Jon Hjelle | e799bad | 2016-01-11 13:47:11 -0800 | [diff] [blame^] | 1 | /* |
| 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 | |
| 11 | #import "RTCOpenGLVideoRenderer.h" |
| 12 | |
| 13 | #include <string.h> |
| 14 | |
| 15 | #include "webrtc/base/scoped_ptr.h" |
| 16 | |
| 17 | #if TARGET_OS_IPHONE |
| 18 | #import <OpenGLES/ES3/gl.h> |
| 19 | #else |
| 20 | #import <OpenGL/gl3.h> |
| 21 | #endif |
| 22 | |
| 23 | #import "RTCVideoFrame.h" |
| 24 | |
| 25 | // TODO(tkchin): check and log openGL errors. Methods here return BOOLs in |
| 26 | // anticipation of that happening in the future. |
| 27 | |
| 28 | #if TARGET_OS_IPHONE |
| 29 | #define RTC_PIXEL_FORMAT GL_LUMINANCE |
| 30 | #define SHADER_VERSION |
| 31 | #define VERTEX_SHADER_IN "attribute" |
| 32 | #define VERTEX_SHADER_OUT "varying" |
| 33 | #define FRAGMENT_SHADER_IN "varying" |
| 34 | #define FRAGMENT_SHADER_OUT |
| 35 | #define FRAGMENT_SHADER_COLOR "gl_FragColor" |
| 36 | #define FRAGMENT_SHADER_TEXTURE "texture2D" |
| 37 | #else |
| 38 | #define RTC_PIXEL_FORMAT GL_RED |
| 39 | #define SHADER_VERSION "#version 150\n" |
| 40 | #define VERTEX_SHADER_IN "in" |
| 41 | #define VERTEX_SHADER_OUT "out" |
| 42 | #define FRAGMENT_SHADER_IN "in" |
| 43 | #define FRAGMENT_SHADER_OUT "out vec4 fragColor;\n" |
| 44 | #define FRAGMENT_SHADER_COLOR "fragColor" |
| 45 | #define FRAGMENT_SHADER_TEXTURE "texture" |
| 46 | #endif |
| 47 | |
| 48 | // Vertex shader doesn't do anything except pass coordinates through. |
| 49 | static const char kVertexShaderSource[] = |
| 50 | SHADER_VERSION |
| 51 | VERTEX_SHADER_IN " vec2 position;\n" |
| 52 | VERTEX_SHADER_IN " vec2 texcoord;\n" |
| 53 | VERTEX_SHADER_OUT " vec2 v_texcoord;\n" |
| 54 | "void main() {\n" |
| 55 | " gl_Position = vec4(position.x, position.y, 0.0, 1.0);\n" |
| 56 | " v_texcoord = texcoord;\n" |
| 57 | "}\n"; |
| 58 | |
| 59 | // Fragment shader converts YUV values from input textures into a final RGB |
| 60 | // pixel. The conversion formula is from http://www.fourcc.org/fccyvrgb.php. |
| 61 | static const char kFragmentShaderSource[] = |
| 62 | SHADER_VERSION |
| 63 | "precision highp float;" |
| 64 | FRAGMENT_SHADER_IN " vec2 v_texcoord;\n" |
| 65 | "uniform lowp sampler2D s_textureY;\n" |
| 66 | "uniform lowp sampler2D s_textureU;\n" |
| 67 | "uniform lowp sampler2D s_textureV;\n" |
| 68 | FRAGMENT_SHADER_OUT |
| 69 | "void main() {\n" |
| 70 | " float y, u, v, r, g, b;\n" |
| 71 | " y = " FRAGMENT_SHADER_TEXTURE "(s_textureY, v_texcoord).r;\n" |
| 72 | " u = " FRAGMENT_SHADER_TEXTURE "(s_textureU, v_texcoord).r;\n" |
| 73 | " v = " FRAGMENT_SHADER_TEXTURE "(s_textureV, v_texcoord).r;\n" |
| 74 | " u = u - 0.5;\n" |
| 75 | " v = v - 0.5;\n" |
| 76 | " r = y + 1.403 * v;\n" |
| 77 | " g = y - 0.344 * u - 0.714 * v;\n" |
| 78 | " b = y + 1.770 * u;\n" |
| 79 | " " FRAGMENT_SHADER_COLOR " = vec4(r, g, b, 1.0);\n" |
