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+/*
+ * Copyright 2015 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.
+ */
+
+package org.webrtc;
+
+import android.graphics.Matrix;
+import android.opengl.GLES20;
+import android.opengl.GLException;
+import androidx.annotation.Nullable;
+import java.nio.ByteBuffer;
+import org.webrtc.VideoFrame.I420Buffer;
+import org.webrtc.VideoFrame.TextureBuffer;
+
+/**
+ * Class for converting OES textures to a YUV ByteBuffer. It can be constructed on any thread, but
+ * should only be operated from a single thread with an active EGL context.
+ */
+public final class YuvConverter {
+ private static final String TAG = "YuvConverter";
+
+ private static final String FRAGMENT_SHADER =
+ // Difference in texture coordinate corresponding to one
+ // sub-pixel in the x direction.
+ "uniform vec2 xUnit;\n"
+ // Color conversion coefficients, including constant term
+ + "uniform vec4 coeffs;\n"
+ + "\n"
+ + "void main() {\n"
+ // Since the alpha read from the texture is always 1, this could
+ // be written as a mat4 x vec4 multiply. However, that seems to
+ // give a worse framerate, possibly because the additional
+ // multiplies by 1.0 consume resources.
+ + " gl_FragColor.r = coeffs.a + dot(coeffs.rgb,\n"
+ + " sample(tc - 1.5 * xUnit).rgb);\n"
+ + " gl_FragColor.g = coeffs.a + dot(coeffs.rgb,\n"
+ + " sample(tc - 0.5 * xUnit).rgb);\n"
+ + " gl_FragColor.b = coeffs.a + dot(coeffs.rgb,\n"
+ + " sample(tc + 0.5 * xUnit).rgb);\n"
+ + " gl_FragColor.a = coeffs.a + dot(coeffs.rgb,\n"
+ + " sample(tc + 1.5 * xUnit).rgb);\n"
+ + "}\n";
+
+ private static class ShaderCallbacks implements GlGenericDrawer.ShaderCallbacks {
+ // Y'UV444 to RGB888, see https://en.wikipedia.org/wiki/YUV#Y%E2%80%B2UV444_to_RGB888_conversion
+ // We use the ITU-R BT.601 coefficients for Y, U and V.
+ // The values in Wikipedia are inaccurate, the accurate values derived from the spec are:
+ // Y = 0.299 * R + 0.587 * G + 0.114 * B
+ // U = -0.168736 * R - 0.331264 * G + 0.5 * B + 0.5
+ // V = 0.5 * R - 0.418688 * G - 0.0813124 * B + 0.5
+ // To map the Y-values to range [16-235] and U- and V-values to range [16-240], the matrix has
+ // been multiplied with matrix:
+ // {{219 / 255, 0, 0, 16 / 255},
+ // {0, 224 / 255, 0, 16 / 255},
+ // {0, 0, 224 / 255, 16 / 255},
+ // {0, 0, 0, 1}}
+ private static final float[] yCoeffs =
+ new float[] {0.256788f, 0.504129f, 0.0979059f, 0.0627451f};
+ private static final float[] uCoeffs =
+ new float[] {-0.148223f, -0.290993f, 0.439216f, 0.501961f};
+ private static final float[] vCoeffs =
+ new float[] {0.439216f, -0.367788f, -0.0714274f, 0.501961f};
+
+ private int xUnitLoc;
+ private int coeffsLoc;
+
+ private float[] coeffs;
+ private float stepSize;
+
+ public void setPlaneY() {
+ coeffs = yCoeffs;
+ stepSize = 1.0f;
+ }
+
+ public void setPlaneU() {
+ coeffs = uCoeffs;
+ stepSize = 2.0f;
+ }
+
+ public void setPlaneV() {
+ coeffs = vCoeffs;
+ stepSize = 2.0f;
+ }
+
+ @Override
+ public void onNewShader(GlShader shader) {
+ xUnitLoc = shader.getUniformLocation("xUnit");
+ coeffsLoc = shader.getUniformLocation("coeffs");
+ }
+
+ @Override
+ public void onPrepareShader(GlShader shader, float[] texMatrix, int frameWidth, int frameHeight,
+ int viewportWidth, int viewportHeight) {
+ GLES20.glUniform4fv(coeffsLoc, /* count= */ 1, coeffs, /* offset= */ 0);
+ // Matrix * (1;0;0;0) / (width / stepSize). Note that OpenGL uses column major order.
+ GLES20.glUniform2f(
+ xUnitLoc, stepSize * texMatrix[0] / frameWidth, stepSize * texMatrix[1] / frameWidth);
+ }
+ }
+
+ private final ThreadUtils.ThreadChecker threadChecker = new ThreadUtils.ThreadChecker();
+ private final GlTextureFrameBuffer i420TextureFrameBuffer =
+ new GlTextureFrameBuffer(GLES20.GL_RGBA);
+ private final ShaderCallbacks shaderCallbacks = new ShaderCallbacks();
+ private final GlGenericDrawer drawer = new GlGenericDrawer(FRAGMENT_SHADER, shaderCallbacks);
+ private final VideoFrameDrawer videoFrameDrawer;
+
+ /**
+ * This class should be constructed on a thread that has an active EGL context.
