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This CL introduced 2 new macros that affect the WebRTC OBJC API symbols: - RTC_OBJC_TYPE_PREFIX: Macro used to prepend a prefix to the API types that are exported with RTC_OBJC_EXPORT. Clients can patch the definition of this macro locally and build WebRTC.framework with their own prefix in case symbol clashing is a problem. This macro must only be defined by changing the value in sdk/objc/base/RTCMacros.h and not on via compiler flag to ensure it has a unique value. - RCT_OBJC_TYPE: Macro used internally to reference API types. Declaring an API type without using this macro will not include the declared type in the set of types that will be affected by the configurable RTC_OBJC_TYPE_PREFIX. Manual changes: https://webrtc-review.googlesource.com/c/src/+/173781/5..10 The auto-generated changes in PS#5 have been done with: https://webrtc-review.googlesource.com/c/src/+/174061. Bug: None Change-Id: I0d54ca94db764fb3b6cb4365873f79e14cd879b8 Reviewed-on: https://webrtc-review.googlesource.com/c/src/+/173781 Commit-Queue: Mirko Bonadei <mbonadei@webrtc.org> Reviewed-by: Karl Wiberg <kwiberg@webrtc.org> Reviewed-by: Kári Helgason <kthelgason@webrtc.org> Cr-Commit-Position: refs/heads/master@{#31153}
157 lines
4.8 KiB
Text
157 lines
4.8 KiB
Text
/*
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* Copyright 2017 The WebRTC project authors. All Rights Reserved.
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*
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* Use of this source code is governed by a BSD-style license
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* that can be found in the LICENSE file in the root of the source
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* tree. An additional intellectual property rights grant can be found
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* in the file PATENTS. All contributing project authors may
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* be found in the AUTHORS file in the root of the source tree.
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*/
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#import "RTCI420TextureCache.h"
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#if TARGET_OS_IPHONE
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#import <OpenGLES/ES3/gl.h>
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#else
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#import <OpenGL/gl3.h>
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#endif
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#import "base/RTCI420Buffer.h"
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#import "base/RTCVideoFrameBuffer.h"
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#include <vector>
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// Two sets of 3 textures are used here, one for each of the Y, U and V planes. Having two sets
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// alleviates CPU blockage in the event that the GPU is asked to render to a texture that is already
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// in use.
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static const GLsizei kNumTextureSets = 2;
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static const GLsizei kNumTexturesPerSet = 3;
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static const GLsizei kNumTextures = kNumTexturesPerSet * kNumTextureSets;
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@implementation RTCI420TextureCache {
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BOOL _hasUnpackRowLength;
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GLint _currentTextureSet;
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// Handles for OpenGL constructs.
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GLuint _textures[kNumTextures];
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// Used to create a non-padded plane for GPU upload when we receive padded frames.
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std::vector<uint8_t> _planeBuffer;
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}
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- (GLuint)yTexture {
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return _textures[_currentTextureSet * kNumTexturesPerSet];
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}
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- (GLuint)uTexture {
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return _textures[_currentTextureSet * kNumTexturesPerSet + 1];
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}
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- (GLuint)vTexture {
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return _textures[_currentTextureSet * kNumTexturesPerSet + 2];
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}
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- (instancetype)initWithContext:(GlContextType *)context {
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if (self = [super init]) {
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#if TARGET_OS_IPHONE
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_hasUnpackRowLength = (context.API == kEAGLRenderingAPIOpenGLES3);
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#else
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_hasUnpackRowLength = YES;
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#endif
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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[self setupTextures];
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}
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return self;
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}
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- (void)dealloc {
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glDeleteTextures(kNumTextures, _textures);
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}
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- (void)setupTextures {
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glGenTextures(kNumTextures, _textures);
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// Set parameters for each of the textures we created.
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for (GLsizei i = 0; i < kNumTextures; i++) {
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glBindTexture(GL_TEXTURE_2D, _textures[i]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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}
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}
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- (void)uploadPlane:(const uint8_t *)plane
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texture:(GLuint)texture
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width:(size_t)width
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height:(size_t)height
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stride:(int32_t)stride {
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glBindTexture(GL_TEXTURE_2D, texture);
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const uint8_t *uploadPlane = plane;
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if ((size_t)stride != width) {
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if (_hasUnpackRowLength) {
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// GLES3 allows us to specify stride.
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glPixelStorei(GL_UNPACK_ROW_LENGTH, stride);
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glTexImage2D(GL_TEXTURE_2D,
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0,
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RTC_PIXEL_FORMAT,
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static_cast<GLsizei>(width),
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static_cast<GLsizei>(height),
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0,
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RTC_PIXEL_FORMAT,
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GL_UNSIGNED_BYTE,
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uploadPlane);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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return;
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} else {
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// Make an unpadded copy and upload that instead. Quick profiling showed
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// that this is faster than uploading row by row using glTexSubImage2D.
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uint8_t *unpaddedPlane = _planeBuffer.data();
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for (size_t y = 0; y < height; ++y) {
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memcpy(unpaddedPlane + y * width, plane + y * stride, width);
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}
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uploadPlane = unpaddedPlane;
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}
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}
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glTexImage2D(GL_TEXTURE_2D,
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0,
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RTC_PIXEL_FORMAT,
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static_cast<GLsizei>(width),
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static_cast<GLsizei>(height),
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0,
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RTC_PIXEL_FORMAT,
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GL_UNSIGNED_BYTE,
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uploadPlane);
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}
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- (void)uploadFrameToTextures:(RTC_OBJC_TYPE(RTCVideoFrame) *)frame {
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_currentTextureSet = (_currentTextureSet + 1) % kNumTextureSets;
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id<RTC_OBJC_TYPE(RTCI420Buffer)> buffer = [frame.buffer toI420];
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const int chromaWidth = buffer.chromaWidth;
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const int chromaHeight = buffer.chromaHeight;
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if (buffer.strideY != frame.width || buffer.strideU != chromaWidth ||
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buffer.strideV != chromaWidth) {
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_planeBuffer.resize(buffer.width * buffer.height);
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}
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[self uploadPlane:buffer.dataY
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texture:self.yTexture
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width:buffer.width
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height:buffer.height
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stride:buffer.strideY];
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[self uploadPlane:buffer.dataU
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texture:self.uTexture
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width:chromaWidth
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height:chromaHeight
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stride:buffer.strideU];
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[self uploadPlane:buffer.dataV
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texture:self.vTexture
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width:chromaWidth
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height:chromaHeight
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stride:buffer.strideV];
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}
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@end
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