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/*
* libjingle
* Copyright 2015 Google Inc.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright notice,
* this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
* 3. The name of the author may not be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR IMPLIED
* WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
* EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package org.webrtc;
import android.graphics.SurfaceTexture;
import android.opengl.GLES11Ext;
import android.opengl.GLES20;
import android.os.Build;
import android.os.Handler;
import android.os.HandlerThread;
import android.os.SystemClock;
import java.nio.ByteBuffer;
import java.nio.FloatBuffer;
import java.util.concurrent.Callable;
import java.util.concurrent.CountDownLatch;
import java.util.concurrent.TimeUnit;
/**
* Helper class to create and synchronize access to a SurfaceTexture. The caller will get notified
* of new frames in onTextureFrameAvailable(), and should call returnTextureFrame() when done with
* the frame. Only one texture frame can be in flight at once, so returnTextureFrame() must be
* called in order to receive a new frame. Call disconnect() to stop receiveing new frames and
* release all resources.
* Note that there is a C++ counter part of this class that optionally can be used. It is used for
* wrapping texture frames into webrtc::VideoFrames and also handles calling returnTextureFrame()
* when the webrtc::VideoFrame is no longer used.
*/
class SurfaceTextureHelper {
private static final String TAG = "SurfaceTextureHelper";
/**
* Callback interface for being notified that a new texture frame is available. The calls will be
* made on a dedicated thread with a bound EGLContext. The thread will be the same throughout the
* lifetime of the SurfaceTextureHelper instance, but different from the thread calling the
* SurfaceTextureHelper constructor. The callee is not allowed to make another EGLContext current
* on the calling thread.
*/
public interface OnTextureFrameAvailableListener {
abstract void onTextureFrameAvailable(
int oesTextureId, float[] transformMatrix, long timestampNs);
}
public static SurfaceTextureHelper create(EglBase.Context sharedContext) {
return create(sharedContext, null);
}
/**
* Construct a new SurfaceTextureHelper sharing OpenGL resources with |sharedContext|. If
* |handler| is non-null, the callback will be executed on that handler's thread. If |handler| is
* null, a dedicated private thread is created for the callbacks.
*/
public static SurfaceTextureHelper create(final EglBase.Context sharedContext,
final Handler handler) {
final Handler finalHandler;
if (handler != null) {
finalHandler = handler;
} else {
final HandlerThread thread = new HandlerThread(TAG);
thread.start();
finalHandler = new Handler(thread.getLooper());
}
// The onFrameAvailable() callback will be executed on the SurfaceTexture ctor thread. See:
// http://grepcode.com/file/repository.grepcode.com/java/ext/com.google.android/android/5.1.1_r1/android/graphics/SurfaceTexture.java#195.
// Therefore, in order to control the callback thread on API lvl < 21, the SurfaceTextureHelper
// is constructed on the |handler| thread.
return ThreadUtils.invokeUninterruptibly(finalHandler, new Callable<SurfaceTextureHelper>() {
@Override public SurfaceTextureHelper call() {
return new SurfaceTextureHelper(sharedContext, finalHandler, (handler == null));
}
});
}
// State for YUV conversion, instantiated on demand.
static private class YuvConverter {
private final EglBase eglBase;
private final GlShader shader;
private boolean released = false;
// Vertex coordinates in Normalized Device Coordinates, i.e.
// (-1, -1) is bottom-left and (1, 1) is top-right.
private static final FloatBuffer DEVICE_RECTANGLE =
GlUtil.createFloatBuffer(new float[] {
-1.0f, -1.0f, // Bottom left.
1.0f, -1.0f, // Bottom right.
-1.0f, 1.0f, // Top left.
1.0f, 1.0f, // Top right.
});
// Texture coordinates - (0, 0) is bottom-left and (1, 1) is top-right.
private static final FloatBuffer TEXTURE_RECTANGLE =
GlUtil.createFloatBuffer(new float[] {
0.0f, 0.0f, // Bottom left.
1.0f, 0.0f, // Bottom right.
0.0f, 1.0f, // Top left.
1.0f, 1.0f // Top right.
});
private static final String VERTEX_SHADER =
"varying vec2 interp_tc;\n"
+ "attribute vec4 in_pos;\n"
+ "attribute vec4 in_tc;\n"
+ "\n"
+ "uniform mat4 texMatrix;\n"
+ "\n"
+ "void main() {\n"
+ " gl_Position = in_pos;\n"
+ " interp_tc = (texMatrix * in_tc).xy;\n"
+ "}\n";
private static final String FRAGMENT_SHADER =
"#extension GL_OES_EGL_image_external : require\n"
+ "precision mediump float;\n"
+ "varying vec2 interp_tc;\n"
+ "\n"
+ "uniform samplerExternalOES oesTex;\n"
// 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. TODO(nisse): Could also
// try to do it as a vec3 x mat3x4, followed by an add in of a
// constant vector.