| 80 | " }\n"; |
| 81 | |
| 82 | // Compiles a shader of the given |type| with GLSL source |source| and returns |
| 83 | // the shader handle or 0 on error. |
| 84 | GLuint CreateShader(GLenum type, const GLchar *source) { |
| 85 | GLuint shader = glCreateShader(type); |
| 86 | if (!shader) { |
| 87 | return 0; |
| 88 | } |
| 89 | glShaderSource(shader, 1, &source, NULL); |
| 90 | glCompileShader(shader); |
| 91 | GLint compileStatus = GL_FALSE; |
| 92 | glGetShaderiv(shader, GL_COMPILE_STATUS, &compileStatus); |
| 93 | if (compileStatus == GL_FALSE) { |
| 94 | glDeleteShader(shader); |
| 95 | shader = 0; |
| 96 | } |
| 97 | return shader; |
| 98 | } |
| 99 | |
| 100 | // Links a shader program with the given vertex and fragment shaders and |
| 101 | // returns the program handle or 0 on error. |
| 102 | GLuint CreateProgram(GLuint vertexShader, GLuint fragmentShader) { |
| 103 | if (vertexShader == 0 || fragmentShader == 0) { |
| 104 | return 0; |
| 105 | } |
| 106 | GLuint program = glCreateProgram(); |
| 107 | if (!program) { |
| 108 | return 0; |
| 109 | } |
| 110 | glAttachShader(program, vertexShader); |
| 111 | glAttachShader(program, fragmentShader); |
| 112 | glLinkProgram(program); |
| 113 | GLint linkStatus = GL_FALSE; |
| 114 | glGetProgramiv(program, GL_LINK_STATUS, &linkStatus); |
| 115 | if (linkStatus == GL_FALSE) { |
| 116 | glDeleteProgram(program); |
| 117 | program = 0; |
| 118 | } |
| 119 | return program; |
| 120 | } |
| 121 | |
| 122 | // When modelview and projection matrices are identity (default) the world is |
| 123 | // contained in the square around origin with unit size 2. Drawing to these |
| 124 | // coordinates is equivalent to drawing to the entire screen. The texture is |
| 125 | // stretched over that square using texture coordinates (u, v) that range |
| 126 | // from (0, 0) to (1, 1) inclusive. Texture coordinates are flipped vertically |
| 127 | // here because the incoming frame has origin in upper left hand corner but |
| 128 | // OpenGL expects origin in bottom left corner. |
| 129 | const GLfloat gVertices[] = { |
| 130 | // X, Y, U, V. |
| 131 | -1, -1, 0, 1, // Bottom left. |
| 132 | 1, -1, 1, 1, // Bottom right. |
| 133 | 1, 1, 1, 0, // Top right. |
| 134 | -1, 1, 0, 0, // Top left. |
| 135 | }; |
| 136 | |
| 137 | // |kNumTextures| must not exceed 8, which is the limit in OpenGLES2. Two sets |
| 138 | // of 3 textures are used here, one for each of the Y, U and V planes. Having |
| 139 | // two sets alleviates CPU blockage in the event that the GPU is asked to render |
| 140 | // to a texture that is already in use. |
| 141 | static const GLsizei kNumTextureSets = 2; |
| 142 | static const GLsizei kNumTextures = 3 * kNumTextureSets; |
| 143 | |
| 144 | @implementation RTCOpenGLVideoRenderer { |
| 145 | #if TARGET_OS_IPHONE |
| 146 | EAGLContext *_context; |
| 147 | #else |
