blob: 7d55f075180656b0dd0031dec5a2093da628d06c [file] [log] [blame]
Magnus Jedvert577bc192016-10-19 15:29:02 +02001/*
2 * Copyright 2015 The WebRTC project authors. All Rights Reserved.
3 *
4 * Use of this source code is governed by a BSD-style license
5 * that can be found in the LICENSE file in the root of the source
6 * tree. An additional intellectual property rights grant can be found
7 * in the file PATENTS. All contributing project authors may
8 * be found in the AUTHORS file in the root of the source tree.
9 */
10
11package org.webrtc;
12
Magnus Jedvert65c61dc2018-06-15 09:33:20 +020013import android.graphics.Matrix;
Magnus Jedvert577bc192016-10-19 15:29:02 +020014import android.opengl.GLES20;
15import java.nio.ByteBuffer;
Sami Kalliomäkicb98b112017-10-16 11:20:26 +020016import org.webrtc.VideoFrame.I420Buffer;
17import org.webrtc.VideoFrame.TextureBuffer;
Magnus Jedvert577bc192016-10-19 15:29:02 +020018
19/**
Magnus Jedvert1d270f82018-04-16 16:28:29 +020020 * Class for converting OES textures to a YUV ByteBuffer. It can be constructed on any thread, but
21 * should only be operated from a single thread with an active EGL context.
Magnus Jedvert577bc192016-10-19 15:29:02 +020022 */
Sami Kalliomäki6bf70d22017-10-17 09:22:23 +020023public class YuvConverter {
Magnus Jedvert65c61dc2018-06-15 09:33:20 +020024 private static final String FRAGMENT_SHADER =
Magnus Jedvert577bc192016-10-19 15:29:02 +020025 // Difference in texture coordinate corresponding to one
26 // sub-pixel in the x direction.
Magnus Jedvert65c61dc2018-06-15 09:33:20 +020027 "uniform vec2 xUnit;\n"
Magnus Jedvert577bc192016-10-19 15:29:02 +020028 // Color conversion coefficients, including constant term
29 + "uniform vec4 coeffs;\n"
30 + "\n"
31 + "void main() {\n"
32 // Since the alpha read from the texture is always 1, this could
33 // be written as a mat4 x vec4 multiply. However, that seems to
34 // give a worse framerate, possibly because the additional
35 // multiplies by 1.0 consume resources. TODO(nisse): Could also
36 // try to do it as a vec3 x mat3x4, followed by an add in of a
37 // constant vector.
38 + " gl_FragColor.r = coeffs.a + dot(coeffs.rgb,\n"
Magnus Jedvert65c61dc2018-06-15 09:33:20 +020039 + " sample(tc - 1.5 * xUnit).rgb);\n"
Magnus Jedvert577bc192016-10-19 15:29:02 +020040 + " gl_FragColor.g = coeffs.a + dot(coeffs.rgb,\n"
Magnus Jedvert65c61dc2018-06-15 09:33:20 +020041 + " sample(tc - 0.5 * xUnit).rgb);\n"
Magnus Jedvert577bc192016-10-19 15:29:02 +020042 + " gl_FragColor.b = coeffs.a + dot(coeffs.rgb,\n"
Magnus Jedvert65c61dc2018-06-15 09:33:20 +020043 + " sample(tc + 0.5 * xUnit).rgb);\n"
Magnus Jedvert577bc192016-10-19 15:29:02 +020044 + " gl_FragColor.a = coeffs.a + dot(coeffs.rgb,\n"
Magnus Jedvert65c61dc2018-06-15 09:33:20 +020045 + " sample(tc + 1.5 * xUnit).rgb);\n"
Sami Kalliomäkicb98b112017-10-16 11:20:26 +020046 + "}\n";
47
Magnus Jedvert65c61dc2018-06-15 09:33:20 +020048 private static class ShaderCallbacks implements GlGenericDrawer.ShaderCallbacks {
Sami Kalliomäki8ccddff2018-09-05 11:43:38 +020049 // Y'UV444 to RGB888, see https://en.wikipedia.org/wiki/YUV#Y%E2%80%B2UV444_to_RGB888_conversion
50 // We use the ITU-R BT.601 coefficients for Y, U and V.
