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1/*
2 *  Copyright 2017 The WebRTC project authors. All Rights Reserved.
3 *
4 *  Use of this source code is governed by a BSD-style license
5 *  that can be found in the LICENSE file in the root of the source
6 *  tree. An additional intellectual property rights grant can be found
7 *  in the file PATENTS.  All contributing project authors may
8 *  be found in the AUTHORS file in the root of the source tree.
9 */
10
11#import "RTCDefaultShader.h"
12
13#if TARGET_OS_IPHONE
14#import <OpenGLES/ES3/gl.h>
15#else
16#import <OpenGL/gl3.h>
17#endif
18
19#import "RTCOpenGLDefines.h"
20#import "RTCShader.h"
21#import "base/RTCLogging.h"
22
23#include "absl/types/optional.h"
24
25static const int kYTextureUnit = 0;
26static const int kUTextureUnit = 1;
27static const int kVTextureUnit = 2;
28static const int kUvTextureUnit = 1;
29
30// Fragment shader converts YUV values from input textures into a final RGB
31// pixel. The conversion formula is from http://www.fourcc.org/fccyvrgb.php.
32static const char kI420FragmentShaderSource[] =
33  SHADER_VERSION
34  "precision highp float;"
35  FRAGMENT_SHADER_IN " vec2 v_texcoord;\n"
36  "uniform lowp sampler2D s_textureY;\n"
37  "uniform lowp sampler2D s_textureU;\n"
38  "uniform lowp sampler2D s_textureV;\n"
39  FRAGMENT_SHADER_OUT
40  "void main() {\n"
41  "    float y, u, v, r, g, b;\n"
42  "    y = " FRAGMENT_SHADER_TEXTURE "(s_textureY, v_texcoord).r;\n"
43  "    u = " FRAGMENT_SHADER_TEXTURE "(s_textureU, v_texcoord).r;\n"
44  "    v = " FRAGMENT_SHADER_TEXTURE "(s_textureV, v_texcoord).r;\n"
45  "    u = u - 0.5;\n"
46  "    v = v - 0.5;\n"
47  "    r = y + 1.403 * v;\n"
48  "    g = y - 0.344 * u - 0.714 * v;\n"
49  "    b = y + 1.770 * u;\n"
50  "    " FRAGMENT_SHADER_COLOR " = vec4(r, g, b, 1.0);\n"
51  "  }\n";
52
53static const char kNV12FragmentShaderSource[] =
54  SHADER_VERSION
55  "precision mediump float;"
56  FRAGMENT_SHADER_IN " vec2 v_texcoord;\n"
57  "uniform lowp sampler2D s_textureY;\n"
58  "uniform lowp sampler2D s_textureUV;\n"
59  FRAGMENT_SHADER_OUT
60  "void main() {\n"
61  "    mediump float y;\n"
62  "    mediump vec2 uv;\n"
63  "    y = " FRAGMENT_SHADER_TEXTURE "(s_textureY, v_texcoord).r;\n"
64  "    uv = " FRAGMENT_SHADER_TEXTURE "(s_textureUV, v_texcoord).ra -\n"
65  "        vec2(0.5, 0.5);\n"
66  "    " FRAGMENT_SHADER_COLOR " = vec4(y + 1.403 * uv.y,\n"
67  "                                     y - 0.344 * uv.x - 0.714 * uv.y,\n"
68  "                                     y + 1.770 * uv.x,\n"
69  "                                     1.0);\n"
70  "  }\n";
71
72@implementation RTCDefaultShader {
73  GLuint _vertexBuffer;
74  GLuint _vertexArray;
75  // Store current rotation and only upload new vertex data when rotation changes.