| 148 | NSOpenGLContext *_context; |
| 149 | #endif |
| 150 | BOOL _isInitialized; |
| 151 | NSUInteger _currentTextureSet; |
| 152 | // Handles for OpenGL constructs. |
| 153 | GLuint _textures[kNumTextures]; |
| 154 | GLuint _program; |
| 155 | #if !TARGET_OS_IPHONE |
| 156 | GLuint _vertexArray; |
| 157 | #endif |
| 158 | GLuint _vertexBuffer; |
| 159 | GLint _position; |
| 160 | GLint _texcoord; |
| 161 | GLint _ySampler; |
| 162 | GLint _uSampler; |
| 163 | GLint _vSampler; |
| 164 | // Used to create a non-padded plane for GPU upload when we receive padded |
| 165 | // frames. |
| 166 | rtc::scoped_ptr<uint8_t[]> _planeBuffer; |
| 167 | } |
| 168 | |
| 169 | @synthesize lastDrawnFrame = _lastDrawnFrame; |
| 170 | |
| 171 | + (void)initialize { |
| 172 | // Disable dithering for performance. |
| 173 | glDisable(GL_DITHER); |
| 174 | } |
| 175 | |
| 176 | #if TARGET_OS_IPHONE |
| 177 | - (instancetype)initWithContext:(EAGLContext *)context { |
| 178 | #else |
| 179 | - (instancetype)initWithContext:(NSOpenGLContext *)context { |
| 180 | #endif |
| 181 | NSAssert(context != nil, @"context cannot be nil"); |
| 182 | if (self = [super init]) { |
| 183 | _context = context; |
| 184 | } |
| 185 | return self; |
| 186 | } |
| 187 | |
| 188 | - (BOOL)drawFrame:(RTCVideoFrame *)frame { |
| 189 | if (!_isInitialized) { |
| 190 | return NO; |
| 191 | } |
| 192 | if (_lastDrawnFrame == frame) { |
| 193 | return NO; |
| 194 | } |
| 195 | [self ensureGLContext]; |
| 196 | glClear(GL_COLOR_BUFFER_BIT); |
| 197 | if (frame) { |
| 198 | if (![self updateTextureSizesForFrame:frame] || |
| 199 | ![self updateTextureDataForFrame:frame]) { |
| 200 | return NO; |
| 201 | } |
| 202 | #if !TARGET_OS_IPHONE |
| 203 | glBindVertexArray(_vertexArray); |
| 204 | #endif |
| 205 | glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer); |
| 206 | glDrawArrays(GL_TRIANGLE_FAN, 0, 4); |
| 207 | } |
| 208 | #if !TARGET_OS_IPHONE |
| 209 | [_context flushBuffer]; |
| 210 | #endif |
| 211 | _lastDrawnFrame = frame; |
| 212 | return YES; |
| 213 | } |
| 214 | |
| 215 | - (void)setupGL { |
| 216 | if (_isInitialized) { |
| 217 | return; |
| 218 | } |
| 219 | [self ensureGLContext]; |
| 220 | if (![self setupProgram]) { |
| 221 | return; |
| 222 | } |
| 223 | if (![self setupTextures]) { |
| 224 | return; |
| 225 | } |
| 226 | if (![self setupVertices]) { |
| 227 | return; |
| 228 | } |
| 229 | glUseProgram(_program); |
| 230 | glPixelStorei(GL_UNPACK_ALIGNMENT, 1); |
| 231 | _isInitialized = YES; |
| 232 | } |
| 233 | |
| 234 | - (void)teardownGL { |
| 235 | if (!_isInitialized) { |
| 236 | return; |
| 237 | } |
| 238 | [self ensureGLContext]; |
| 239 | glDeleteProgram(_program); |
| 240 | _program = 0; |
| 241 | glDeleteTextures(kNumTextures, _textures); |
| 242 | glDeleteBuffers(1, &_vertexBuffer); |
| 243 | _vertexBuffer = 0; |
| 244 | #if !TARGET_OS_IPHONE |
