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+/*
+ * Copyright 2015 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 "RTCOpenGLVideoRenderer.h"
+
+#include <string.h>
+
+#include "webrtc/base/scoped_ptr.h"
+
+#if TARGET_OS_IPHONE
+#import <OpenGLES/ES3/gl.h>
+#else
+#import <OpenGL/gl3.h>
+#endif
+
+#import "RTCVideoFrame.h"
+
+// TODO(tkchin): check and log openGL errors. Methods here return BOOLs in
+// anticipation of that happening in the future.
+
+#if TARGET_OS_IPHONE
+#define RTC_PIXEL_FORMAT GL_LUMINANCE
+#define SHADER_VERSION
+#define VERTEX_SHADER_IN "attribute"
+#define VERTEX_SHADER_OUT "varying"
+#define FRAGMENT_SHADER_IN "varying"
+#define FRAGMENT_SHADER_OUT
+#define FRAGMENT_SHADER_COLOR "gl_FragColor"
+#define FRAGMENT_SHADER_TEXTURE "texture2D"
+#else
+#define RTC_PIXEL_FORMAT GL_RED
+#define SHADER_VERSION "#version 150\n"
+#define VERTEX_SHADER_IN "in"
+#define VERTEX_SHADER_OUT "out"
+#define FRAGMENT_SHADER_IN "in"
+#define FRAGMENT_SHADER_OUT "out vec4 fragColor;\n"
+#define FRAGMENT_SHADER_COLOR "fragColor"
+#define FRAGMENT_SHADER_TEXTURE "texture"
+#endif
+
+// Vertex shader doesn't do anything except pass coordinates through.
+static const char kVertexShaderSource[] =
+ SHADER_VERSION
+ VERTEX_SHADER_IN " vec2 position;\n"
+ VERTEX_SHADER_IN " vec2 texcoord;\n"
+ VERTEX_SHADER_OUT " vec2 v_texcoord;\n"
+ "void main() {\n"
+ " gl_Position = vec4(position.x, position.y, 0.0, 1.0);\n"
+ " v_texcoord = texcoord;\n"
+ "}\n";
+
+// Fragment shader converts YUV values from input textures into a final RGB
+// pixel. The conversion formula is from http://www.fourcc.org/fccyvrgb.php.
+static const char kFragmentShaderSource[] =
+ SHADER_VERSION
+ "precision highp float;"
+ FRAGMENT_SHADER_IN " vec2 v_texcoord;\n"
+ "uniform lowp sampler2D s_textureY;\n"
+ "uniform lowp sampler2D s_textureU;\n"
+ "uniform lowp sampler2D s_textureV;\n"
+ FRAGMENT_SHADER_OUT
+ "void main() {\n"
+ " float y, u, v, r, g, b;\n"
+ " y = " FRAGMENT_SHADER_TEXTURE "(s_textureY, v_texcoord).r;\n"
+ " u = " FRAGMENT_SHADER_TEXTURE "(s_textureU, v_texcoord).r;\n"
+ " v = " FRAGMENT_SHADER_TEXTURE "(s_textureV, v_texcoord).r;\n"
+ " u = u - 0.5;\n"
+ " v = v - 0.5;\n"
+ " r = y + 1.403 * v;\n"
+ " g = y - 0.344 * u - 0.714 * v;\n"
+ " b = y + 1.770 * u;\n"
+ " " FRAGMENT_SHADER_COLOR " = vec4(r, g, b, 1.0);\n"
+ " }\n";
+
+// Compiles a shader of the given |type| with GLSL source |source| and returns
+// the shader handle or 0 on error.
+GLuint CreateShader(GLenum type, const GLchar *source) {
+ GLuint shader = glCreateShader(type);
+ if (!shader) {
+ return 0;
+ }
+ glShaderSource(shader, 1, &source, NULL);
+ glCompileShader(shader);
+ GLint compileStatus = GL_FALSE;
+ glGetShaderiv(shader, GL_COMPILE_STATUS, &compileStatus);
+ if (compileStatus == GL_FALSE) {
+ glDeleteShader(shader);
+ shader = 0;
+ }
+ return shader;
+}
+
+// Links a shader program with the given vertex and fragment shaders and
+// returns the program handle or 0 on error.