+ " gl_FragColor.r = coeffs.a + dot(coeffs.rgb,\n"
+ " texture2D(oesTex, interp_tc - 1.5 * xUnit).rgb);\n"
+ " gl_FragColor.g = coeffs.a + dot(coeffs.rgb,\n"
+ " texture2D(oesTex, interp_tc - 0.5 * xUnit).rgb);\n"
+ " gl_FragColor.b = coeffs.a + dot(coeffs.rgb,\n"
+ " texture2D(oesTex, interp_tc + 0.5 * xUnit).rgb);\n"
+ " gl_FragColor.a = coeffs.a + dot(coeffs.rgb,\n"
+ " texture2D(oesTex, interp_tc + 1.5 * xUnit).rgb);\n"
+ "}\n";
private int texMatrixLoc;
private int xUnitLoc;
private int coeffsLoc;;
YuvConverter (EglBase.Context sharedContext) {
eglBase = EglBase.create(sharedContext, EglBase.CONFIG_PIXEL_RGBA_BUFFER);
eglBase.createDummyPbufferSurface();
eglBase.makeCurrent();
shader = new GlShader(VERTEX_SHADER, FRAGMENT_SHADER);
shader.useProgram();
texMatrixLoc = shader.getUniformLocation("texMatrix");
xUnitLoc = shader.getUniformLocation("xUnit");
coeffsLoc = shader.getUniformLocation("coeffs");
GLES20.glUniform1i(shader.getUniformLocation("oesTex"), 0);
GlUtil.checkNoGLES2Error("Initialize fragment shader uniform values.");
// Initialize vertex shader attributes.
shader.setVertexAttribArray("in_pos", 2, DEVICE_RECTANGLE);
// If the width is not a multiple of 4 pixels, the texture
// will be scaled up slightly and clipped at the right border.
shader.setVertexAttribArray("in_tc", 2, TEXTURE_RECTANGLE);
eglBase.detachCurrent();
}
synchronized void convert(ByteBuffer buf,
int width, int height, int stride, int textureId, float [] transformMatrix) {
if (released) {
throw new IllegalStateException(
"YuvConverter.convert called on released object");
}
// 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.
if (stride % 8 != 0) {
throw new IllegalArgumentException(
"Invalid stride, must be a multiple of 8");
}
if (stride < width){
throw new IllegalArgumentException(
"Invalid stride, must >= width");
}
int y_width = (width+3) / 4;
int uv_width = (width+7) / 8;
int uv_height = (height+1)/2;
int total_height = height + uv_height;
int size = stride * total_height;
if (buf.capacity() < size) {
throw new IllegalArgumentException("YuvConverter.convert called with too small buffer");
}
// Produce a frame buffer starting at top-left corner, not
// bottom-left.
transformMatrix =
RendererCommon.multiplyMatrices(transformMatrix,
RendererCommon.verticalFlipMatrix());
// Create new pBuffferSurface with the correct size if needed.
if (eglBase.hasSurface()) {
if (eglBase.surfaceWidth() != stride/4 ||
eglBase.surfaceHeight() != total_height){
eglBase.releaseSurface();
eglBase.createPbufferSurface(stride/4, total_height);
}
} else {
eglBase.createPbufferSurface(stride/4, total_height);
}
eglBase.makeCurrent();
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, textureId);
GLES20.glUniformMatrix4fv(texMatrixLoc, 1, false, transformMatrix, 0);
// Draw Y
GLES20.glViewport(0, 0, y_width, height);
// Matrix * (1;0;0;0) / width. Note that opengl uses column major order.
GLES20.glUniform2f(xUnitLoc,
transformMatrix[0] / width,
transformMatrix[1] / width);
// Y'UV444 to RGB888, see
// https://en.wikipedia.org/wiki/YUV#Y.27UV444_to_RGB888_conversion.
// We use the ITU-R coefficients for U and V */
GLES20.glUniform4f(coeffsLoc, 0.299f, 0.587f, 0.114f, 0.0f);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
// Draw U
GLES20.glViewport(0, height, uv_width, uv_height);
// Matrix * (1;0;0;0) / (2*width). Note that opengl uses column major order.
GLES20.glUniform2f(xUnitLoc,
transformMatrix[0] / (2.0f*width),
transformMatrix[1] / (2.0f*width));
GLES20.glUniform4f(coeffsLoc, -0.169f, -0.331f, 0.499f, 0.5f);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
// Draw V
GLES20.glViewport(stride/8, height, uv_width, uv_height);
GLES20.glUniform4f(coeffsLoc, 0.499f, -0.418f, -0.0813f, 0.5f);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
GLES20.glReadPixels(0, 0, stride/4, total_height, GLES20.GL_RGBA,
GLES20.GL_UNSIGNED_BYTE, buf);
GlUtil.checkNoGLES2Error("YuvConverter.convert");
// Unbind texture. Reportedly needed on some devices to get
// the texture updated from the camera.
