Build dynamic iOS SDK.

- Places most ObjC code into webrtc/sdk/objc instead.
- New gyp targets to build, strip and export symbols for dylib.
- Removes old script used to generate dylib.

BUG=

Review URL: https://codereview.webrtc.org/1903663002

Cr-Commit-Position: refs/heads/master@{#12524}
diff --git a/webrtc/sdk/objc/Framework/Classes/RTCOpenGLVideoRenderer.mm b/webrtc/sdk/objc/Framework/Classes/RTCOpenGLVideoRenderer.mm
new file mode 100644
index 0000000..ab45ca4
--- /dev/null
+++ b/webrtc/sdk/objc/Framework/Classes/RTCOpenGLVideoRenderer.mm
@@ -0,0 +1,484 @@
+/*
+ *  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"
+
+#if TARGET_OS_IPHONE
+#import <OpenGLES/ES3/gl.h>
+#else
+#import <OpenGL/gl3.h>
+#endif
+#include <string.h>
+
+#import "WebRTC/RTCVideoFrame.h"
+
+#include "webrtc/base/scoped_ptr.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;
+  GLint _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 = static_cast<GLsizei>(frame.width);
+  GLsizei lumaHeight = static_cast<GLsizei>(frame.height);
+  GLsizei chromaWidth = static_cast<GLsizei>(frame.chromaWidth);
+  GLsizei chromaHeight = static_cast<GLsizei>(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:(GLint)offset
+              width:(size_t)width
+             height:(size_t)height
+             stride:(int32_t)stride {
+  glActiveTexture(static_cast<GLenum>(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,
+                   static_cast<GLsizei>(width),
+                   static_cast<GLsizei>(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,
+               static_cast<GLsizei>(width),
+               static_cast<GLsizei>(height),
+               0,
+               RTC_PIXEL_FORMAT,
+               GL_UNSIGNED_BYTE,
+               uploadPlane);
+}
+
+- (BOOL)updateTextureDataForFrame:(RTCVideoFrame *)frame {
+  GLint 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