Obj-C SDK Cleanup
This CL separates the files under sdk/objc into logical directories, replacing
the previous file layout under Framework/.
A long term goal is to have some system set up to generate the files under
sdk/objc/api (the PeerConnection API wrappers) from the C++ code. In the shorter
term the goal is to abstract out shared concepts from these classes in order to
make them as uniform as possible.
The separation into base/, components/, and helpers/ are to differentiate between
the base layer's common protocols, various utilities and the actual platform
specific components.
The old directory layout that resembled a framework's internal layout is not
necessary, since it is generated by the framework target when building it.
Bug: webrtc:9627
Change-Id: Ib084fd83f050ae980649ca99e841f4fb0580bd8f
Reviewed-on: https://webrtc-review.googlesource.com/94142
Reviewed-by: Kári Helgason <kthelgason@webrtc.org>
Reviewed-by: Mirko Bonadei <mbonadei@webrtc.org>
Reviewed-by: Rasmus Brandt <brandtr@webrtc.org>
Reviewed-by: Henrik Andreassson <henrika@webrtc.org>
Commit-Queue: Anders Carlsson <andersc@webrtc.org>
Cr-Commit-Position: refs/heads/master@{#24493}
diff --git a/sdk/objc/components/renderer/opengl/RTCDefaultShader.mm b/sdk/objc/components/renderer/opengl/RTCDefaultShader.mm
new file mode 100644
index 0000000..51dca32
--- /dev/null
+++ b/sdk/objc/components/renderer/opengl/RTCDefaultShader.mm
@@ -0,0 +1,207 @@
+/*
+ * Copyright 2017 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 "RTCDefaultShader.h"
+
+#if TARGET_OS_IPHONE
+#import <OpenGLES/ES3/gl.h>
+#else
+#import <OpenGL/gl3.h>
+#endif
+
+#import "RTCOpenGLDefines.h"
+#import "RTCShader.h"
+#import "base/RTCLogging.h"
+
+#include "absl/types/optional.h"
+
+static const int kYTextureUnit = 0;
+static const int kUTextureUnit = 1;
+static const int kVTextureUnit = 2;
+static const int kUvTextureUnit = 1;
+
+// 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 kI420FragmentShaderSource[] =
+ 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";
+
+static const char kNV12FragmentShaderSource[] =
+ SHADER_VERSION
+ "precision mediump float;"
+ FRAGMENT_SHADER_IN " vec2 v_texcoord;\n"
+ "uniform lowp sampler2D s_textureY;\n"
+ "uniform lowp sampler2D s_textureUV;\n"
+ FRAGMENT_SHADER_OUT
+ "void main() {\n"
+ " mediump float y;\n"
+ " mediump vec2 uv;\n"
+ " y = " FRAGMENT_SHADER_TEXTURE "(s_textureY, v_texcoord).r;\n"
+ " uv = " FRAGMENT_SHADER_TEXTURE "(s_textureUV, v_texcoord).ra -\n"
+ " vec2(0.5, 0.5);\n"
+ " " FRAGMENT_SHADER_COLOR " = vec4(y + 1.403 * uv.y,\n"
+ " y - 0.344 * uv.x - 0.714 * uv.y,\n"
+ " y + 1.770 * uv.x,\n"
+ " 1.0);\n"
+ " }\n";
+
+@implementation RTCDefaultShader {
+ GLuint _vertexBuffer;
+ GLuint _vertexArray;
+ // Store current rotation and only upload new vertex data when rotation changes.
