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