1 /* 2 * Copyright 2015 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 package org.webrtc; 12 13 import android.graphics.Matrix; 14 import android.opengl.GLES20; 15 import android.opengl.GLException; 16 import androidx.annotation.Nullable; 17 import java.nio.ByteBuffer; 18 import org.webrtc.VideoFrame.I420Buffer; 19 import org.webrtc.VideoFrame.TextureBuffer; 20 21 /** 22 * Class for converting OES textures to a YUV ByteBuffer. It can be constructed on any thread, but 23 * should only be operated from a single thread with an active EGL context. 24 */ 25 public final class YuvConverter { 26 private static final String TAG = "YuvConverter"; 27 28 private static final String FRAGMENT_SHADER = 29 // Difference in texture coordinate corresponding to one 30 // sub-pixel in the x direction. 31 "uniform vec2 xUnit;\n" 32 // Color conversion coefficients, including constant term 33 + "uniform vec4 coeffs;\n" 34 + "\n" 35 + "void main() {\n" 36 // Since the alpha read from the texture is always 1, this could 37 // be written as a mat4 x vec4 multiply. However, that seems to 38 // give a worse framerate, possibly because the additional 39 // multiplies by 1.0 consume resources. 40 + " gl_FragColor.r = coeffs.a + dot(coeffs.rgb,\n" 41 + " sample(tc - 1.5 * xUnit).rgb);\n" 42 + " gl_FragColor.g = coeffs.a + dot(coeffs.rgb,\n" 43 + " sample(tc - 0.5 * xUnit).rgb);\n" 44 + " gl_FragColor.b = coeffs.a + dot(coeffs.rgb,\n" 45 + " sample(tc + 0.5 * xUnit).rgb);\n" 46 + " gl_FragColor.a = coeffs.a + dot(coeffs.rgb,\n" 47 + " sample(tc + 1.5 * xUnit).rgb);\n" 48 + "}\n"; 49 50 private static class ShaderCallbacks implements GlGenericDrawer.ShaderCallbacks { 51 // Y'UV444 to RGB888, see https://en.wikipedia.org/wiki/YUV#Y%E2%80%B2UV444_to_RGB888_conversion 52 // We use the ITU-R BT.601 coefficients for Y, U and V. 53 // The values in Wikipedia are inaccurate, the accurate values derived from the spec are: 54 // Y = 0.299 * R + 0.587 * G + 0.114 * B 55 // U = -0.168736 * R - 0.331264 * G + 0.5 * B + 0.5 56 // V = 0.5 * R - 0.418688 * G - 0.0813124 * B + 0.5 57 // To map the Y-values to range [16-235] and U- and V-values to range [16-240], the matrix has 58 // been multiplied with matrix: 59 // {{219 / 255, 0, 0, 16 / 255}, 60 // {0, 224 / 255, 0, 16 / 255}, 61 // {0, 0, 224 / 255, 16 / 255}, 62 // {0, 0, 0, 1}} 63 private static final float[] yCoeffs = 64 new float[] {0.256788f, 0.504129f, 0.0979059f, 0.0627451f}; 65 private static final float[] uCoeffs = 66 new float[] {-0.148223f, -0.290993f, 0.439216f, 0.501961f}; 67 private static final float[] vCoeffs = 68 new float[] {0.439216f, -0.367788f, -0.0714274f, 0.501961f}; 69 70 private int xUnitLoc; 71 private int coeffsLoc; 72 73 private float[] coeffs; 74 private float stepSize; 75 setPlaneY()76 public void setPlaneY() { 77 coeffs = yCoeffs; 78 stepSize = 1.0f; 79 } 80 setPlaneU()81 public void setPlaneU() { 82 coeffs = uCoeffs; 83 stepSize = 2.0f; 84 } 85 setPlaneV()86 public void setPlaneV() { 87 coeffs = vCoeffs; 88 stepSize = 2.0f; 89 } 90 91 @Override onNewShader(GlShader shader)92 public void onNewShader(GlShader shader) { 93 xUnitLoc = shader.getUniformLocation("xUnit"); 94 coeffsLoc = shader.getUniformLocation("coeffs"); 95 } 96 97 @Override onPrepareShader(GlShader shader, float[] texMatrix, int frameWidth, int frameHeight, int viewportWidth, int viewportHeight)98 public void onPrepareShader(GlShader shader, float[] texMatrix, int frameWidth, int frameHeight, 99 int viewportWidth, int viewportHeight) { 100 GLES20.glUniform4fv(coeffsLoc, /* count= */ 1, coeffs, /* offset= */ 0); 101 // Matrix * (1;0;0;0) / (width / stepSize). Note that OpenGL uses column major order. 