76  absl::optional<RTCVideoRotation> _currentRotation;
77
78  GLuint _i420Program;
79  GLuint _nv12Program;
80}
81
82- (void)dealloc {
83  glDeleteProgram(_i420Program);
84  glDeleteProgram(_nv12Program);
85  glDeleteBuffers(1, &_vertexBuffer);
86  glDeleteVertexArrays(1, &_vertexArray);
87}
88
89- (BOOL)createAndSetupI420Program {
90  NSAssert(!_i420Program, @"I420 program already created");
91  _i420Program = RTCCreateProgramFromFragmentSource(kI420FragmentShaderSource);
92  if (!_i420Program) {
93    return NO;
94  }
95  GLint ySampler = glGetUniformLocation(_i420Program, "s_textureY");
96  GLint uSampler = glGetUniformLocation(_i420Program, "s_textureU");
97  GLint vSampler = glGetUniformLocation(_i420Program, "s_textureV");
98
99  if (ySampler < 0 || uSampler < 0 || vSampler < 0) {
100    RTCLog(@"Failed to get uniform variable locations in I420 shader");
101    glDeleteProgram(_i420Program);
102    _i420Program = 0;
103    return NO;
104  }
105
106  glUseProgram(_i420Program);
107  glUniform1i(ySampler, kYTextureUnit);
108  glUniform1i(uSampler, kUTextureUnit);
109  glUniform1i(vSampler, kVTextureUnit);
110
111  return YES;
112}
113
114- (BOOL)createAndSetupNV12Program {
115  NSAssert(!_nv12Program, @"NV12 program already created");
116  _nv12Program = RTCCreateProgramFromFragmentSource(kNV12FragmentShaderSource);
117  if (!_nv12Program) {
118    return NO;
119  }
120  GLint ySampler = glGetUniformLocation(_nv12Program, "s_textureY");
121  GLint uvSampler = glGetUniformLocation(_nv12Program, "s_textureUV");
122
123  if (ySampler < 0 || uvSampler < 0) {
124    RTCLog(@"Failed to get uniform variable locations in NV12 shader");
125    glDeleteProgram(_nv12Program);
126    _nv12Program = 0;
127    return NO;
128  }
129
130  glUseProgram(_nv12Program);
131  glUniform1i(ySampler, kYTextureUnit);
132  glUniform1i(uvSampler, kUvTextureUnit);
133
134  return YES;
135}
136
137- (BOOL)prepareVertexBufferWithRotation:(RTCVideoRotation)rotation {
138  if (!_vertexBuffer && !RTCCreateVertexBuffer(&_vertexBuffer, &_vertexArray)) {
139    RTCLog(@"Failed to setup vertex buffer");
140    return NO;
141  }
142#if !TARGET_OS_IPHONE
143  glBindVertexArray(_vertexArray);
144#endif
145  glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
146  if (!_currentRotation || rotation != *_currentRotation) {
147    _currentRotation = absl::optional<RTCVideoRotation>(rotation);
148    RTCSetVertexData(*_currentRotation);
149  }
150  return YES;
151}
152
153- (void)applyShadingForFrameWithWidth:(int)width
154                               height:(int)height
155                             rotation:(RTCVideoRotation)rotation
156                               yPlane:(GLuint)yPlane
157                               uPlane:(GLuint)uPlane
158                               vPlane:(GLuint)vPlane {
159  if (![self prepareVertexBufferWithRotation:rotation]) {
160    return;
161  }
162
163  if (!_i420Program && ![self createAndSetupI420Program]) {
164    RTCLog(@"Failed to setup I420 program");
165    return;
166  }
167
168  glUseProgram(_i420Program);
169
170  glActiveTexture(static_cast<GLenum>(GL_TEXTURE0 + kYTextureUnit));
171  glBindTexture(GL_TEXTURE_2D, yPlane);
172
173  glActiveTexture(static_cast<GLenum>(GL_TEXTURE0 + kUTextureUnit));
174  glBindTexture(GL_TEXTURE_2D, uPlane);
175
176  glActiveTexture(static_cast<GLenum>(GL_TEXTURE0 + kVTextureUnit));
177  glBindTexture(GL_TEXTURE_2D, vPlane);
178
179  glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
180}
181
182- (void)applyShadingForFrameWithWidth:(int)width
183                               height:(int)height
184                             rotation:(RTCVideoRotation)rotation
185                               yPlane:(GLuint)yPlane
186                              uvPlane:(GLuint)uvPlane {
187  if (![self prepareVertexBufferWithRotation:rotation]) {
188    return;
189  }
190
191  if (!_nv12Program && ![self createAndSetupNV12Program]) {
192    RTCLog(@"Failed to setup NV12 shader");
193    return;
194  }
195
196  glUseProgram(_nv12Program);
197
198  glActiveTexture(static_cast<GLenum>(GL_TEXTURE0 + kYTextureUnit));
199  glBindTexture(GL_TEXTURE_2D, yPlane);
200
201  glActiveTexture(static_cast<GLenum>(GL_TEXTURE0 + kUvTextureUnit));
202  glBindTexture(GL_TEXTURE_2D, uvPlane);
203
204  glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
205}
206
207@end
208