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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 17:32:43 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 17:32:43 +0000 |
commit | 6bf0a5cb5034a7e684dcc3500e841785237ce2dd (patch) | |
tree | a68f146d7fa01f0134297619fbe7e33db084e0aa /third_party/libwebrtc/sdk/objc/components/renderer/opengl/RTCShader.mm | |
parent | Initial commit. (diff) | |
download | thunderbird-6bf0a5cb5034a7e684dcc3500e841785237ce2dd.tar.xz thunderbird-6bf0a5cb5034a7e684dcc3500e841785237ce2dd.zip |
Adding upstream version 1:115.7.0.upstream/1%115.7.0upstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to '')
-rw-r--r-- | third_party/libwebrtc/sdk/objc/components/renderer/opengl/RTCShader.mm | 189 |
1 files changed, 189 insertions, 0 deletions
diff --git a/third_party/libwebrtc/sdk/objc/components/renderer/opengl/RTCShader.mm b/third_party/libwebrtc/sdk/objc/components/renderer/opengl/RTCShader.mm new file mode 100644 index 0000000000..8eccd7fbec --- /dev/null +++ b/third_party/libwebrtc/sdk/objc/components/renderer/opengl/RTCShader.mm @@ -0,0 +1,189 @@ +/* + * Copyright 2016 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 "RTCShader.h" + +#if TARGET_OS_IPHONE +#import <OpenGLES/ES3/gl.h> +#else +#import <OpenGL/gl3.h> +#endif + +#include <algorithm> +#include <array> +#include <memory> + +#import "RTCOpenGLDefines.h" + +#include "rtc_base/checks.h" +#include "rtc_base/logging.h" + +// Vertex shader doesn't do anything except pass coordinates through. +const char kRTCVertexShaderSource[] = + 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"; + +// Compiles a shader of the given `type` with GLSL source `source` and returns +// the shader handle or 0 on error. +GLuint RTCCreateShader(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) { + GLint logLength = 0; + // The null termination character is included in the returned log length. + glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &logLength); + if (logLength > 0) { + std::unique_ptr<char[]> compileLog(new char[logLength]); + // The returned string is null terminated. + glGetShaderInfoLog(shader, logLength, NULL, compileLog.get()); + RTC_LOG(LS_ERROR) << "Shader compile error: " << compileLog.get(); + } + 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 RTCCreateProgram(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; +} + +// Creates and links a shader program with the given fragment shader source and +// a plain vertex shader. Returns the program handle or 0 on error. +GLuint RTCCreateProgramFromFragmentSource(const char fragmentShaderSource[]) { + GLuint vertexShader = RTCCreateShader(GL_VERTEX_SHADER, kRTCVertexShaderSource); + RTC_CHECK(vertexShader) << "failed to create vertex shader"; + GLuint fragmentShader = + RTCCreateShader(GL_FRAGMENT_SHADER, fragmentShaderSource); + RTC_CHECK(fragmentShader) << "failed to create fragment shader"; + GLuint program = RTCCreateProgram(vertexShader, fragmentShader); + // Shaders are created only to generate program. + if (vertexShader) { + glDeleteShader(vertexShader); + } + if (fragmentShader) { + glDeleteShader(fragmentShader); + } + + // Set vertex shader variables 'position' and 'texcoord' in program. + GLint position = glGetAttribLocation(program, "position"); + GLint texcoord = glGetAttribLocation(program, "texcoord"); + if (position < 0 || texcoord < 0) { + glDeleteProgram(program); + return 0; + } + + // Read position attribute with size of 2 and stride of 4 beginning at the start of the array. The + // last argument indicates offset of data within the vertex buffer. + glVertexAttribPointer(position, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (void *)0); + glEnableVertexAttribArray(position); + + // Read texcoord attribute with size of 2 and stride of 4 beginning at the first texcoord in the + // array. The last argument indicates offset of data within the vertex buffer. + glVertexAttribPointer( + texcoord, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (void *)(2 * sizeof(GLfloat))); + glEnableVertexAttribArray(texcoord); + + return program; +} + +BOOL RTCCreateVertexBuffer(GLuint *vertexBuffer, GLuint *vertexArray) { +#if !TARGET_OS_IPHONE + glGenVertexArrays(1, vertexArray); + if (*vertexArray == 0) { + return NO; + } + glBindVertexArray(*vertexArray); +#endif + glGenBuffers(1, vertexBuffer); + if (*vertexBuffer == 0) { + glDeleteVertexArrays(1, vertexArray); + return NO; + } + glBindBuffer(GL_ARRAY_BUFFER, *vertexBuffer); + glBufferData(GL_ARRAY_BUFFER, 4 * 4 * sizeof(GLfloat), NULL, GL_DYNAMIC_DRAW); + return YES; +} + +// Set vertex data to the currently bound vertex buffer. +void RTCSetVertexData(RTCVideoRotation rotation) { + // 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. + std::array<std::array<GLfloat, 2>, 4> UVCoords = {{ + {{0, 1}}, // Lower left. + {{1, 1}}, // Lower right. + {{1, 0}}, // Upper right. + {{0, 0}}, // Upper left. + }}; + + // Rotate the UV coordinates. + int rotation_offset; + switch (rotation) { + case RTCVideoRotation_0: + rotation_offset = 0; + break; + case RTCVideoRotation_90: + rotation_offset = 1; + break; + case RTCVideoRotation_180: + rotation_offset = 2; + break; + case RTCVideoRotation_270: + rotation_offset = 3; + break; + } + std::rotate(UVCoords.begin(), UVCoords.begin() + rotation_offset, + UVCoords.end()); + + const GLfloat gVertices[] = { + // X, Y, U, V. + -1, -1, UVCoords[0][0], UVCoords[0][1], + 1, -1, UVCoords[1][0], UVCoords[1][1], + 1, 1, UVCoords[2][0], UVCoords[2][1], + -1, 1, UVCoords[3][0], UVCoords[3][1], + }; + + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(gVertices), gVertices); +} |