/*
* Copyright (C) 2011 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#define LOG_TAG "NativeWindowRenderer"
#include "NativeWindowRenderer.h"
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include <cutils/log.h>
#include <gui/SurfaceTexture.h>
#include <gui/SurfaceTextureClient.h>
#include <stagefright/MediaBuffer.h>
#include <stagefright/MediaDebug.h>
#include <stagefright/MetaData.h>
#include <surfaceflinger/Surface.h>
#include "VideoEditorTools.h"
#define CHECK_EGL_ERROR CHECK(EGL_SUCCESS == eglGetError())
#define CHECK_GL_ERROR CHECK(GLenum(GL_NO_ERROR) == glGetError())
//
// Vertex and fragment programs
//
// The matrix is derived from
// frameworks/base/media/libstagefright/colorconversion/ColorConverter.cpp
//
// R * 255 = 1.164 * (Y - 16) + 1.596 * (V - 128)
// G * 255 = 1.164 * (Y - 16) - 0.813 * (V - 128) - 0.391 * (U - 128)
// B * 255 = 1.164 * (Y - 16) + 2.018 * (U - 128)
//
// Here we assume YUV are in the range of [0,255], RGB are in the range of
// [0, 1]
#define RGB2YUV_MATRIX \
"const mat4 rgb2yuv = mat4("\
" 65.52255, -37.79398, 111.98732, 0.00000,"\
" 128.62729, -74.19334, -93.81088, 0.00000,"\
" 24.92233, 111.98732, -18.17644, 0.00000,"\
" 16.00000, 128.00000, 128.00000, 1.00000);\n"
#define YUV2RGB_MATRIX \
"const mat4 yuv2rgb = mat4("\
" 0.00456, 0.00456, 0.00456, 0.00000,"\
" 0.00000, -0.00153, 0.00791, 0.00000,"\
" 0.00626, -0.00319, 0.00000, 0.00000,"\
" -0.87416, 0.53133, -1.08599, 1.00000);\n"
static const char vSrcNormal[] =
"attribute vec4 vPosition;\n"
"attribute vec2 vTexPos;\n"
"uniform mat4 texMatrix;\n"
"varying vec2 texCoords;\n"
"varying float topDown;\n"
"void main() {\n"
" gl_Position = vPosition;\n"
" texCoords = (texMatrix * vec4(vTexPos, 0.0, 1.0)).xy;\n"
" topDown = vTexPos.y;\n"
"}\n";
static const char fSrcNormal[] =
"#extension GL_OES_EGL_image_external : require\n"
"precision mediump float;\n"
"uniform samplerExternalOES texSampler;\n"
"varying vec2 texCoords;\n"
"void main() {\n"
" gl_FragColor = texture2D(texSampler, texCoords);\n"
"}\n";
static const char fSrcSepia[] =
"#extension GL_OES_EGL_image_external : require\n"
"precision mediump float;\n"
"uniform samplerExternalOES texSampler;\n"
"varying vec2 texCoords;\n"
RGB2YUV_MATRIX
YUV2RGB_MATRIX
"void main() {\n"
" vec4 rgb = texture2D(texSampler, texCoords);\n"
" vec4 yuv = rgb2yuv * rgb;\n"
" yuv = vec4(yuv.x, 117.0, 139.0, 1.0);\n"
" gl_FragColor = yuv2rgb * yuv;\n"
"}\n";
static const char fSrcNegative[] =
"#extension GL_OES_EGL_image_external : require\n"
"precision mediump float;\n"
"uniform samplerExternalOES texSampler;\n"
"varying vec2 texCoords;\n"
RGB2YUV_MATRIX
YUV2RGB_MATRIX
"void main() {\n"
" vec4 rgb = texture2D(texSampler, texCoords);\n"
" vec4 yuv = rgb2yuv * rgb;\n"
" yuv = vec4(255.0 - yuv.x, yuv.y, yuv.z, 1.0);\n"
" gl_FragColor = yuv2rgb * yuv;\n"
"}\n";
static const char fSrcGradient[] =
"#extension GL_OES_EGL_image_external : require\n"
"precision mediump float;\n"