102 GLES20.glUniform2f( 103 xUnitLoc, stepSize * texMatrix[0] / frameWidth, stepSize * texMatrix[1] / frameWidth); 104 } 105 } 106 107 private final ThreadUtils.ThreadChecker threadChecker = new ThreadUtils.ThreadChecker(); 108 private final GlTextureFrameBuffer i420TextureFrameBuffer = 109 new GlTextureFrameBuffer(GLES20.GL_RGBA); 110 private final ShaderCallbacks shaderCallbacks = new ShaderCallbacks(); 111 private final GlGenericDrawer drawer = new GlGenericDrawer(FRAGMENT_SHADER, shaderCallbacks); 112 private final VideoFrameDrawer videoFrameDrawer; 113 114 /** 115 * This class should be constructed on a thread that has an active EGL context. 116 */ YuvConverter()117 public YuvConverter() { 118 this(new VideoFrameDrawer()); 119 } 120 YuvConverter(VideoFrameDrawer videoFrameDrawer)121 public YuvConverter(VideoFrameDrawer videoFrameDrawer) { 122 this.videoFrameDrawer = videoFrameDrawer; 123 threadChecker.detachThread(); 124 } 125 126 /** Converts the texture buffer to I420. */ 127 @Nullable convert(TextureBuffer inputTextureBuffer)128 public I420Buffer convert(TextureBuffer inputTextureBuffer) { 129 try { 130 return convertInternal(inputTextureBuffer); 131 } catch (GLException e) { 132 Logging.w(TAG, "Failed to convert TextureBuffer", e); 133 } 134 return null; 135 } 136 convertInternal(TextureBuffer inputTextureBuffer)137 private I420Buffer convertInternal(TextureBuffer inputTextureBuffer) { 138 TextureBuffer preparedBuffer = (TextureBuffer) videoFrameDrawer.prepareBufferForViewportSize( 139 inputTextureBuffer, inputTextureBuffer.getWidth(), inputTextureBuffer.getHeight()); 140 141 // We draw into a buffer laid out like 142 // 143 // +---------+ 144 // | | 145 // | Y | 146 // | | 147 // | | 148 // +----+----+ 149 // | U | V | 150 // | | | 151 // +----+----+ 152 // 153 // In memory, we use the same stride for all of Y, U and V. The 154 // U data starts at offset `height` * `stride` from the Y data, 155 // and the V data starts at at offset |stride/2| from the U 156 // data, with rows of U and V data alternating. 157 // 158 // Now, it would have made sense to allocate a pixel buffer with 159 // a single byte per pixel (EGL10.EGL_COLOR_BUFFER_TYPE, 160 // EGL10.EGL_LUMINANCE_BUFFER,), but that seems to be 161 // unsupported by devices. So do the following hack: Allocate an 162 // RGBA buffer, of width `stride`/4. To render each of these 163 // large pixels, sample the texture at 4 different x coordinates 164 // and store the results in the four components. 165 // 166 // Since the V data needs to start on a boundary of such a 167 // larger pixel, it is not sufficient that `stride` is even, it 168 // has to be a multiple of 8 pixels. 169 final int frameWidth = preparedBuffer.getWidth(); 170 final int frameHeight = preparedBuffer.getHeight(); 171 final int stride = ((frameWidth + 7) / 8) * 8; 172 final int uvHeight = (frameHeight + 1) / 2; 173 // Total height of the combined memory layout. 