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 java.nio.ByteBuffer;
16 import org.webrtc.VideoFrame.I420Buffer;
17 import org.webrtc.VideoFrame.TextureBuffer;
18 
19 /**
20  * Class for converting OES textures to a YUV ByteBuffer. It can be constructed on any thread, but
21  * should only be operated from a single thread with an active EGL context.
22  */
23 public class YuvConverter {
24   private static final String FRAGMENT_SHADER =
25       // Difference in texture coordinate corresponding to one
26       // sub-pixel in the x direction.
27       "uniform vec2 xUnit;\n"
28       // Color conversion coefficients, including constant term
29       + "uniform vec4 coeffs;\n"
30       + "\n"
31       + "void main() {\n"
32       // Since the alpha read from the texture is always 1, this could
33       // be written as a mat4 x vec4 multiply. However, that seems to
34       // give a worse framerate, possibly because the additional
35       // multiplies by 1.0 consume resources. TODO(nisse): Could also
36       // try to do it as a vec3 x mat3x4, followed by an add in of a
37       // constant vector.
38       + "  gl_FragColor.r = coeffs.a + dot(coeffs.rgb,\n"
39       + "      sample(tc - 1.5 * xUnit).rgb);\n"
40       + "  gl_FragColor.g = coeffs.a + dot(coeffs.rgb,\n"
41       + "      sample(tc - 0.5 * xUnit).rgb);\n"
42       + "  gl_FragColor.b = coeffs.a + dot(coeffs.rgb,\n"
43       + "      sample(tc + 0.5 * xUnit).rgb);\n"
44       + "  gl_FragColor.a = coeffs.a + dot(coeffs.rgb,\n"
45       + "      sample(tc + 1.5 * xUnit).rgb);\n"
46       + "}\n";
47 
48   private static class ShaderCallbacks implements GlGenericDrawer.ShaderCallbacks {
49     // Y'UV444 to RGB888, see https://en.wikipedia.org/wiki/YUV#Y%E2%80%B2UV444_to_RGB888_conversion
50     // We use the ITU-R BT.601 coefficients for Y, U and V.
51     // The values in Wikipedia are inaccurate, the accurate values derived from the spec are:
52     // Y = 0.299 * R + 0.587 * G + 0.114 * B
53     // U = -0.168736 * R - 0.331264 * G + 0.5 * B + 0.5
54     // V = 0.5 * R - 0.418688 * G - 0.0813124 * B + 0.5
55     // To map the Y-values to range [16-235] and U- and V-values to range [16-240], the matrix has
56     // been multiplied with matrix:
57     // {{219 / 255, 0, 0, 16 / 255},
58     // {0, 224 / 255, 0, 16 / 255},
59     // {0, 0, 224 / 255, 16 / 255},
60     // {0, 0, 0, 1}}
61     private static final float[] yCoeffs =
62         new float[] {0.256788f, 0.504129f, 0.0979059f, 0.0627451f};
63     private static final float[] uCoeffs =
64         new float[] {-0.148223f, -0.290993f, 0.439216f, 0.501961f};
65     private static final float[] vCoeffs =
66         new float[] {0.439216f, -0.367788f, -0.0714274f, 0.501961f};
67 
68     private int xUnitLoc;
69     private int coeffsLoc;
70 
71     private float[] coeffs;
72     private float stepSize;
73 
setPlaneY()74     public void setPlaneY() {
75       coeffs = yCoeffs;
76       stepSize = 1.0f;
77     }
78 
setPlaneU()79     public void setPlaneU() {
80       coeffs = uCoeffs;
81       stepSize = 2.0f;
82     }
83 
setPlaneV()84     public void setPlaneV() {
85       coeffs = vCoeffs;
86       stepSize = 2.0f;
87     }
88 
89     @Override
onNewShader(GlShader shader)90     public void onNewShader(GlShader shader) {
91       xUnitLoc = shader.getUniformLocation("xUnit");
92       coeffsLoc = shader.getUniformLocation("coeffs");
93     }
94 
95     @Override
onPrepareShader(GlShader shader, float[] texMatrix, int frameWidth, int frameHeight, int viewportWidth, int viewportHeight)96     public void onPrepareShader(GlShader shader, float[] texMatrix, int frameWidth, int frameHeight,
97         int viewportWidth, int viewportHeight) {
98       GLES20.glUniform4fv(coeffsLoc, /* count= */ 1, coeffs, /* offset= */ 0);
99       // Matrix * (1;0;0;0) / (width / stepSize). Note that OpenGL uses column major order.
100       GLES20.glUniform2f(
101           xUnitLoc, stepSize * texMatrix[0] / frameWidth, stepSize * texMatrix[1] / frameWidth);
102     }
103   }
104 
105   private final ThreadUtils.ThreadChecker threadChecker = new ThreadUtils.ThreadChecker();
106   private final GlTextureFrameBuffer i420TextureFrameBuffer =
107       new GlTextureFrameBuffer(GLES20.GL_RGBA);
108   private final ShaderCallbacks shaderCallbacks = new ShaderCallbacks();
109   private final GlGenericDrawer drawer = new GlGenericDrawer(FRAGMENT_SHADER, shaderCallbacks);
110   private final VideoFrameDrawer videoFrameDrawer;
111 
112   /**
113    * This class should be constructed on a thread that has an active EGL context.