51 // The values in Wikipedia are inaccurate, the accurate values derived from the spec are:
52 // Y = 0.299 * R + 0.587 * G + 0.114 * B
53 // U = -0.168736 * R - 0.331264 * G + 0.5 * B + 0.5
54 // V = 0.5 * R - 0.418688 * G - 0.0813124 * B + 0.5
55 // To map the Y-values to range [16-235] and U- and V-values to range [16-240], the matrix has
56 // been multiplied with matrix:
57 // {{219 / 255, 0, 0, 16 / 255},
58 // {0, 224 / 255, 0, 16 / 255},
59 // {0, 0, 224 / 255, 16 / 255},
60 // {0, 0, 0, 1}}
61 private static final float[] yCoeffs =
62 new float[] {0.256788f, 0.504129f, 0.0979059f, 0.0627451f};
Magnus Jedvert65c61dc2018-06-15 09:33:20 +020063 private static final float[] uCoeffs =
Sami Kalliomäki8ccddff2018-09-05 11:43:38 +020064 new float[] {-0.148223f, -0.290993f, 0.439216f, 0.501961f};
65 private static final float[] vCoeffs =
66 new float[] {0.439216f, -0.367788f, -0.0714274f, 0.501961f};
Magnus Jedvert65c61dc2018-06-15 09:33:20 +020067
68 private int xUnitLoc;
69 private int coeffsLoc;
70
71 private float[] coeffs;
72 private float stepSize;
73
74 public void setPlaneY() {
75 coeffs = yCoeffs;
76 stepSize = 1.0f;
77 }
78
79 public void setPlaneU() {
80 coeffs = uCoeffs;
81 stepSize = 2.0f;
82 }
83
84 public void setPlaneV() {
85 coeffs = vCoeffs;
86 stepSize = 2.0f;
87 }
88
89 @Override
90 public void onNewShader(GlShader shader) {
91 xUnitLoc = shader.getUniformLocation("xUnit");
92 coeffsLoc = shader.getUniformLocation("coeffs");
93 }
94
95 @Override
96 public void onPrepareShader(GlShader shader, float[] texMatrix, int frameWidth, int frameHeight,
97 int viewportWidth, int viewportHeight) {
98 GLES20.glUniform4fv(coeffsLoc, /* count= */ 1, coeffs, /* offset= */ 0);
99 // Matrix * (1;0;0;0) / (width / stepSize). Note that OpenGL uses column major order.
100 GLES20.glUniform2f(
101 xUnitLoc, stepSize * texMatrix[0] / frameWidth, stepSize * texMatrix[1] / frameWidth);
102 }
103 }
Magnus Jedvert577bc192016-10-19 15:29:02 +0200104
magjed1cb48232016-10-20 03:19:16 -0700105 private final ThreadUtils.ThreadChecker threadChecker = new ThreadUtils.ThreadChecker();
Magnus Jedvert65c61dc2018-06-15 09:33:20 +0200106 private final GlTextureFrameBuffer i420TextureFrameBuffer =
107 new GlTextureFrameBuffer(GLES20.GL_RGBA);
Magnus Jedvert65c61dc2018-06-15 09:33:20 +0200108 private final ShaderCallbacks shaderCallbacks = new ShaderCallbacks();
109 private final GlGenericDrawer drawer = new GlGenericDrawer(FRAGMENT_SHADER, shaderCallbacks);
Magnus Jedvert577bc192016-10-19 15:29:02 +0200110
magjed1cb48232016-10-20 03:19:16 -0700111 /**
112 * This class should be constructed on a thread that has an active EGL context.
113 */
114 public YuvConverter() {
Magnus Jedvert1d270f82018-04-16 16:28:29 +0200115 threadChecker.detachThread();
Sami Kalliomäkicb98b112017-10-16 11:20:26 +0200116 }
117
118 /** Converts the texture buffer to I420. */
Magnus Jedvert65c61dc2018-06-15 09:33:20 +0200119 public I420Buffer convert(TextureBuffer inputTextureBuffer) {
magjed1cb48232016-10-20 03:19:16 -0700120 threadChecker.checkIsOnValidThread();
Magnus Jedvert577bc192016-10-19 15:29:02 +0200121 // We draw into a buffer laid out like
122 //
123 // +---------+
124 // | |
125 // | Y |
126 // | |
127 // | |
128 // +----+----+
129 // | U | V |
130 // | | |
131 // +----+----+
132 //
133 // In memory, we use the same stride for all of Y, U and V. The
134 // U data starts at offset |height| * |stride| from the Y data,
135 // and the V data starts at at offset |stride/2| from the U
136 // data, with rows of U and V data alternating.
137 //
138 // Now, it would have made sense to allocate a pixel buffer with
139 // a single byte per pixel (EGL10.EGL_COLOR_BUFFER_TYPE,
140 // EGL10.EGL_LUMINANCE_BUFFER,), but that seems to be
141 // unsupported by devices. So do the following hack: Allocate an
142 // RGBA buffer, of width |stride|/4. To render each of these
143 // large pixels, sample the texture at 4 different x coordinates
144 // and store the results in the four components.
145 //
146 // Since the V data needs to start on a boundary of such a
147 // larger pixel, it is not sufficient that |stride| is even, it
148 // has to be a multiple of 8 pixels.
Magnus Jedvert65c61dc2018-06-15 09:33:20 +0200149 final int frameWidth = inputTextureBuffer.getWidth();
150 final int frameHeight = inputTextureBuffer.getHeight();
151 final int stride = ((frameWidth + 7) / 8) * 8;
152 final int uvHeight = (frameHeight + 1) / 2;
153 // Total height of the combined memory layout.
154 final int totalHeight = frameHeight + uvHeight;
155 final ByteBuffer i420ByteBuffer = JniCommon.nativeAllocateByteBuffer(stride * totalHeight);
156 // Viewport width is divided by four since we are squeezing in four color bytes in each RGBA
157 // pixel.