+GLuint CreateProgram(GLuint vertexShader, GLuint fragmentShader) {
+ if (vertexShader == 0 || fragmentShader == 0) {
+ return 0;
+ }
+ GLuint program = glCreateProgram();
+ if (!program) {
+ return 0;
+ }
+ glAttachShader(program, vertexShader);
+ glAttachShader(program, fragmentShader);
+ glLinkProgram(program);
+ GLint linkStatus = GL_FALSE;
+ glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
+ if (linkStatus == GL_FALSE) {
+ glDeleteProgram(program);
+ program = 0;
+ }
+ return program;
+}
+
+// When modelview and projection matrices are identity (default) the world is
+// contained in the square around origin with unit size 2. Drawing to these
+// coordinates is equivalent to drawing to the entire screen. The texture is
+// stretched over that square using texture coordinates (u, v) that range
+// from (0, 0) to (1, 1) inclusive. Texture coordinates are flipped vertically
+// here because the incoming frame has origin in upper left hand corner but
+// OpenGL expects origin in bottom left corner.
+const GLfloat gVertices[] = {
+ // X, Y, U, V.
+ -1, -1, 0, 1, // Bottom left.
+ 1, -1, 1, 1, // Bottom right.
+ 1, 1, 1, 0, // Top right.
+ -1, 1, 0, 0, // Top left.
+};
+
+// |kNumTextures| must not exceed 8, which is the limit in OpenGLES2. 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 kNumTextures = 3 * kNumTextureSets;
+
+@implementation RTCOpenGLVideoRenderer {
+#if TARGET_OS_IPHONE
+ EAGLContext *_context;
+#else
+ NSOpenGLContext *_context;
+#endif
+ BOOL _isInitialized;
+ NSUInteger _currentTextureSet;
+ // Handles for OpenGL constructs.
+ GLuint _textures[kNumTextures];
+ GLuint _program;
+#if !TARGET_OS_IPHONE
+ GLuint _vertexArray;
+#endif
+ GLuint _vertexBuffer;
+ GLint _position;
+ GLint _texcoord;
+ GLint _ySampler;
+ GLint _uSampler;
+ GLint _vSampler;
+ // Used to create a non-padded plane for GPU upload when we receive padded
+ // frames.
+ rtc::scoped_ptr<uint8_t[]> _planeBuffer;
+}
+
+@synthesize lastDrawnFrame = _lastDrawnFrame;
+
++ (void)initialize {
+ // Disable dithering for performance.
+ glDisable(GL_DITHER);
+}
+
+#if TARGET_OS_IPHONE
+- (instancetype)initWithContext:(EAGLContext *)context {
+#else
+- (instancetype)initWithContext:(NSOpenGLContext *)context {
+#endif
+ NSAssert(context != nil, @"context cannot be nil");
+ if (self = [super init]) {
+ _context = context;
+ }
+ return self;
+}
+
+- (BOOL)drawFrame:(RTCVideoFrame *)frame {
+ if (!_isInitialized) {
+ return NO;
+ }
+ if (_lastDrawnFrame == frame) {
+ return NO;
+ }
+ [self ensureGLContext];
+ glClear(GL_COLOR_BUFFER_BIT);
+ if (frame) {
+ if (![self updateTextureSizesForFrame:frame] ||
+ ![self updateTextureDataForFrame:frame]) {
+ return NO;
+ }
+#if !TARGET_OS_IPHONE
+ glBindVertexArray(_vertexArray);
+#endif
+ glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+ }
+#if !TARGET_OS_IPHONE
+ [_context flushBuffer];
+#endif
+ _lastDrawnFrame = frame;
+ return YES;
+}
+
+- (void)setupGL {
+ if (_isInitialized) {
+ return;
+ }
+ [self ensureGLContext];
+ if (![self setupProgram]) {
+ return;
+ }
+ if (![self setupTextures]) {
+ return;
+ }
+ if (![self setupVertices]) {
+ return;
+ }
+ glUseProgram(_program);
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+ _isInitialized = YES;
+}
+
+- (void)teardownGL {
+ if (!_isInitialized) {
+ return;
+ }
+ [self ensureGLContext];
+ glDeleteProgram(_program);
+ _program = 0;
+ glDeleteTextures(kNumTextures, _textures);
