int x, int y, int width, int height) {
+ prepareShader(RGB_FRAGMENT_SHADER_STRING, texMatrix);
+ GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId);
- drawRectangle(texMatrix);
+ drawRectangle(x, y, width, height);
// Unbind the texture as a precaution.
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
}
@@ -198,14 +164,15 @@ public class GlRectDrawer {
* Draw a YUV frame with specified texture transformation matrix. Required resources are
* allocated at the first call to this function.
*/
- public void drawYuv(int[] yuvTextures, float[] texMatrix) {
- prepareShader(YUV_FRAGMENT_SHADER_STRING);
+ @Override
+ public void drawYuv(int[] yuvTextures, float[] texMatrix, int x, int y, int width, int height) {
+ prepareShader(YUV_FRAGMENT_SHADER_STRING, texMatrix);
// Bind the textures.
for (int i = 0; i < 3; ++i) {
GLES20.glActiveTexture(GLES20.GL_TEXTURE0 + i);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, yuvTextures[i]);
}
- drawRectangle(texMatrix);
+ drawRectangle(x, y, width, height);
// Unbind the textures as a precaution..
for (int i = 0; i < 3; ++i) {
GLES20.glActiveTexture(GLES20.GL_TEXTURE0 + i);
@@ -213,60 +180,51 @@ public class GlRectDrawer {
}
}
- private void drawRectangle(float[] texMatrix) {
- // Try avoid uploading the texture if possible.
- if (!Arrays.equals(currentTexMatrix, texMatrix)) {
- currentTexMatrix = texMatrix.clone();
- // Copy the texture transformation matrix over.
- GLES20.glUniformMatrix4fv(texMatrixLocation, 1, false, texMatrix, 0);
- }
+ private void drawRectangle(int x, int y, int width, int height) {
// Draw quad.
+ GLES20.glViewport(x, y, width, height);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
}
- private void prepareShader(String fragmentShader) {
- // Lazy allocation.
- if (!shaders.containsKey(fragmentShader)) {
- final GlShader shader = new GlShader(VERTEX_SHADER_STRING, fragmentShader);
+ private void prepareShader(String fragmentShader, float[] texMatrix) {
+ final Shader shader;
+ if (shaders.containsKey(fragmentShader)) {
+ shader = shaders.get(fragmentShader);
+ } else {
+ // Lazy allocation.
+ shader = new Shader(fragmentShader);
shaders.put(fragmentShader, shader);
- shader.useProgram();
+ shader.glShader.useProgram();
// Initialize fragment shader uniform values.
if (fragmentShader == YUV_FRAGMENT_SHADER_STRING) {
- GLES20.glUniform1i(shader.getUniformLocation("y_tex"), 0);
- GLES20.glUniform1i(shader.getUniformLocation("u_tex"), 1);
- GLES20.glUniform1i(shader.getUniformLocation("v_tex"), 2);
+ GLES20.glUniform1i(shader.glShader.getUniformLocation("y_tex"), 0);
+ GLES20.glUniform1i(shader.glShader.getUniformLocation("u_tex"), 1);
+ GLES20.glUniform1i(shader.glShader.getUniformLocation("v_tex"), 2);
} else if (fragmentShader == RGB_FRAGMENT_SHADER_STRING) {
- GLES20.glUniform1i(shader.getUniformLocation("rgb_tex"), 0);
+ GLES20.glUniform1i(shader.glShader.getUniformLocation("rgb_tex"), 0);
} else if (fragmentShader == OES_FRAGMENT_SHADER_STRING) {
- GLES20.glUniform1i(shader.getUniformLocation("oes_tex"), 0);
+ GLES20.glUniform1i(shader.glShader.getUniformLocation("oes_tex"), 0);
} else {
throw new IllegalStateException("Unknown fragment shader: " + fragmentShader);
}
GlUtil.checkNoGLES2Error("Initialize fragment shader uniform values.");
// Initialize vertex shader attributes.
- shader.setVertexAttribArray("in_pos", 2, FULL_RECTANGLE_BUF);
- shader.setVertexAttribArray("in_tc", 2, FULL_RECTANGLE_TEX_BUF);
- }
-
- // Update GLES state if shader is not already current.
- final GlShader shader = shaders.get(fragmentShader);
- if (currentShader != shader) {
- currentShader = shader;
- shader.useProgram();
- GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
- currentTexMatrix = null;
- texMatrixLocation = shader.getUniformLocation("texMatrix");
+ shader.glShader.setVertexAttribArray("in_pos", 2, FULL_RECTANGLE_BUF);
+ shader.glShader.setVertexAttribArray("in_tc", 2, FULL_RECTANGLE_TEX_BUF);
}
+ shader.glShader.useProgram();
+ // Copy the texture transformation matrix over.
+ GLES20.glUniformMatrix4fv(shader.texMatrixLocation, 1, false, texMatrix, 0);
}
/**
* Release all GLES resources. This needs to be done manually, otherwise the resources are leaked.
*/
+ @Override
public void release() {
- for (GlShader shader : shaders.values()) {
- shader.release();
+ for (Shader shader : shaders.values()) {
+ shader.glShader.release();
}
shaders.clear();
- copyBuffer = null;
}
}