158 final int viewportWidth = stride / 4;
Magnus Jedvert577bc192016-10-19 15:29:02 +0200159
Magnus Jedvert65c61dc2018-06-15 09:33:20 +0200160 // Produce a frame buffer starting at top-left corner, not bottom-left.
161 final Matrix renderMatrix = new Matrix();
162 renderMatrix.preTranslate(0.5f, 0.5f);
163 renderMatrix.preScale(1f, -1f);
164 renderMatrix.preTranslate(-0.5f, -0.5f);
Magnus Jedvert577bc192016-10-19 15:29:02 +0200165
Magnus Jedvert65c61dc2018-06-15 09:33:20 +0200166 i420TextureFrameBuffer.setSize(viewportWidth, totalHeight);
sakal2fcd2dd2017-01-18 03:21:10 -0800167
magjed1cb48232016-10-20 03:19:16 -0700168 // Bind our framebuffer.
Magnus Jedvert65c61dc2018-06-15 09:33:20 +0200169 GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, i420TextureFrameBuffer.getFrameBufferId());
magjed1cb48232016-10-20 03:19:16 -0700170 GlUtil.checkNoGLES2Error("glBindFramebuffer");
171
Magnus Jedvert65c61dc2018-06-15 09:33:20 +0200172 // Draw Y.
173 shaderCallbacks.setPlaneY();
174 VideoFrameDrawer.drawTexture(drawer, inputTextureBuffer, renderMatrix, frameWidth, frameHeight,
175 /* viewportX= */ 0, /* viewportY= */ 0, viewportWidth,
176 /* viewportHeight= */ frameHeight);
Magnus Jedvert577bc192016-10-19 15:29:02 +0200177
Magnus Jedvert65c61dc2018-06-15 09:33:20 +0200178 // Draw U.
179 shaderCallbacks.setPlaneU();
180 VideoFrameDrawer.drawTexture(drawer, inputTextureBuffer, renderMatrix, frameWidth, frameHeight,
181 /* viewportX= */ 0, /* viewportY= */ frameHeight, viewportWidth / 2,
182 /* viewportHeight= */ uvHeight);
Magnus Jedvert577bc192016-10-19 15:29:02 +0200183
Magnus Jedvert65c61dc2018-06-15 09:33:20 +0200184 // Draw V.
185 shaderCallbacks.setPlaneV();
186 VideoFrameDrawer.drawTexture(drawer, inputTextureBuffer, renderMatrix, frameWidth, frameHeight,
187 /* viewportX= */ viewportWidth / 2, /* viewportY= */ frameHeight, viewportWidth / 2,
188 /* viewportHeight= */ uvHeight);
Magnus Jedvert577bc192016-10-19 15:29:02 +0200189
Magnus Jedvert65c61dc2018-06-15 09:33:20 +0200190 GLES20.glReadPixels(0, 0, i420TextureFrameBuffer.getWidth(), i420TextureFrameBuffer.getHeight(),
191 GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, i420ByteBuffer);
Magnus Jedvert577bc192016-10-19 15:29:02 +0200192
193 GlUtil.checkNoGLES2Error("YuvConverter.convert");
194
magjed1cb48232016-10-20 03:19:16 -0700195 // Restore normal framebuffer.
196 GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
magjed1cb48232016-10-20 03:19:16 -0700197
Magnus Jedvert65c61dc2018-06-15 09:33:20 +0200198 // Prepare Y, U, and V ByteBuffer slices.
199 final int yPos = 0;
200 final int uPos = yPos + stride * frameHeight;
201 // Rows of U and V alternate in the buffer, so V data starts after the first row of U.
202 final int vPos = uPos + stride / 2;
203
204 i420ByteBuffer.position(yPos);
205 i420ByteBuffer.limit(yPos + stride * frameHeight);
206 final ByteBuffer dataY = i420ByteBuffer.slice();
207
208 i420ByteBuffer.position(uPos);
209 // The last row does not have padding.
210 final int uvSize = stride * (uvHeight - 1) + stride / 2;
211 i420ByteBuffer.limit(uPos + uvSize);
212 final ByteBuffer dataU = i420ByteBuffer.slice();
213
214 i420ByteBuffer.position(vPos);
215 i420ByteBuffer.limit(vPos + uvSize);
216 final ByteBuffer dataV = i420ByteBuffer.slice();
217
218 return JavaI420Buffer.wrap(frameWidth, frameHeight, dataY, stride, dataU, stride, dataV, stride,
219 () -> { JniCommon.nativeFreeByteBuffer(i420ByteBuffer); });
Magnus Jedvert577bc192016-10-19 15:29:02 +0200220 }
221
magjed1cb48232016-10-20 03:19:16 -0700222 public void release() {
223 threadChecker.checkIsOnValidThread();
Magnus Jedvert65c61dc2018-06-15 09:33:20 +0200224 drawer.release();
225 i420TextureFrameBuffer.release();
Magnus Jedvert7b875302018-08-09 13:51:42 +0200226 // Allow this class to be reused.
227 threadChecker.detachThread();
Magnus Jedvert577bc192016-10-19 15:29:02 +0200228 }
229}