+ glDeleteBuffers(1, &_vertexBuffer);
+ _vertexBuffer = 0;
+#if !TARGET_OS_IPHONE
+ glDeleteVertexArrays(1, &_vertexArray);
+#endif
+ _isInitialized = NO;
+}
+
+#pragma mark - Private
+
+- (void)ensureGLContext {
+ NSAssert(_context, @"context shouldn't be nil");
+#if TARGET_OS_IPHONE
+ if ([EAGLContext currentContext] != _context) {
+ [EAGLContext setCurrentContext:_context];
+ }
+#else
+ if ([NSOpenGLContext currentContext] != _context) {
+ [_context makeCurrentContext];
+ }
+#endif
+}
+
+- (BOOL)setupProgram {
+ NSAssert(!_program, @"program already set up");
+ GLuint vertexShader = CreateShader(GL_VERTEX_SHADER, kVertexShaderSource);
+ NSAssert(vertexShader, @"failed to create vertex shader");
+ GLuint fragmentShader =
+ CreateShader(GL_FRAGMENT_SHADER, kFragmentShaderSource);
+ NSAssert(fragmentShader, @"failed to create fragment shader");
+ _program = CreateProgram(vertexShader, fragmentShader);
+ // Shaders are created only to generate program.
+ if (vertexShader) {
+ glDeleteShader(vertexShader);
+ }
+ if (fragmentShader) {
+ glDeleteShader(fragmentShader);
+ }
+ if (!_program) {
+ return NO;
+ }
+ _position = glGetAttribLocation(_program, "position");
+ _texcoord = glGetAttribLocation(_program, "texcoord");
+ _ySampler = glGetUniformLocation(_program, "s_textureY");
+ _uSampler = glGetUniformLocation(_program, "s_textureU");
+ _vSampler = glGetUniformLocation(_program, "s_textureV");
+ if (_position < 0 || _texcoord < 0 || _ySampler < 0 || _uSampler < 0 ||
+ _vSampler < 0) {
+ return NO;
+ }
+ return YES;
+}
+
+- (BOOL)setupTextures {
+ glGenTextures(kNumTextures, _textures);
+ // Set parameters for each of the textures we created.
+ for (GLsizei i = 0; i < kNumTextures; i++) {
+ glActiveTexture(GL_TEXTURE0 + 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);
+ }
+ return YES;
+}
+
+- (BOOL)updateTextureSizesForFrame:(RTCVideoFrame *)frame {
+ if (frame.height == _lastDrawnFrame.height &&
+ frame.width == _lastDrawnFrame.width &&
+ frame.chromaWidth == _lastDrawnFrame.chromaWidth &&
+ frame.chromaHeight == _lastDrawnFrame.chromaHeight) {
+ return YES;
+ }
+ GLsizei lumaWidth = frame.width;
+ GLsizei lumaHeight = frame.height;
+ GLsizei chromaWidth = frame.chromaWidth;
+ GLsizei chromaHeight = frame.chromaHeight;
+ for (GLint i = 0; i < kNumTextureSets; i++) {
+ glActiveTexture(GL_TEXTURE0 + i * 3);
+ glTexImage2D(GL_TEXTURE_2D,
+ 0,
+ RTC_PIXEL_FORMAT,
+ lumaWidth,
+ lumaHeight,
+ 0,
+ RTC_PIXEL_FORMAT,
+ GL_UNSIGNED_BYTE,
+ 0);
+ glActiveTexture(GL_TEXTURE0 + i * 3 + 1);
+ glTexImage2D(GL_TEXTURE_2D,
+ 0,
+ RTC_PIXEL_FORMAT,
+ chromaWidth,
+ chromaHeight,
+ 0,
+ RTC_PIXEL_FORMAT,
+ GL_UNSIGNED_BYTE,
+ 0);
+ glActiveTexture(GL_TEXTURE0 + i * 3 + 2);
+ glTexImage2D(GL_TEXTURE_2D,
+ 0,
+ RTC_PIXEL_FORMAT,
+ chromaWidth,
+ chromaHeight,
+ 0,
+ RTC_PIXEL_FORMAT,
+ GL_UNSIGNED_BYTE,
+ 0);
+ }
+ if ((NSUInteger)frame.yPitch != frame.width ||
+ (NSUInteger)frame.uPitch != frame.chromaWidth ||
+ (NSUInteger)frame.vPitch != frame.chromaWidth) {
+ _planeBuffer.reset(new uint8_t[frame.width * frame.height]);
+ } else {
+ _planeBuffer.reset();
+ }
+ return YES;
+}
+
+- (void)uploadPlane:(const uint8_t *)plane
+ sampler:(GLint)sampler
+ offset:(NSUInteger)offset
+ width:(size_t)width
+ height:(size_t)height
+ stride:(int32_t)stride {
+ glActiveTexture(GL_TEXTURE0 + offset);
+ // When setting texture sampler uniforms, the texture index is used not
+ // the texture handle.
