diff options
Diffstat (limited to 'talk/app/webrtc/java/android/org/webrtc/SurfaceTextureHelper.java')
-rw-r--r-- | talk/app/webrtc/java/android/org/webrtc/SurfaceTextureHelper.java | 283 |
1 files changed, 271 insertions, 12 deletions
diff --git a/talk/app/webrtc/java/android/org/webrtc/SurfaceTextureHelper.java b/talk/app/webrtc/java/android/org/webrtc/SurfaceTextureHelper.java index b9c158f848..b001d2a101 100644 --- a/talk/app/webrtc/java/android/org/webrtc/SurfaceTextureHelper.java +++ b/talk/app/webrtc/java/android/org/webrtc/SurfaceTextureHelper.java @@ -35,12 +35,12 @@ import android.os.Handler; import android.os.HandlerThread; import android.os.SystemClock; +import java.nio.ByteBuffer; +import java.nio.FloatBuffer; import java.util.concurrent.Callable; import java.util.concurrent.CountDownLatch; import java.util.concurrent.TimeUnit; -import javax.microedition.khronos.egl.EGLContext; - /** * Helper class to create and synchronize access to a SurfaceTexture. The caller will get notified * of new frames in onTextureFrameAvailable(), and should call returnTextureFrame() when done with @@ -51,7 +51,7 @@ import javax.microedition.khronos.egl.EGLContext; * wrapping texture frames into webrtc::VideoFrames and also handles calling returnTextureFrame() * when the webrtc::VideoFrame is no longer used. */ -final class SurfaceTextureHelper { +class SurfaceTextureHelper { private static final String TAG = "SurfaceTextureHelper"; /** * Callback interface for being notified that a new texture frame is available. The calls will be @@ -65,7 +65,7 @@ final class SurfaceTextureHelper { int oesTextureId, float[] transformMatrix, long timestampNs); } - public static SurfaceTextureHelper create(EGLContext sharedContext) { + public static SurfaceTextureHelper create(EglBase.Context sharedContext) { return create(sharedContext, null); } @@ -74,7 +74,8 @@ final class SurfaceTextureHelper { * |handler| is non-null, the callback will be executed on that handler's thread. If |handler| is * null, a dedicated private thread is created for the callbacks. */ - public static SurfaceTextureHelper create(final EGLContext sharedContext, final Handler handler) { + public static SurfaceTextureHelper create(final EglBase.Context sharedContext, + final Handler handler) { final Handler finalHandler; if (handler != null) { finalHandler = handler; @@ -94,25 +95,240 @@ final class SurfaceTextureHelper { }); } + // State for YUV conversion, instantiated on demand. + static private class YuvConverter { + private final EglBase eglBase; + private final GlShader shader; + private boolean released = false; + + // Vertex coordinates in Normalized Device Coordinates, i.e. + // (-1, -1) is bottom-left and (1, 1) is top-right. + private static final FloatBuffer DEVICE_RECTANGLE = + 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 TEXTURE_RECTANGLE = + 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. + }); + + private static final String VERTEX_SHADER = + "varying vec2 interp_tc;\n" + + "attribute vec4 in_pos;\n" + + "attribute vec4 in_tc;\n" + + "\n" + + "uniform mat4 texMatrix;\n" + + "\n" + + "void main() {\n" + + " gl_Position = in_pos;\n" + + " interp_tc = (texMatrix * in_tc).xy;\n" + + "}\n"; + + private static final String FRAGMENT_SHADER = + "#extension GL_OES_EGL_image_external : require\n" + + "precision mediump float;\n" + + "varying vec2 interp_tc;\n" + + "\n" + + "uniform samplerExternalOES oesTex;\n" + // Difference in texture coordinate corresponding to one + // sub-pixel in the x direction. + + "uniform vec2 xUnit;\n" + // Color conversion coefficients, including constant term + + "uniform vec4 coeffs;\n" + + "\n" + + "void main() {\n" + // Since the alpha read from the texture is always 1, this could + // be written as a mat4 x vec4 multiply. However, that seems to + // give a worse framerate, possibly because the additional + // multiplies by 1.0 consume resources. TODO(nisse): Could also + // try to do it as a vec3 x mat3x4, followed by an add in of a + // constant vector. + + " gl_FragColor.r = coeffs.a + dot(coeffs.rgb,\n" + + " texture2D(oesTex, interp_tc - 1.5 * xUnit).rgb);\n" + + " gl_FragColor.g = coeffs.a + dot(coeffs.rgb,\n" + + " texture2D(oesTex, interp_tc - 0.5 * xUnit).rgb);\n" + + " gl_FragColor.b = coeffs.a + dot(coeffs.rgb,\n" + + " texture2D(oesTex, interp_tc + 0.5 * xUnit).rgb);\n" + + " gl_FragColor.a = coeffs.a + dot(coeffs.rgb,\n" + + " texture2D(oesTex, interp_tc + 1.5 * xUnit).rgb);\n" + + "}\n"; + + private int texMatrixLoc; + private int xUnitLoc; + private int coeffsLoc;; + + YuvConverter (EglBase.Context sharedContext) { + eglBase = EglBase.create(sharedContext, EglBase.CONFIG_PIXEL_RGBA_BUFFER); + eglBase.createDummyPbufferSurface(); + eglBase.makeCurrent(); + + shader = new GlShader(VERTEX_SHADER, FRAGMENT_SHADER); + shader.useProgram(); + texMatrixLoc = shader.getUniformLocation("texMatrix"); + xUnitLoc = shader.getUniformLocation("xUnit"); + coeffsLoc = shader.getUniformLocation("coeffs"); + GLES20.glUniform1i(shader.getUniformLocation("oesTex"), 0); + GlUtil.checkNoGLES2Error("Initialize fragment shader uniform values."); + // Initialize vertex shader attributes. + shader.setVertexAttribArray("in_pos", 2, DEVICE_RECTANGLE); + // If the width is not a multiple of 4 pixels, the texture + // will be scaled up slightly and clipped at the right border. + shader.setVertexAttribArray("in_tc", 2, TEXTURE_RECTANGLE); + eglBase.detachCurrent(); + } + + synchronized void convert(ByteBuffer buf, + int width, int height, int stride, int textureId, float [] transformMatrix) { + if (released) { + throw new IllegalStateException( + "YuvConverter.convert called on released object"); + } + + // We draw into a buffer laid out like + // + // +---------+ + // | | + // | Y | + // | | + // | | + // +----+----+ + // | U | V | + // | | | + // +----+----+ + // + // In memory, we use the same stride for all of Y, U and V. The + // U data starts at offset |height| * |stride| from the Y data, + // and the V data starts at at offset |stride/2| from the U + // data, with rows of U and V data alternating. + // + // Now, it would have made sense to allocate a pixel buffer with + // a single byte per pixel (EGL10.EGL_COLOR_BUFFER_TYPE, + // EGL10.EGL_LUMINANCE_BUFFER,), but that seems to be + // unsupported by devices. So do the following hack: Allocate an + // RGBA buffer, of width |stride|/4. To render each of these + // large pixels, sample the texture at 4 different x coordinates + // and store the results in the four components. + // + // Since the V data needs to start on a boundary of such a + // larger pixel, it is not sufficient that |stride| is even, it + // has to be a multiple of 8 pixels. + + if (stride % 8 != 0) { + throw new IllegalArgumentException( + "Invalid stride, must be a multiple of 8"); + } + if (stride < width){ + throw new IllegalArgumentException( + "Invalid stride, must >= width"); + } + + int y_width = (width+3) / 4; + int uv_width = (width+7) / 8; + int uv_height = (height+1)/2; + int total_height = height + uv_height; + int size = stride * total_height; + + if (buf.capacity() < size) { + throw new IllegalArgumentException("YuvConverter.convert called with too small buffer"); + } + // Produce a frame buffer starting at top-left corner, not + // bottom-left. + transformMatrix = + RendererCommon.multiplyMatrices(transformMatrix, + RendererCommon.verticalFlipMatrix()); + + // Create new pBuffferSurface with the correct size if needed. + if (eglBase.hasSurface()) { + if (eglBase.surfaceWidth() != stride/4 || + eglBase.surfaceHeight() != total_height){ + eglBase.releaseSurface(); + eglBase.createPbufferSurface(stride/4, total_height); + } + } else { + eglBase.createPbufferSurface(stride/4, total_height); + } + + eglBase.makeCurrent(); + + GLES20.glActiveTexture(GLES20.GL_TEXTURE0); + GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, textureId); + GLES20.glUniformMatrix4fv(texMatrixLoc, 1, false, transformMatrix, 0); + + // Draw Y + GLES20.glViewport(0, 0, y_width, height); + // Matrix * (1;0;0;0) / width. Note that opengl uses column major order. + GLES20.glUniform2f(xUnitLoc, + transformMatrix[0] / width, + transformMatrix[1] / width); + // Y'UV444 to RGB888, see + // https://en.wikipedia.org/wiki/YUV#Y.27UV444_to_RGB888_conversion. + // We use the ITU-R coefficients for U and V */ + GLES20.glUniform4f(coeffsLoc, 0.299f, 0.587f, 0.114f, 0.0f); + GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4); + + // Draw U + GLES20.glViewport(0, height, uv_width, uv_height); + // Matrix * (1;0;0;0) / (2*width). Note that opengl uses column major order. + GLES20.glUniform2f(xUnitLoc, + transformMatrix[0] / (2.0f*width), + transformMatrix[1] / (2.0f*width)); + GLES20.glUniform4f(coeffsLoc, -0.169f, -0.331f, 0.499f, 0.5f); + GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4); + + // Draw V + GLES20.glViewport(stride/8, height, uv_width, uv_height); + GLES20.glUniform4f(coeffsLoc, 0.499f, -0.418f, -0.0813f, 0.5f); + GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4); + + GLES20.glReadPixels(0, 0, stride/4, total_height, GLES20.GL_RGBA, + GLES20.GL_UNSIGNED_BYTE, buf); + + GlUtil.checkNoGLES2Error("YuvConverter.convert"); + + // Unbind texture. Reportedly needed on some devices to get + // the texture updated from the camera. + GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, 0); + eglBase.detachCurrent(); + } + + synchronized void release() { + released = true; + eglBase.makeCurrent(); + shader.release(); + eglBase.release(); + } + } + private final Handler handler; - private final boolean isOwningThread; + private boolean isOwningThread; private final EglBase eglBase; private final SurfaceTexture surfaceTexture; private final int oesTextureId; + private YuvConverter yuvConverter; + private OnTextureFrameAvailableListener listener; // The possible states of this class. private boolean hasPendingTexture = false; - private boolean isTextureInUse = false; + private volatile boolean isTextureInUse = false; private boolean isQuitting = false; - private SurfaceTextureHelper(EGLContext sharedContext, Handler handler, boolean isOwningThread) { + private SurfaceTextureHelper(EglBase.Context sharedContext, + Handler handler, boolean isOwningThread) { if (handler.getLooper().getThread() != Thread.currentThread()) { throw new IllegalStateException("SurfaceTextureHelper must be created on the handler thread"); } this.handler = handler; this.isOwningThread = isOwningThread; - eglBase = new EglBase(sharedContext, EglBase.ConfigType.PIXEL_BUFFER); + eglBase = EglBase.create(sharedContext, EglBase.CONFIG_PIXEL_BUFFER); eglBase.createDummyPbufferSurface(); eglBase.makeCurrent(); @@ -120,6 +336,18 @@ final class SurfaceTextureHelper { surfaceTexture = new SurfaceTexture(oesTextureId); } + private YuvConverter getYuvConverter() { + // yuvConverter is assigned once + if (yuvConverter != null) + return yuvConverter; + + synchronized(this) { + if (yuvConverter == null) + yuvConverter = new YuvConverter(eglBase.getEglBaseContext()); + return yuvConverter; + } + } + /** * Start to stream textures to the given |listener|. * A Listener can only be set once. @@ -164,12 +392,19 @@ final class SurfaceTextureHelper { }); } + public boolean isTextureInUse() { + return isTextureInUse; + } + /** * Call disconnect() to stop receiving frames. Resources are released when the texture frame has * been returned by a call to returnTextureFrame(). You are guaranteed to not receive any more * onTextureFrameAvailable() after this function returns. */ public void disconnect() { + if (!isOwningThread) { + throw new IllegalStateException("Must call disconnect(handler)."); + } if (handler.getLooper().getThread() == Thread.currentThread()) { isQuitting = true; if (!isTextureInUse) { @@ -190,6 +425,28 @@ final class SurfaceTextureHelper { ThreadUtils.awaitUninterruptibly(barrier); } + /** + * Call disconnect() to stop receiving frames and quit the looper used by |handler|. + * Resources are released when the texture frame has been returned by a call to + * returnTextureFrame(). You are guaranteed to not receive any more + * onTextureFrameAvailable() after this function returns. + */ + public void disconnect(Handler handler) { + if (this.handler != handler) { + throw new IllegalStateException("Wrong handler."); + } + isOwningThread = true; + disconnect(); + } + + public void textureToYUV(ByteBuffer buf, + int width, int height, int stride, int textureId, float [] transformMatrix) { + if (textureId != oesTextureId) + throw new IllegalStateException("textureToByteBuffer called with unexpected textureId"); + + getYuvConverter().convert(buf, width, height, stride, textureId, transformMatrix); + } + private void tryDeliverTextureFrame() { if (handler.getLooper().getThread() != Thread.currentThread()) { throw new IllegalStateException("Wrong thread."); @@ -218,12 +475,14 @@ final class SurfaceTextureHelper { if (isTextureInUse || !isQuitting) { throw new IllegalStateException("Unexpected release."); } + synchronized (this) { + if (yuvConverter != null) + yuvConverter.release(); + } eglBase.makeCurrent(); GLES20.glDeleteTextures(1, new int[] {oesTextureId}, 0); surfaceTexture.release(); eglBase.release(); - if (isOwningThread) { - handler.getLooper().quit(); - } + handler.getLooper().quit(); } } |