Android: Add helper class for generating OpenGL shaders
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}
diff --git a/sdk/android/api/org/webrtc/YuvConverter.java b/sdk/android/api/org/webrtc/YuvConverter.java
index f7922d6..be8d43e 100644
--- a/sdk/android/api/org/webrtc/YuvConverter.java
+++ b/sdk/android/api/org/webrtc/YuvConverter.java
@@ -10,10 +10,9 @@
package org.webrtc;
-import android.opengl.GLES11Ext;
+import android.graphics.Matrix;
import android.opengl.GLES20;
import java.nio.ByteBuffer;
-import java.nio.FloatBuffer;
import org.webrtc.VideoFrame.I420Buffer;
import org.webrtc.VideoFrame.TextureBuffer;
@@ -22,45 +21,10 @@
* should only be operated from a single thread with an active EGL context.
*/
public class YuvConverter {
- // 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 OES_FRAGMENT_SHADER =
- "#extension GL_OES_EGL_image_external : require\n"
- + "precision mediump float;\n"
- + "varying vec2 interp_tc;\n"
- + "\n"
- + "uniform samplerExternalOES tex;\n"
+ private static final String FRAGMENT_SHADER =
// Difference in texture coordinate corresponding to one
// sub-pixel in the x direction.
- + "uniform vec2 xUnit;\n"
+ "uniform vec2 xUnit;\n"
// Color conversion coefficients, including constant term
+ "uniform vec4 coeffs;\n"
+ "\n"
@@ -72,52 +36,66 @@
// 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(tex, interp_tc - 1.5 * xUnit).rgb);\n"
+ + " sample(tc - 1.5 * xUnit).rgb);\n"
+ " gl_FragColor.g = coeffs.a + dot(coeffs.rgb,\n"
- + " texture2D(tex, interp_tc - 0.5 * xUnit).rgb);\n"
+ + " sample(tc - 0.5 * xUnit).rgb);\n"
+ " gl_FragColor.b = coeffs.a + dot(coeffs.rgb,\n"
- + " texture2D(tex, interp_tc + 0.5 * xUnit).rgb);\n"
+ + " sample(tc + 0.5 * xUnit).rgb);\n"
+ " gl_FragColor.a = coeffs.a + dot(coeffs.rgb,\n"
- + " texture2D(tex, interp_tc + 1.5 * xUnit).rgb);\n"
+ + " sample(tc + 1.5 * xUnit).rgb);\n"
+ "}\n";
- private static final String RGB_FRAGMENT_SHADER =
- "precision mediump float;\n"
- + "varying vec2 interp_tc;\n"
- + "\n"
- + "uniform sampler2D tex;\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(tex, interp_tc - 1.5 * xUnit).rgb);\n"
- + " gl_FragColor.g = coeffs.a + dot(coeffs.rgb,\n"
- + " texture2D(tex, interp_tc - 0.5 * xUnit).rgb);\n"
- + " gl_FragColor.b = coeffs.a + dot(coeffs.rgb,\n"
- + " texture2D(tex, interp_tc + 0.5 * xUnit).rgb);\n"
- + " gl_FragColor.a = coeffs.a + dot(coeffs.rgb,\n"
- + " texture2D(tex, interp_tc + 1.5 * xUnit).rgb);\n"
- + "}\n";
- // clang-format on
+ private static class ShaderCallbacks implements GlGenericDrawer.ShaderCallbacks {
+ // 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.
+ private static final float[] yCoeffs = new float[] {0.2987856f, 0.5871095f, 0.1141049f, 0.0f};
+ private static final float[] uCoeffs =
+ new float[] {-0.168805420f, -0.3317003f, 0.5005057f, 0.5f};
+ private static final float[] vCoeffs = new float[] {0.4997964f, -0.4184672f, -0.0813292f, 0.5f};
+
+ private int xUnitLoc;
+ private int coeffsLoc;
+
+ private float[] coeffs;
+ private float stepSize;
+
+ public void setPlaneY() {
+ coeffs = yCoeffs;
+ stepSize = 1.0f;
+ }
+
+ public void setPlaneU() {
+ coeffs = uCoeffs;
+ stepSize = 2.0f;
+ }
+
+ public void setPlaneV() {
+ coeffs = vCoeffs;
+ stepSize = 2.0f;
+ }
+
+ @Override
+ public void onNewShader(GlShader shader) {
+ xUnitLoc = shader.getUniformLocation("xUnit");
+ coeffsLoc = shader.getUniformLocation("coeffs");
+ }
+
+ @Override
+ public void onPrepareShader(GlShader shader, float[] texMatrix, int frameWidth, int frameHeight,
+ int viewportWidth, int viewportHeight) {
+ GLES20.glUniform4fv(coeffsLoc, /* count= */ 1, coeffs, /* offset= */ 0);
+ // Matrix * (1;0;0;0) / (width / stepSize). Note that OpenGL uses column major order.