| 245 | glDeleteVertexArrays(1, &_vertexArray); |
| 246 | #endif |
| 247 | _isInitialized = NO; |
| 248 | } |
| 249 | |
| 250 | #pragma mark - Private |
| 251 | |
| 252 | - (void)ensureGLContext { |
| 253 | NSAssert(_context, @"context shouldn't be nil"); |
| 254 | #if TARGET_OS_IPHONE |
| 255 | if ([EAGLContext currentContext] != _context) { |
| 256 | [EAGLContext setCurrentContext:_context]; |
| 257 | } |
| 258 | #else |
| 259 | if ([NSOpenGLContext currentContext] != _context) { |
| 260 | [_context makeCurrentContext]; |
| 261 | } |
| 262 | #endif |
| 263 | } |
| 264 | |
| 265 | - (BOOL)setupProgram { |
| 266 | NSAssert(!_program, @"program already set up"); |
| 267 | GLuint vertexShader = CreateShader(GL_VERTEX_SHADER, kVertexShaderSource); |
| 268 | NSAssert(vertexShader, @"failed to create vertex shader"); |
| 269 | GLuint fragmentShader = |
| 270 | CreateShader(GL_FRAGMENT_SHADER, kFragmentShaderSource); |
| 271 | NSAssert(fragmentShader, @"failed to create fragment shader"); |
| 272 | _program = CreateProgram(vertexShader, fragmentShader); |
| 273 | // Shaders are created only to generate program. |
| 274 | if (vertexShader) { |
| 275 | glDeleteShader(vertexShader); |
| 276 | } |
| 277 | if (fragmentShader) { |
| 278 | glDeleteShader(fragmentShader); |
| 279 | } |
| 280 | if (!_program) { |
| 281 | return NO; |
| 282 | } |
| 283 | _position = glGetAttribLocation(_program, "position"); |
| 284 | _texcoord = glGetAttribLocation(_program, "texcoord"); |
| 285 | _ySampler = glGetUniformLocation(_program, "s_textureY"); |
| 286 | _uSampler = glGetUniformLocation(_program, "s_textureU"); |
| 287 | _vSampler = glGetUniformLocation(_program, "s_textureV"); |
| 288 | if (_position < 0 || _texcoord < 0 || _ySampler < 0 || _uSampler < 0 || |
| 289 | _vSampler < 0) { |
| 290 | return NO; |
| 291 | } |
| 292 | return YES; |
| 293 | } |
| 294 | |
| 295 | - (BOOL)setupTextures { |
| 296 | glGenTextures(kNumTextures, _textures); |
| 297 | // Set parameters for each of the textures we created. |
| 298 | for (GLsizei i = 0; i < kNumTextures; i++) { |
| 299 | glActiveTexture(GL_TEXTURE0 + i); |
| 300 | glBindTexture(GL_TEXTURE_2D, _textures[i]); |
| 301 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
| 302 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| 303 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
| 304 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
| 305 | } |
| 306 | return YES; |
| 307 | } |
| 308 | |
| 309 | - (BOOL)updateTextureSizesForFrame:(RTCVideoFrame *)frame { |
| 310 | if (frame.height == _lastDrawnFrame.height && |
| 311 | frame.width == _lastDrawnFrame.width && |
| 312 | frame.chromaWidth == _lastDrawnFrame.chromaWidth && |
| 313 | frame.chromaHeight == _lastDrawnFrame.chromaHeight) { |
| 314 | return YES; |
| 315 | } |
| 316 | GLsizei lumaWidth = frame.width; |
| 317 | GLsizei lumaHeight = frame.height; |