174 final int totalHeight = frameHeight + uvHeight; 175 final ByteBuffer i420ByteBuffer = JniCommon.nativeAllocateByteBuffer(stride * totalHeight); 176 // Viewport width is divided by four since we are squeezing in four color bytes in each RGBA 177 // pixel. 178 final int viewportWidth = stride / 4; 179 180 // Produce a frame buffer starting at top-left corner, not bottom-left. 181 final Matrix renderMatrix = new Matrix(); 182 renderMatrix.preTranslate(0.5f, 0.5f); 183 renderMatrix.preScale(1f, -1f); 184 renderMatrix.preTranslate(-0.5f, -0.5f); 185 186 i420TextureFrameBuffer.setSize(viewportWidth, totalHeight); 187 188 // Bind our framebuffer. 189 GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, i420TextureFrameBuffer.getFrameBufferId()); 190 GlUtil.checkNoGLES2Error("glBindFramebuffer"); 191 192 // Draw Y. 193 shaderCallbacks.setPlaneY(); 194 VideoFrameDrawer.drawTexture(drawer, preparedBuffer, renderMatrix, frameWidth, frameHeight, 195 /* viewportX= */ 0, /* viewportY= */ 0, viewportWidth, 196 /* viewportHeight= */ frameHeight); 197 198 // Draw U. 199 shaderCallbacks.setPlaneU(); 200 VideoFrameDrawer.drawTexture(drawer, preparedBuffer, renderMatrix, frameWidth, frameHeight, 201 /* viewportX= */ 0, /* viewportY= */ frameHeight, viewportWidth / 2, 202 /* viewportHeight= */ uvHeight); 203 204 // Draw V. 205 shaderCallbacks.setPlaneV(); 206 VideoFrameDrawer.drawTexture(drawer, preparedBuffer, renderMatrix, frameWidth, frameHeight, 207 /* viewportX= */ viewportWidth / 2, /* viewportY= */ frameHeight, viewportWidth / 2, 208 /* viewportHeight= */ uvHeight); 209 210 GLES20.glReadPixels(0, 0, i420TextureFrameBuffer.getWidth(), i420TextureFrameBuffer.getHeight(), 211 GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, i420ByteBuffer); 212 213 GlUtil.checkNoGLES2Error("YuvConverter.convert"); 214 215 // Restore normal framebuffer. 216 GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0); 217 218 // Prepare Y, U, and V ByteBuffer slices. 219 final int yPos = 0; 220 final int uPos = yPos + stride * frameHeight; 221 // Rows of U and V alternate in the buffer, so V data starts after the first row of U. 222 final int vPos = uPos + stride / 2; 223 224 i420ByteBuffer.position(yPos); 225 i420ByteBuffer.limit(yPos + stride * frameHeight); 226 final ByteBuffer dataY = i420ByteBuffer.slice(); 227 228 i420ByteBuffer.position(uPos); 229 // The last row does not have padding. 230 final int uvSize = stride * (uvHeight - 1) + stride / 2; 231 i420ByteBuffer.limit(uPos + uvSize); 232 final ByteBuffer dataU = i420ByteBuffer.slice(); 233 234 i420ByteBuffer.position(vPos); 235 i420ByteBuffer.limit(vPos + uvSize); 236 final ByteBuffer dataV = i420ByteBuffer.slice(); 237 238 preparedBuffer.release(); 239 240 return JavaI420Buffer.wrap(frameWidth, frameHeight, dataY, stride, dataU, stride, dataV, stride, 241 () -> { JniCommon.nativeFreeByteBuffer(i420ByteBuffer); }); 242 } 243 release()244 public void release() { 245 threadChecker.checkIsOnValidThread(); 246 drawer.release(); 247 i420TextureFrameBuffer.release(); 248 videoFrameDrawer.release(); 249 // Allow this class to be reused. 250 threadChecker.detachThread(); 251 } 252 } 253