+ GLES20.glUniform2f(
+ xUnitLoc, stepSize * texMatrix[0] / frameWidth, stepSize * texMatrix[1] / frameWidth);
+ }
+ }
private final ThreadUtils.ThreadChecker threadChecker = new ThreadUtils.ThreadChecker();
- private final GlTextureFrameBuffer textureFrameBuffer = new GlTextureFrameBuffer(GLES20.GL_RGBA);
- private TextureBuffer.Type shaderTextureType;
- private GlShader shader;
- private int texMatrixLoc;
- private int xUnitLoc;
- private int coeffsLoc;
+ private final GlTextureFrameBuffer i420TextureFrameBuffer =
+ new GlTextureFrameBuffer(GLES20.GL_RGBA);
private boolean released = false;
+ private final ShaderCallbacks shaderCallbacks = new ShaderCallbacks();
+ private final GlGenericDrawer drawer = new GlGenericDrawer(FRAGMENT_SHADER, shaderCallbacks);
/**
* This class should be constructed on a thread that has an active EGL context.
@@ -127,96 +105,11 @@
}
/** Converts the texture buffer to I420. */
- public I420Buffer convert(TextureBuffer textureBuffer) {
- final int width = textureBuffer.getWidth();
- final int height = textureBuffer.getHeight();
-
- // SurfaceTextureHelper requires a stride that is divisible by 8. Round width up.
- // See SurfaceTextureHelper for details on the size and format.
- final int stride = ((width + 7) / 8) * 8;
- final int uvHeight = (height + 1) / 2;
- // Due to the layout used by SurfaceTextureHelper, vPos + stride * uvHeight would overrun the
- // buffer. Add one row at the bottom to compensate for this. There will never be data in the
- // extra row, but now other code does not have to deal with v stride * v height exceeding the
- // buffer's capacity.
- final int size = stride * (height + uvHeight + 1);
- ByteBuffer buffer = JniCommon.nativeAllocateByteBuffer(size);
- convert(buffer, width, height, stride, textureBuffer.getTextureId(),
- RendererCommon.convertMatrixFromAndroidGraphicsMatrix(textureBuffer.getTransformMatrix()),
- textureBuffer.getType());
-
- final int yPos = 0;
- final int uPos = yPos + stride * height;
- // Rows of U and V alternate in the buffer, so V data starts after the first row of U.
- final int vPos = uPos + stride / 2;
-
- buffer.position(yPos);
- buffer.limit(yPos + stride * height);
- ByteBuffer dataY = buffer.slice();
-
- buffer.position(uPos);
- buffer.limit(uPos + stride * uvHeight);
- ByteBuffer dataU = buffer.slice();
-
- buffer.position(vPos);
- buffer.limit(vPos + stride * uvHeight);
- ByteBuffer dataV = buffer.slice();
-
- // SurfaceTextureHelper uses the same stride for Y, U, and V data.
- return JavaI420Buffer.wrap(width, height, dataY, stride, dataU, stride, dataV, stride,
- () -> { JniCommon.nativeFreeByteBuffer(buffer); });
- }
-
- /** Deprecated, use convert(TextureBuffer). */
- @Deprecated
- void convert(ByteBuffer buf, int width, int height, int stride, int srcTextureId,
- float[] transformMatrix) {
- convert(buf, width, height, stride, srcTextureId, transformMatrix, TextureBuffer.Type.OES);
- }
-
- private void initShader(TextureBuffer.Type textureType) {
- if (shader != null) {
- shader.release();
- }
-
- final String fragmentShader;
- switch (textureType) {
- case OES:
- fragmentShader = OES_FRAGMENT_SHADER;
- break;
- case RGB:
- fragmentShader = RGB_FRAGMENT_SHADER;
- break;
- default:
- throw new IllegalArgumentException("Unsupported texture type.");
- }
-
- shaderTextureType = textureType;
- shader = new GlShader(VERTEX_SHADER, fragmentShader);
- shader.useProgram();
- texMatrixLoc = shader.getUniformLocation("texMatrix");
- xUnitLoc = shader.getUniformLocation("xUnit");
- coeffsLoc = shader.getUniformLocation("coeffs");
- GLES20.glUniform1i(shader.getUniformLocation("tex"), 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);
- }
-
- private void convert(ByteBuffer buf, int width, int height, int stride, int srcTextureId,
- float[] transformMatrix, TextureBuffer.Type textureType) {
+ public I420Buffer convert(TextureBuffer inputTextureBuffer) {
threadChecker.checkIsOnValidThread();
if (released) {
throw new IllegalStateException("YuvConverter.convert called on released object");
}
- if (textureType != shaderTextureType) {
- initShader(textureType);
- }
- shader.useProgram();
-
// We draw into a buffer laid out like
//
// +---------+
@@ -245,83 +138,83 @@
// 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.
+ final int frameWidth = inputTextureBuffer.getWidth();
+ final int frameHeight = inputTextureBuffer.getHeight();
+ final int stride = ((frameWidth + 7) / 8) * 8;
+ final int uvHeight = (frameHeight + 1) / 2;
+ // Total height of the combined memory layout.