| 318 | GLsizei chromaWidth = frame.chromaWidth; |
| 319 | GLsizei chromaHeight = frame.chromaHeight; |
| 320 | for (GLint i = 0; i < kNumTextureSets; i++) { |
| 321 | glActiveTexture(GL_TEXTURE0 + i * 3); |
| 322 | glTexImage2D(GL_TEXTURE_2D, |
| 323 | 0, |
| 324 | RTC_PIXEL_FORMAT, |
| 325 | lumaWidth, |
| 326 | lumaHeight, |
| 327 | 0, |
| 328 | RTC_PIXEL_FORMAT, |
| 329 | GL_UNSIGNED_BYTE, |
| 330 | 0); |
| 331 | glActiveTexture(GL_TEXTURE0 + i * 3 + 1); |
| 332 | glTexImage2D(GL_TEXTURE_2D, |
| 333 | 0, |
| 334 | RTC_PIXEL_FORMAT, |
| 335 | chromaWidth, |
| 336 | chromaHeight, |
| 337 | 0, |
| 338 | RTC_PIXEL_FORMAT, |
| 339 | GL_UNSIGNED_BYTE, |
| 340 | 0); |
| 341 | glActiveTexture(GL_TEXTURE0 + i * 3 + 2); |
| 342 | glTexImage2D(GL_TEXTURE_2D, |
| 343 | 0, |
| 344 | RTC_PIXEL_FORMAT, |
| 345 | chromaWidth, |
| 346 | chromaHeight, |
| 347 | 0, |
| 348 | RTC_PIXEL_FORMAT, |
| 349 | GL_UNSIGNED_BYTE, |
| 350 | 0); |
| 351 | } |
| 352 | if ((NSUInteger)frame.yPitch != frame.width || |
| 353 | (NSUInteger)frame.uPitch != frame.chromaWidth || |
| 354 | (NSUInteger)frame.vPitch != frame.chromaWidth) { |
| 355 | _planeBuffer.reset(new uint8_t[frame.width * frame.height]); |
| 356 | } else { |
| 357 | _planeBuffer.reset(); |
| 358 | } |
| 359 | return YES; |
| 360 | } |
| 361 | |
| 362 | - (void)uploadPlane:(const uint8_t *)plane |
| 363 | sampler:(GLint)sampler |
| 364 | offset:(NSUInteger)offset |
| 365 | width:(size_t)width |
| 366 | height:(size_t)height |
| 367 | stride:(int32_t)stride { |
| 368 | glActiveTexture(GL_TEXTURE0 + offset); |
| 369 | // When setting texture sampler uniforms, the texture index is used not |
| 370 | // the texture handle. |
| 371 | glUniform1i(sampler, offset); |
| 372 | #if TARGET_OS_IPHONE |
| 373 | BOOL hasUnpackRowLength = _context.API == kEAGLRenderingAPIOpenGLES3; |
| 374 | #else |
| 375 | BOOL hasUnpackRowLength = YES; |
| 376 | #endif |
| 377 | const uint8_t *uploadPlane = plane; |
| 378 | if ((size_t)stride != width) { |
| 379 | if (hasUnpackRowLength) { |
| 380 | // GLES3 allows us to specify stride. |
| 381 | glPixelStorei(GL_UNPACK_ROW_LENGTH, stride); |
| 382 | glTexImage2D(GL_TEXTURE_2D, |
| 383 | 0, |
| 384 | RTC_PIXEL_FORMAT, |
| 385 | width, |
| 386 | height, |
| 387 | 0, |
| 388 | RTC_PIXEL_FORMAT, |
| 389 | GL_UNSIGNED_BYTE, |
| 390 | uploadPlane); |
| 391 | glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); |
| 392 | return; |
| 393 | } else { |
| 394 | // Make an unpadded copy and upload that instead. Quick profiling showed |
| 395 | // that this is faster than uploading row by row using glTexSubImage2D. |
| 396 | uint8_t *unpaddedPlane = _planeBuffer.get(); |
| 397 | for (size_t y = 0; y < height; ++y) { |
| 398 | memcpy(unpaddedPlane + y * width, plane + y * stride, width); |
| 399 | } |
| 400 | uploadPlane = unpaddedPlane; |
| 401 | } |
| 402 | } |
| 403 | glTexImage2D(GL_TEXTURE_2D, |