+ glUniform1i(sampler, offset);
+#if TARGET_OS_IPHONE
+ BOOL hasUnpackRowLength = _context.API == kEAGLRenderingAPIOpenGLES3;
+#else
+ BOOL hasUnpackRowLength = YES;
+#endif
+ 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,
+ width,
+ 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.get();
+ 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,
+ width,
+ height,
+ 0,
+ RTC_PIXEL_FORMAT,
+ GL_UNSIGNED_BYTE,
+ uploadPlane);
+}
+
+- (BOOL)updateTextureDataForFrame:(RTCVideoFrame *)frame {
+ NSUInteger textureOffset = _currentTextureSet * 3;
+ NSAssert(textureOffset + 3 <= kNumTextures, @"invalid offset");
+
+ [self uploadPlane:frame.yPlane
+ sampler:_ySampler
+ offset:textureOffset
+ width:frame.width
+ height:frame.height
+ stride:frame.yPitch];
+
+ [self uploadPlane:frame.uPlane
+ sampler:_uSampler
+ offset:textureOffset + 1
+ width:frame.chromaWidth
+ height:frame.chromaHeight
+ stride:frame.uPitch];
+
+ [self uploadPlane:frame.vPlane
+ sampler:_vSampler
+ offset:textureOffset + 2
+ width:frame.chromaWidth
+ height:frame.chromaHeight
+ stride:frame.vPitch];
+
+ _currentTextureSet = (_currentTextureSet + 1) % kNumTextureSets;
+ return YES;
+}
+
+- (BOOL)setupVertices {
+#if !TARGET_OS_IPHONE
+ NSAssert(!_vertexArray, @"vertex array already set up");
+ glGenVertexArrays(1, &_vertexArray);
+ if (!_vertexArray) {
+ return NO;
+ }
+ glBindVertexArray(_vertexArray);
+#endif
+ NSAssert(!_vertexBuffer, @"vertex buffer already set up");
+ glGenBuffers(1, &_vertexBuffer);
+ if (!_vertexBuffer) {
+#if !TARGET_OS_IPHONE
+ glDeleteVertexArrays(1, &_vertexArray);
+ _vertexArray = 0;
+#endif
+ return NO;
+ }
+ glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(gVertices), gVertices, GL_DYNAMIC_DRAW);
+
+ // Read position attribute from |gVertices| with size of 2 and stride of 4
+ // beginning at the start of the array. The last argument indicates offset
+ // of data within |gVertices| as supplied to the vertex buffer.
+ glVertexAttribPointer(
+ _position, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (void *)0);
+ glEnableVertexAttribArray(_position);
+
+ // Read texcoord attribute from |gVertices| with size of 2 and stride of 4
+ // beginning at the first texcoord in the array. The last argument indicates
+ // offset of data within |gVertices| as supplied to the vertex buffer.
+ glVertexAttribPointer(_texcoord,
+ 2,
+ GL_FLOAT,
+ GL_FALSE,
+ 4 * sizeof(GLfloat),
+ (void *)(2 * sizeof(GLfloat)));
+ glEnableVertexAttribArray(_texcoord);
+
+ return YES;
+}
+
+@end