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, 0);
eglBase.detachCurrent();
}
synchronized void release() {
released = true;
eglBase.makeCurrent();
shader.release();
eglBase.release();
}
}
private final Handler handler;
private boolean isOwningThread;
private final EglBase eglBase;
private final SurfaceTexture surfaceTexture;
private final int oesTextureId;
private YuvConverter yuvConverter;
private OnTextureFrameAvailableListener listener;
// The possible states of this class.
private boolean hasPendingTexture = false;
private boolean isTextureInUse = false;
private boolean isQuitting = false;
private SurfaceTextureHelper(EglBase.Context sharedContext,
Handler handler, boolean isOwningThread) {
if (handler.getLooper().getThread() != Thread.currentThread()) {
throw new IllegalStateException("SurfaceTextureHelper must be created on the handler thread");
}
this.handler = handler;
this.isOwningThread = isOwningThread;
eglBase = EglBase.create(sharedContext, EglBase.CONFIG_PIXEL_BUFFER);
eglBase.createDummyPbufferSurface();
eglBase.makeCurrent();
oesTextureId = GlUtil.generateTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES);
surfaceTexture = new SurfaceTexture(oesTextureId);
}
private YuvConverter getYuvConverter() {
// yuvConverter is assigned once
if (yuvConverter != null)
return yuvConverter;
synchronized(this) {
if (yuvConverter == null)
yuvConverter = new YuvConverter(eglBase.getEglBaseContext());
return yuvConverter;
}
}
/**
* Start to stream textures to the given |listener|.
* A Listener can only be set once.
*/
public void setListener(OnTextureFrameAvailableListener listener) {
if (this.listener != null) {
throw new IllegalStateException("SurfaceTextureHelper listener has already been set.");
}
this.listener = listener;
surfaceTexture.setOnFrameAvailableListener(new SurfaceTexture.OnFrameAvailableListener() {
@Override
public void onFrameAvailable(SurfaceTexture surfaceTexture) {
hasPendingTexture = true;
tryDeliverTextureFrame();
}
});
}
/**
* Retrieve the underlying SurfaceTexture. The SurfaceTexture should be passed in to a video
* producer such as a camera or decoder.
*/
public SurfaceTexture getSurfaceTexture() {
return surfaceTexture;
}
/**
* Call this function to signal that you are done with the frame received in
* onTextureFrameAvailable(). Only one texture frame can be in flight at once, so you must call
* this function in order to receive a new frame.
*/
public void returnTextureFrame() {
handler.post(new Runnable() {
@Override public void run() {
isTextureInUse = false;
if (isQuitting) {
release();
} else {
tryDeliverTextureFrame();
}
}
});
}
/**
* Call disconnect() to stop receiving frames. Resources are released when the texture frame has
* been returned by a call to returnTextureFrame(). You are guaranteed to not receive any more
* onTextureFrameAvailable() after this function returns.
*/
public void disconnect() {
if (!isOwningThread) {
throw new IllegalStateException("Must call disconnect(handler).");
}
if (handler.getLooper().getThread() == Thread.currentThread()) {
isQuitting = true;
if (!isTextureInUse) {
release();
}
return;
}
final CountDownLatch barrier = new CountDownLatch(1);
handler.postAtFrontOfQueue(new Runnable() {
@Override public void run() {
isQuitting = true;
barrier.countDown();
if (!isTextureInUse) {
release();
}
}
});
ThreadUtils.awaitUninterruptibly(barrier);
}
/**
* Call disconnect() to stop receiving frames and quit the looper used by |handler|.
* Resources are released when the texture frame has been returned by a call to
* returnTextureFrame(). You are guaranteed to not receive any more
* onTextureFrameAvailable() after this function returns.
*/
public void disconnect(Handler handler) {
if (this.handler != handler) {
throw new IllegalStateException("Wrong handler.");
}
isOwningThread = true;
disconnect();
}
public void textureToYUV(ByteBuffer buf,
int width, int height, int stride, int textureId, float [] transformMatrix) {
if (textureId != oesTextureId)
throw new IllegalStateException("textureToByteBuffer called with unexpected textureId");
getYuvConverter().convert(buf, width, height, stride, textureId, transformMatrix);
}
private void tryDeliverTextureFrame() {
if (handler.getLooper().getThread() != Thread.currentThread()) {
throw new IllegalStateException("Wrong thread.");
}
if (isQuitting || !hasPendingTexture || isTextureInUse) {
return;
}
isTextureInUse = true;
hasPendingTexture = false;
eglBase.makeCurrent();
surfaceTexture.updateTexImage();
final float[] transformMatrix = new float[16];
surfaceTexture.getTransformMatrix(transformMatrix);
final long timestampNs = (Build.VERSION.SDK_INT >= Build.VERSION_CODES.ICE_CREAM_SANDWICH)
? surfaceTexture.getTimestamp()
: TimeUnit.MILLISECONDS.toNanos(SystemClock.elapsedRealtime());
listener.onTextureFrameAvailable(oesTextureId, transformMatrix, timestampNs);
}
private void release() {
if (handler.getLooper().getThread() != Thread.currentThread()) {
throw new IllegalStateException("Wrong thread.");
}
if (isTextureInUse || !isQuitting) {
throw new IllegalStateException("Unexpected release.");
}
synchronized (this) {
if (yuvConverter != null)
yuvConverter.release();
}
eglBase.makeCurrent();
GLES20.glDeleteTextures(1, new int[] {oesTextureId}, 0);
surfaceTexture.release();
eglBase.release();
handler.getLooper().quit();
}
}