| 404 | 0, |
| 405 | RTC_PIXEL_FORMAT, |
| 406 | width, |
| 407 | height, |
| 408 | 0, |
| 409 | RTC_PIXEL_FORMAT, |
| 410 | GL_UNSIGNED_BYTE, |
| 411 | uploadPlane); |
| 412 | } |
| 413 | |
| 414 | - (BOOL)updateTextureDataForFrame:(RTCVideoFrame *)frame { |
| 415 | NSUInteger textureOffset = _currentTextureSet * 3; |
| 416 | NSAssert(textureOffset + 3 <= kNumTextures, @"invalid offset"); |
| 417 | |
| 418 | [self uploadPlane:frame.yPlane |
| 419 | sampler:_ySampler |
| 420 | offset:textureOffset |
| 421 | width:frame.width |
| 422 | height:frame.height |
| 423 | stride:frame.yPitch]; |
| 424 | |
| 425 | [self uploadPlane:frame.uPlane |
| 426 | sampler:_uSampler |
| 427 | offset:textureOffset + 1 |
| 428 | width:frame.chromaWidth |
| 429 | height:frame.chromaHeight |
| 430 | stride:frame.uPitch]; |
| 431 | |
| 432 | [self uploadPlane:frame.vPlane |
| 433 | sampler:_vSampler |
| 434 | offset:textureOffset + 2 |
| 435 | width:frame.chromaWidth |
| 436 | height:frame.chromaHeight |
| 437 | stride:frame.vPitch]; |
| 438 | |
| 439 | _currentTextureSet = (_currentTextureSet + 1) % kNumTextureSets; |
| 440 | return YES; |
| 441 | } |
| 442 | |
| 443 | - (BOOL)setupVertices { |
| 444 | #if !TARGET_OS_IPHONE |
| 445 | NSAssert(!_vertexArray, @"vertex array already set up"); |
| 446 | glGenVertexArrays(1, &_vertexArray); |
| 447 | if (!_vertexArray) { |
| 448 | return NO; |
| 449 | } |
| 450 | glBindVertexArray(_vertexArray); |
| 451 | #endif |
| 452 | NSAssert(!_vertexBuffer, @"vertex buffer already set up"); |
| 453 | glGenBuffers(1, &_vertexBuffer); |
| 454 | if (!_vertexBuffer) { |
| 455 | #if !TARGET_OS_IPHONE |
| 456 | glDeleteVertexArrays(1, &_vertexArray); |
| 457 | _vertexArray = 0; |
| 458 | #endif |
| 459 | return NO; |
| 460 | } |
| 461 | glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer); |
| 462 | glBufferData(GL_ARRAY_BUFFER, sizeof(gVertices), gVertices, GL_DYNAMIC_DRAW); |
| 463 | |
| 464 | // Read position attribute from |gVertices| with size of 2 and stride of 4 |
| 465 | // beginning at the start of the array. The last argument indicates offset |
| 466 | // of data within |gVertices| as supplied to the vertex buffer. |
| 467 | glVertexAttribPointer( |
| 468 | _position, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (void *)0); |
| 469 | glEnableVertexAttribArray(_position); |
| 470 | |
| 471 | // Read texcoord attribute from |gVertices| with size of 2 and stride of 4 |
| 472 | // beginning at the first texcoord in the array. The last argument indicates |
| 473 | // offset of data within |gVertices| as supplied to the vertex buffer. |
| 474 | glVertexAttribPointer(_texcoord, |
| 475 | 2, |
| 476 | GL_FLOAT, |
| 477 | GL_FALSE, |
| 478 | 4 * sizeof(GLfloat), |
| 479 | (void *)(2 * sizeof(GLfloat))); |
| 480 | glEnableVertexAttribArray(_texcoord); |
| 481 | |
| 482 | return YES; |
| 483 | } |
| 484 | |
| 485 | @end |