+ absl::optional<RTCVideoRotation> _currentRotation;
+
+ GLuint _i420Program;
+ GLuint _nv12Program;
+}
+
+- (void)dealloc {
+ glDeleteProgram(_i420Program);
+ glDeleteProgram(_nv12Program);
+ glDeleteBuffers(1, &_vertexBuffer);
+ glDeleteVertexArrays(1, &_vertexArray);
+}
+
+- (BOOL)createAndSetupI420Program {
+ NSAssert(!_i420Program, @"I420 program already created");
+ _i420Program = RTCCreateProgramFromFragmentSource(kI420FragmentShaderSource);
+ if (!_i420Program) {
+ return NO;
+ }
+ GLint ySampler = glGetUniformLocation(_i420Program, "s_textureY");
+ GLint uSampler = glGetUniformLocation(_i420Program, "s_textureU");
+ GLint vSampler = glGetUniformLocation(_i420Program, "s_textureV");
+
+ if (ySampler < 0 || uSampler < 0 || vSampler < 0) {
+ RTCLog(@"Failed to get uniform variable locations in I420 shader");
+ glDeleteProgram(_i420Program);
+ _i420Program = 0;
+ return NO;
+ }
+
+ glUseProgram(_i420Program);
+ glUniform1i(ySampler, kYTextureUnit);
+ glUniform1i(uSampler, kUTextureUnit);
+ glUniform1i(vSampler, kVTextureUnit);
+
+ return YES;
+}
+
+- (BOOL)createAndSetupNV12Program {
+ NSAssert(!_nv12Program, @"NV12 program already created");
+ _nv12Program = RTCCreateProgramFromFragmentSource(kNV12FragmentShaderSource);
+ if (!_nv12Program) {
+ return NO;
+ }
+ GLint ySampler = glGetUniformLocation(_nv12Program, "s_textureY");
+ GLint uvSampler = glGetUniformLocation(_nv12Program, "s_textureUV");
+
+ if (ySampler < 0 || uvSampler < 0) {
+ RTCLog(@"Failed to get uniform variable locations in NV12 shader");
+ glDeleteProgram(_nv12Program);
+ _nv12Program = 0;
+ return NO;
+ }
+
+ glUseProgram(_nv12Program);
+ glUniform1i(ySampler, kYTextureUnit);
+ glUniform1i(uvSampler, kUvTextureUnit);
+
+ return YES;
+}
+
+- (BOOL)prepareVertexBufferWithRotation:(RTCVideoRotation)rotation {
+ if (!_vertexBuffer && !RTCCreateVertexBuffer(&_vertexBuffer, &_vertexArray)) {
+ RTCLog(@"Failed to setup vertex buffer");
+ return NO;
+ }
+#if !TARGET_OS_IPHONE
+ glBindVertexArray(_vertexArray);
+#endif
+ glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
+ if (!_currentRotation || rotation != *_currentRotation) {
+ _currentRotation = absl::optional<RTCVideoRotation>(rotation);
+ RTCSetVertexData(*_currentRotation);
+ }
+ return YES;
+}
+
+- (void)applyShadingForFrameWithWidth:(int)width
+ height:(int)height
+ rotation:(RTCVideoRotation)rotation
+ yPlane:(GLuint)yPlane
+ uPlane:(GLuint)uPlane
+ vPlane:(GLuint)vPlane {
+ if (![self prepareVertexBufferWithRotation:rotation]) {
+ return;
+ }
+
+ if (!_i420Program && ![self createAndSetupI420Program]) {
+ RTCLog(@"Failed to setup I420 program");
+ return;
+ }
+
+ glUseProgram(_i420Program);
+
+ glActiveTexture(static_cast<GLenum>(GL_TEXTURE0 + kYTextureUnit));
+ glBindTexture(GL_TEXTURE_2D, yPlane);
+
+ glActiveTexture(static_cast<GLenum>(GL_TEXTURE0 + kUTextureUnit));
+ glBindTexture(GL_TEXTURE_2D, uPlane);
+
+ glActiveTexture(static_cast<GLenum>(GL_TEXTURE0 + kVTextureUnit));
+ glBindTexture(GL_TEXTURE_2D, vPlane);
+
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+}
+
+- (void)applyShadingForFrameWithWidth:(int)width
+ height:(int)height
+ rotation:(RTCVideoRotation)rotation
+ yPlane:(GLuint)yPlane
+ uvPlane:(GLuint)uvPlane {
+ if (![self prepareVertexBufferWithRotation:rotation]) {
+ return;
+ }
+
+ if (!_nv12Program && ![self createAndSetupNV12Program]) {
+ RTCLog(@"Failed to setup NV12 shader");
+ return;
+ }
+
+ glUseProgram(_nv12Program);
+
+ glActiveTexture(static_cast<GLenum>(GL_TEXTURE0 + kYTextureUnit));
+ glBindTexture(GL_TEXTURE_2D, yPlane);
+
+ glActiveTexture(static_cast<GLenum>(GL_TEXTURE0 + kUvTextureUnit));
+ glBindTexture(GL_TEXTURE_2D, uvPlane);
+
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+}
+
+@end