+ */
+ public YuvConverter() {
+ this(new VideoFrameDrawer());
+ }
+
+ public YuvConverter(VideoFrameDrawer videoFrameDrawer) {
+ this.videoFrameDrawer = videoFrameDrawer;
+ threadChecker.detachThread();
+ }
+
+ /** Converts the texture buffer to I420. */
+ @Nullable
+ public I420Buffer convert(TextureBuffer inputTextureBuffer) {
+ try {
+ return convertInternal(inputTextureBuffer);
+ } catch (GLException e) {
+ Logging.w(TAG, "Failed to convert TextureBuffer", e);
+ }
+ return null;
+ }
+
+ private I420Buffer convertInternal(TextureBuffer inputTextureBuffer) {
+ TextureBuffer preparedBuffer = (TextureBuffer) videoFrameDrawer.prepareBufferForViewportSize(
+ inputTextureBuffer, inputTextureBuffer.getWidth(), inputTextureBuffer.getHeight());
+
+ // We draw into a buffer laid out like
+ //
+ // +---------+
+ // | |
+ // | Y |
+ // | |
+ // | |
+ // +----+----+
+ // | U | V |
+ // | | |
+ // +----+----+
+ //
+ // In memory, we use the same stride for all of Y, U and V. The
+ // U data starts at offset `height` * `stride` from the Y data,
+ // and the V data starts at at offset |stride/2| from the U
+ // data, with rows of U and V data alternating.
+ //
+ // Now, it would have made sense to allocate a pixel buffer with
+ // a single byte per pixel (EGL10.EGL_COLOR_BUFFER_TYPE,
+ // EGL10.EGL_LUMINANCE_BUFFER,), but that seems to be
+ // unsupported by devices. So do the following hack: Allocate an
+ // RGBA buffer, of width `stride`/4. To render each of these
+ // large pixels, sample the texture at 4 different x coordinates
+ // and store the results in the four components.
+ //
+ // Since the V data needs to start on a boundary of such a
+ // larger pixel, it is not sufficient that `stride` is even, it
+ // has to be a multiple of 8 pixels.
+ final int frameWidth = preparedBuffer.getWidth();
+ final int frameHeight = preparedBuffer.getHeight();
+ final int stride = ((frameWidth + 7) / 8) * 8;
+ final int uvHeight = (frameHeight + 1) / 2;
+ // Total height of the combined memory layout.
+ final int totalHeight = frameHeight + uvHeight;
+ final ByteBuffer i420ByteBuffer = JniCommon.nativeAllocateByteBuffer(stride * totalHeight);
+ // Viewport width is divided by four since we are squeezing in four color bytes in each RGBA
+ // pixel.
+ final int viewportWidth = stride / 4;
+
+ // Produce a frame buffer starting at top-left corner, not bottom-left.
+ final Matrix renderMatrix = new Matrix();
+ renderMatrix.preTranslate(0.5f, 0.5f);
+ renderMatrix.preScale(1f, -1f);
+ renderMatrix.preTranslate(-0.5f, -0.5f);
+
+ i420TextureFrameBuffer.setSize(viewportWidth, totalHeight);
+
+ // Bind our framebuffer.
+ GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, i420TextureFrameBuffer.getFrameBufferId());
+ GlUtil.checkNoGLES2Error("glBindFramebuffer");
+
+ // Draw Y.
+ shaderCallbacks.setPlaneY();
+ VideoFrameDrawer.drawTexture(drawer, preparedBuffer, renderMatrix, frameWidth, frameHeight,
+ /* viewportX= */ 0, /* viewportY= */ 0, viewportWidth,
+ /* viewportHeight= */ frameHeight);
+
+ // Draw U.
+ shaderCallbacks.setPlaneU();
+ VideoFrameDrawer.drawTexture(drawer, preparedBuffer, renderMatrix, frameWidth, frameHeight,
+ /* viewportX= */ 0, /* viewportY= */ frameHeight, viewportWidth / 2,
+ /* viewportHeight= */ uvHeight);
+
+ // Draw V.
+ shaderCallbacks.setPlaneV();
+ VideoFrameDrawer.drawTexture(drawer, preparedBuffer, renderMatrix, frameWidth, frameHeight,
+ /* viewportX= */ viewportWidth / 2, /* viewportY= */ frameHeight, viewportWidth / 2,
+ /* viewportHeight= */ uvHeight);
+
+ GLES20.glReadPixels(0, 0, i420TextureFrameBuffer.getWidth(), i420TextureFrameBuffer.getHeight(),
+ GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, i420ByteBuffer);
+
+ GlUtil.checkNoGLES2Error("YuvConverter.convert");
+
+ // Restore normal framebuffer.
+ GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
+
+ // Prepare Y, U, and V ByteBuffer slices.
+ final int yPos = 0;
+ final int uPos = yPos + stride * frameHeight;
+ // Rows of U and V alternate in the buffer, so V data starts after the first row of U.
+ final int vPos = uPos + stride / 2;
+
+ i420ByteBuffer.position(yPos);
+ i420ByteBuffer.limit(yPos + stride * frameHeight);
+ final ByteBuffer dataY = i420ByteBuffer.slice();
+
+ i420ByteBuffer.position(uPos);
+ // The last row does not have padding.
+ final int uvSize = stride * (uvHeight - 1) + stride / 2;
+ i420ByteBuffer.limit(uPos + uvSize);
+ final ByteBuffer dataU = i420ByteBuffer.slice();
+
+ i420ByteBuffer.position(vPos);
+ i420ByteBuffer.limit(vPos + uvSize);
+ final ByteBuffer dataV = i420ByteBuffer.slice();
+
+ preparedBuffer.release();
+
+ return JavaI420Buffer.wrap(frameWidth, frameHeight, dataY, stride, dataU, stride, dataV, stride,
+ () -> { JniCommon.nativeFreeByteBuffer(i420ByteBuffer); });
+ }
+
+ public void release() {
+ threadChecker.checkIsOnValidThread();
+ drawer.release();
+ i420TextureFrameBuffer.release();
+ videoFrameDrawer.release();
+ // Allow this class to be reused.
+ threadChecker.detachThread();
+ }
+}