/* * 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 #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 _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(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(GL_TEXTURE0 + kYTextureUnit)); glBindTexture(GL_TEXTURE_2D, yPlane); glActiveTexture(static_cast(GL_TEXTURE0 + kUTextureUnit)); glBindTexture(GL_TEXTURE_2D, uPlane); glActiveTexture(static_cast(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(GL_TEXTURE0 + kYTextureUnit)); glBindTexture(GL_TEXTURE_2D, yPlane); glActiveTexture(static_cast(GL_TEXTURE0 + kUvTextureUnit)); glBindTexture(GL_TEXTURE_2D, uvPlane); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); } @end