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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-19 00:47:55 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-19 00:47:55 +0000 |
commit | 26a029d407be480d791972afb5975cf62c9360a6 (patch) | |
tree | f435a8308119effd964b339f76abb83a57c29483 /third_party/libwebrtc/sdk/objc/components/renderer/opengl/RTCDefaultShader.mm | |
parent | Initial commit. (diff) | |
download | firefox-26a029d407be480d791972afb5975cf62c9360a6.tar.xz firefox-26a029d407be480d791972afb5975cf62c9360a6.zip |
Adding upstream version 124.0.1.upstream/124.0.1
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'third_party/libwebrtc/sdk/objc/components/renderer/opengl/RTCDefaultShader.mm')
-rw-r--r-- | third_party/libwebrtc/sdk/objc/components/renderer/opengl/RTCDefaultShader.mm | 201 |
1 files changed, 201 insertions, 0 deletions
diff --git a/third_party/libwebrtc/sdk/objc/components/renderer/opengl/RTCDefaultShader.mm b/third_party/libwebrtc/sdk/objc/components/renderer/opengl/RTCDefaultShader.mm new file mode 100644 index 0000000000..9d686f625c --- /dev/null +++ b/third_party/libwebrtc/sdk/objc/components/renderer/opengl/RTCDefaultShader.mm @@ -0,0 +1,201 @@ +/* + * 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" + +#import <OpenGLES/ES3/gl.h> + +#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; + } + + 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 |