Android: Move YuvConverter to its own file
YuvConverter is complex class that deserves its own file. It is also used outside of SurfaceTextureHelper.
BUG=webrtc:6470
R=sakal@webrtc.org
Review URL: https://codereview.webrtc.org/2426023002 .
Cr-Commit-Position: refs/heads/master@{#14683}
diff --git a/webrtc/api/android/java/src/org/webrtc/SurfaceTextureHelper.java b/webrtc/api/android/java/src/org/webrtc/SurfaceTextureHelper.java
index 8aaf296..e7c767b 100644
--- a/webrtc/api/android/java/src/org/webrtc/SurfaceTextureHelper.java
+++ b/webrtc/api/android/java/src/org/webrtc/SurfaceTextureHelper.java
@@ -75,210 +75,6 @@
});
}
- // State for YUV conversion, instantiated on demand.
- static 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.
- });
-
- // clang-format off
- 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";
- // clang-format on
-
- 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) / (width / 2). Note that opengl uses column major order.
- GLES20.glUniform2f(
- xUnitLoc, 2.0f * transformMatrix[0] / width, 2.0f * transformMatrix[1] / 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 EglBase eglBase;
private final SurfaceTexture surfaceTexture;
diff --git a/webrtc/api/android/java/src/org/webrtc/VideoFileRenderer.java b/webrtc/api/android/java/src/org/webrtc/VideoFileRenderer.java
index cbe3f92..b76d190 100644
--- a/webrtc/api/android/java/src/org/webrtc/VideoFileRenderer.java
+++ b/webrtc/api/android/java/src/org/webrtc/VideoFileRenderer.java
@@ -23,7 +23,7 @@
public class VideoFileRenderer implements VideoRenderer.Callbacks {
private static final String TAG = "VideoFileRenderer";
- private final SurfaceTextureHelper.YuvConverter yuvConverter;
+ private final YuvConverter yuvConverter;
private final HandlerThread renderThread;
private final Object handlerLock = new Object();
private final Handler renderThreadHandler;
@@ -38,7 +38,7 @@
if ((outputFileWidth % 2) == 1 || (outputFileHeight % 2) == 1) {
throw new IllegalArgumentException("Does not support uneven width or height");
}
- yuvConverter = new SurfaceTextureHelper.YuvConverter(sharedContext);
+ yuvConverter = new YuvConverter(sharedContext);
this.outputFileWidth = outputFileWidth;
this.outputFileHeight = outputFileHeight;
diff --git a/webrtc/api/android/java/src/org/webrtc/YuvConverter.java b/webrtc/api/android/java/src/org/webrtc/YuvConverter.java
new file mode 100644
index 0000000..1203d86
--- /dev/null
+++ b/webrtc/api/android/java/src/org/webrtc/YuvConverter.java
@@ -0,0 +1,222 @@
+/*
+ * 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.
+ */
+
+package org.webrtc;
+
+import android.opengl.GLES11Ext;
+import android.opengl.GLES20;
+import java.nio.ByteBuffer;
+import java.nio.FloatBuffer;
+
+/**
+ * Class for converting OES textures to a YUV ByteBuffer.
+ */
+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.
+ });
+
+ // clang-format off
+ 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";
+ // clang-format on
+
+ private int texMatrixLoc;
+ private int xUnitLoc;
+ private int coeffsLoc;
+
+ public 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 public 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) / (width / 2). Note that opengl uses column major order.
+ GLES20.glUniform2f(
+ xUnitLoc, 2.0f * transformMatrix[0] / width, 2.0f * transformMatrix[1] / 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 public void release() {
+ released = true;
+ eglBase.makeCurrent();
+ shader.release();
+ eglBase.release();
+ }
+}
diff --git a/webrtc/api/android/jni/native_handle_impl.cc b/webrtc/api/android/jni/native_handle_impl.cc
index f5076d6..1e98559 100644
--- a/webrtc/api/android/jni/native_handle_impl.cc
+++ b/webrtc/api/android/jni/native_handle_impl.cc
@@ -144,7 +144,7 @@
// class, and I420Buffer, to support our memory layout.
std::unique_ptr<uint8_t, webrtc::AlignedFreeDeleter> yuv_data(
static_cast<uint8_t*>(webrtc::AlignedMalloc(size, kBufferAlignment)));
- // See SurfaceTextureHelper.java for the required layout.
+ // See YuvConverter.java for the required layout.
uint8_t* y_data = yuv_data.get();
uint8_t* u_data = y_data + height() * stride;
uint8_t* v_data = u_data + stride/2;