webrtc/webrtc/sdk/objc/Framework/Classes/Video/RTCDefaultShader.mm
magjed 13941912b1 ObjC: Add interface for injecting custom shaders in video views
This CL adds a way for external clients to inject their own OpenGL(ES)
shaders to RTCEAGLVideoView/RTCNSGLVideoView. The shader interface
takes textures as arguments, and not RTCVideoFrame, so that
implementations only has to deal with actual OpenGL rendering, and not
converting frames into textures.

This CL also moves the internal shader code around a bit. The current
RTCShader interface with the implementations RTCI420Shader and
RTCNativeNV12Shader are removed. RTCEAGLVideoView and RTCNSGLVideoView
will be responsible for uploading the frames to textures instead
using the helper classes RTCI420TextureCache and RTCNV12TextureCache.
They then call the shader implementation with these textures. The
rendering code that used to be in RTCI420Shader and RTCNativeNV12Shader
have been merged into one RTCDefaultShaderDelegate class.

BUG=webrtc:7473

Review-Url: https://codereview.webrtc.org/2869143002
Cr-Commit-Position: refs/heads/master@{#18326}
2017-05-30 13:11:58 +00:00

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6.2 KiB
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/*
* 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"
#if TARGET_OS_IPHONE
#import <OpenGLES/ES3/gl.h>
#else
#import <OpenGL/gl3.h>
#endif
#import "RTCOpenGLDefines.h"
#import "RTCShader.h"
#import "WebRTC/RTCLogging.h"
#include "webrtc/base/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.
rtc::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;
}
#if !TARGET_OS_IPHONE
glBindVertexArray(_vertexArray);
#endif
glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
if (!_currentRotation || rotation != *_currentRotation) {
_currentRotation = rtc::Optional<RTCVideoRotation>(rotation);
RTCSetVertexData(*_currentRotation);
}
return YES;
}
- (void)applyShadingForFrameWithRotation:(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)applyShadingForFrameWithRotation:(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