+ final int totalHeight = frameHeight + uvHeight;
+ final ByteBuffer i420ByteBuffer = JniCommon.nativeAllocateByteBuffer(stride * totalHeight);
+ // Viewport width is divided by four since we are squeezing in four color bytes in each RGBA
+ // pixel.
+ final int viewportWidth = stride / 4;
- 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");
- }
+ // Produce a frame buffer starting at top-left corner, not bottom-left.
+ final Matrix renderMatrix = new Matrix();
+ renderMatrix.preTranslate(0.5f, 0.5f);
+ renderMatrix.preScale(1f, -1f);
+ renderMatrix.preTranslate(-0.5f, -0.5f);
- 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());
-
- final int frameBufferWidth = stride / 4;
- final int frameBufferHeight = total_height;
- textureFrameBuffer.setSize(frameBufferWidth, frameBufferHeight);
+ i420TextureFrameBuffer.setSize(viewportWidth, totalHeight);
// Bind our framebuffer.
- GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, textureFrameBuffer.getFrameBufferId());
+ GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, i420TextureFrameBuffer.getFrameBufferId());
GlUtil.checkNoGLES2Error("glBindFramebuffer");
- GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
- GLES20.glBindTexture(textureType.getGlTarget(), srcTextureId);
- GLES20.glUniformMatrix4fv(texMatrixLoc, 1, false, transformMatrix, 0);
+ // Draw Y.
+ shaderCallbacks.setPlaneY();
+ VideoFrameDrawer.drawTexture(drawer, inputTextureBuffer, renderMatrix, frameWidth, frameHeight,
+ /* viewportX= */ 0, /* viewportY= */ 0, viewportWidth,
+ /* viewportHeight= */ frameHeight);
- // 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, 0.2987856f, 0.5871095f, 0.1141049f, 0.0f);
- GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
+ // Draw U.
+ shaderCallbacks.setPlaneU();
+ VideoFrameDrawer.drawTexture(drawer, inputTextureBuffer, renderMatrix, frameWidth, frameHeight,
+ /* viewportX= */ 0, /* viewportY= */ frameHeight, viewportWidth / 2,
+ /* viewportHeight= */ uvHeight);
- // 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, -0.168805420f, -0.3317003f, 0.5005057f, 0.5f);
- GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
+ // Draw V.
+ shaderCallbacks.setPlaneV();
+ VideoFrameDrawer.drawTexture(drawer, inputTextureBuffer, renderMatrix, frameWidth, frameHeight,
+ /* viewportX= */ viewportWidth / 2, /* viewportY= */ frameHeight, viewportWidth / 2,
+ /* viewportHeight= */ uvHeight);
- // Draw V
- GLES20.glViewport(stride / 8, height, uv_width, uv_height);
- GLES20.glUniform4f(coeffsLoc, 0.4997964f, -0.4184672f, -0.0813292f, 0.5f);
- GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
-
- GLES20.glReadPixels(
- 0, 0, frameBufferWidth, frameBufferHeight, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, buf);
+ GLES20.glReadPixels(0, 0, i420TextureFrameBuffer.getWidth(), i420TextureFrameBuffer.getHeight(),
+ GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, i420ByteBuffer);
GlUtil.checkNoGLES2Error("YuvConverter.convert");
// Restore normal framebuffer.
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
- GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
- // Unbind texture. Reportedly needed on some devices to get
- // the texture updated from the camera.
- GLES20.glBindTexture(textureType.getGlTarget(), 0);
+ // Prepare Y, U, and V ByteBuffer slices.
+ final int yPos = 0;
+ final int uPos = yPos + stride * frameHeight;
+ // Rows of U and V alternate in the buffer, so V data starts after the first row of U.
+ final int vPos = uPos + stride / 2;
+
+ i420ByteBuffer.position(yPos);
+ i420ByteBuffer.limit(yPos + stride * frameHeight);
+ final ByteBuffer dataY = i420ByteBuffer.slice();
+
+ i420ByteBuffer.position(uPos);
+ // The last row does not have padding.
+ final int uvSize = stride * (uvHeight - 1) + stride / 2;
+ i420ByteBuffer.limit(uPos + uvSize);
+ final ByteBuffer dataU = i420ByteBuffer.slice();
+
+ i420ByteBuffer.position(vPos);
+ i420ByteBuffer.limit(vPos + uvSize);
+ final ByteBuffer dataV = i420ByteBuffer.slice();
+
+ return JavaI420Buffer.wrap(frameWidth, frameHeight, dataY, stride, dataU, stride, dataV, stride,
+ () -> { JniCommon.nativeFreeByteBuffer(i420ByteBuffer); });
}
public void release() {
threadChecker.checkIsOnValidThread();
released = true;
- if (shader != null) {
- shader.release();
- }
- textureFrameBuffer.release();
+ drawer.release();
+ i420TextureFrameBuffer.release();
}
}