114    */
YuvConverter()115   public YuvConverter() {
116     this(new VideoFrameDrawer());
117   }
118 
YuvConverter(VideoFrameDrawer videoFrameDrawer)119   public YuvConverter(VideoFrameDrawer videoFrameDrawer) {
120     this.videoFrameDrawer = videoFrameDrawer;
121     threadChecker.detachThread();
122   }
123 
124   /** Converts the texture buffer to I420. */
convert(TextureBuffer inputTextureBuffer)125   public I420Buffer convert(TextureBuffer inputTextureBuffer) {
126     threadChecker.checkIsOnValidThread();
127 
128     TextureBuffer preparedBuffer = (TextureBuffer) videoFrameDrawer.prepareBufferForViewportSize(
129         inputTextureBuffer, inputTextureBuffer.getWidth(), inputTextureBuffer.getHeight());
130 
131     // We draw into a buffer laid out like
132     //
133     //    +---------+
134     //    |         |
135     //    |  Y      |
136     //    |         |
137     //    |         |
138     //    +----+----+
139     //    | U  | V  |
140     //    |    |    |
141     //    +----+----+
142     //
143     // In memory, we use the same stride for all of Y, U and V. The
144     // U data starts at offset |height| * |stride| from the Y data,
145     // and the V data starts at at offset |stride/2| from the U
146     // data, with rows of U and V data alternating.
147     //
148     // Now, it would have made sense to allocate a pixel buffer with
149     // a single byte per pixel (EGL10.EGL_COLOR_BUFFER_TYPE,
150     // EGL10.EGL_LUMINANCE_BUFFER,), but that seems to be
151     // unsupported by devices. So do the following hack: Allocate an
152     // RGBA buffer, of width |stride|/4. To render each of these
153     // large pixels, sample the texture at 4 different x coordinates
154     // and store the results in the four components.
155     //
156     // Since the V data needs to start on a boundary of such a
157     // larger pixel, it is not sufficient that |stride| is even, it
158     // has to be a multiple of 8 pixels.
159     final int frameWidth = preparedBuffer.getWidth();
160     final int frameHeight = preparedBuffer.getHeight();
161     final int stride = ((frameWidth + 7) / 8) * 8;
162     final int uvHeight = (frameHeight + 1) / 2;
163     // Total height of the combined memory layout.
164     final int totalHeight = frameHeight + uvHeight;
165     final ByteBuffer i420ByteBuffer = JniCommon.nativeAllocateByteBuffer(stride * totalHeight);
166     // Viewport width is divided by four since we are squeezing in four color bytes in each RGBA
167     // pixel.
168     final int viewportWidth = stride / 4;
169 
170     // Produce a frame buffer starting at top-left corner, not bottom-left.
171     final Matrix renderMatrix = new Matrix();
172     renderMatrix.preTranslate(0.5f, 0.5f);
173     renderMatrix.preScale(1f, -1f);
174     renderMatrix.preTranslate(-0.5f, -0.5f);
175 
176     i420TextureFrameBuffer.setSize(viewportWidth, totalHeight);
177 
178     // Bind our framebuffer.
179     GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, i420TextureFrameBuffer.getFrameBufferId());
180     GlUtil.checkNoGLES2Error("glBindFramebuffer");
181 
182     // Draw Y.
183     shaderCallbacks.setPlaneY();
184     VideoFrameDrawer.drawTexture(drawer, preparedBuffer, renderMatrix, frameWidth, frameHeight,
185         /* viewportX= */ 0, /* viewportY= */ 0, viewportWidth,
186         /* viewportHeight= */ frameHeight);
187 
188     // Draw U.
189     shaderCallbacks.setPlaneU();
190     VideoFrameDrawer.drawTexture(drawer, preparedBuffer, renderMatrix, frameWidth, frameHeight,
191         /* viewportX= */ 0, /* viewportY= */ frameHeight, viewportWidth / 2,
192         /* viewportHeight= */ uvHeight);
193 
194     // Draw V.
195     shaderCallbacks.setPlaneV();
196     VideoFrameDrawer.drawTexture(drawer, preparedBuffer, renderMatrix, frameWidth, frameHeight,
197         /* viewportX= */ viewportWidth / 2, /* viewportY= */ frameHeight, viewportWidth / 2,
198         /* viewportHeight= */ uvHeight);
199 
200     GLES20.glReadPixels(0, 0, i420TextureFrameBuffer.getWidth(), i420TextureFrameBuffer.getHeight(),
201         GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, i420ByteBuffer);
202 
203     GlUtil.checkNoGLES2Error("YuvConverter.convert");
204 
205     // Restore normal framebuffer.
206     GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
207 
208     // Prepare Y, U, and V ByteBuffer slices.
209     final int yPos = 0;
210     final int uPos = yPos + stride * frameHeight;
211     // Rows of U and V alternate in the buffer, so V data starts after the first row of U.
212     final int vPos = uPos + stride / 2;
213 
214     i420ByteBuffer.position(yPos);
215     i420ByteBuffer.limit(yPos + stride * frameHeight);
216     final ByteBuffer dataY = i420ByteBuffer.slice();
217 
218     i420ByteBuffer.position(uPos);
219     // The last row does not have padding.
220     final int uvSize = stride * (uvHeight - 1) + stride / 2;
221     i420ByteBuffer.limit(uPos + uvSize);
222     final ByteBuffer dataU = i420ByteBuffer.slice();
223 
224     i420ByteBuffer.position(vPos);
225     i420ByteBuffer.limit(vPos + uvSize);
226     final ByteBuffer dataV = i420ByteBuffer.slice();
227 
228     preparedBuffer.release();
229 
230     return JavaI420Buffer.wrap(frameWidth, frameHeight, dataY, stride, dataU, stride, dataV, stride,
231         () -> { JniCommon.nativeFreeByteBuffer(i420ByteBuffer); });
232   }
233 
release()234   public void release() {
235     threadChecker.checkIsOnValidThread();
236     drawer.release();
237     i420TextureFrameBuffer.release();
238     videoFrameDrawer.release();
239     // Allow this class to be reused.
240     threadChecker.detachThread();
241   }
242 }
243