"uniform samplerExternalOES texSampler;\n"
"varying vec2 texCoords;\n"
"varying float topDown;\n"
RGB2YUV_MATRIX
YUV2RGB_MATRIX
"void main() {\n"
" vec4 rgb = texture2D(texSampler, texCoords);\n"
" vec4 yuv = rgb2yuv * rgb;\n"
" vec4 mixin = vec4(15.0/31.0, 59.0/63.0, 31.0/31.0, 1.0);\n"
" vec4 yuv2 = rgb2yuv * vec4((mixin.xyz * topDown), 1);\n"
" yuv = vec4(yuv.x, yuv2.y, yuv2.z, 1);\n"
" gl_FragColor = yuv2rgb * yuv;\n"
"}\n";
namespace android {
NativeWindowRenderer::NativeWindowRenderer(sp<ANativeWindow> nativeWindow,
int width, int height)
: mNativeWindow(nativeWindow)
, mDstWidth(width)
, mDstHeight(height)
, mLastVideoEffect(-1)
, mNextTextureId(100)
, mActiveInputs(0)
, mThreadCmd(CMD_IDLE) {
createThread(threadStart, this);
}
// The functions below run in the GL thread.
//
// All GL-related work is done in this thread, and other threads send
// requests to this thread using a command code. We expect most of the
// time there will only be one thread sending in requests, so we let
// other threads wait until the request is finished by GL thread.
int NativeWindowRenderer::threadStart(void* self) {
LOGD("create thread");
((NativeWindowRenderer*)self)->glThread();
return 0;
}
void NativeWindowRenderer::glThread() {
initializeEGL();
createPrograms();
Mutex::Autolock autoLock(mLock);
bool quit = false;
while (!quit) {
switch (mThreadCmd) {
case CMD_IDLE:
mCond.wait(mLock);
continue;
case CMD_RENDER_INPUT:
render(mThreadRenderInput);
break;
case CMD_RESERVE_TEXTURE:
glBindTexture(GL_TEXTURE_EXTERNAL_OES, mThreadTextureId);
CHECK_GL_ERROR;
break;
case CMD_DELETE_TEXTURE:
glDeleteTextures(1, &mThreadTextureId);
break;
case CMD_QUIT:
terminateEGL();
quit = true;
break;
}
// Tell the requester that the command is finished.
mThreadCmd = CMD_IDLE;
mCond.broadcast();
}
LOGD("quit");
}
void NativeWindowRenderer::initializeEGL() {
mEglDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY);
CHECK_EGL_ERROR;
EGLint majorVersion;
EGLint minorVersion;
eglInitialize(mEglDisplay, &majorVersion, &minorVersion);
CHECK_EGL_ERROR;
EGLConfig config;
EGLint numConfigs = -1;
EGLint configAttribs[] = {
EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
EGL_RED_SIZE, 8,
EGL_GREEN_SIZE, 8,
EGL_BLUE_SIZE, 8,
EGL_NONE
};
eglChooseConfig(mEglDisplay, configAttribs, &config, 1, &numConfigs);
CHECK_EGL_ERROR;
mEglSurface = eglCreateWindowSurface(mEglDisplay, config,
mNativeWindow.get(), NULL);
CHECK_EGL_ERROR;
EGLint contextAttribs[] = { EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE };
mEglContext = eglCreateContext(mEglDisplay, config, EGL_NO_CONTEXT,
contextAttribs);
CHECK_EGL_ERROR;
eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface, mEglContext);
CHECK_EGL_ERROR;
}
void NativeWindowRenderer::terminateEGL() {
eglDestroyContext(mEglDisplay, mEglContext);
eglDestroySurface(mEglDisplay, mEglSurface);
eglMakeCurrent(mEglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
eglTerminate(mEglDisplay);
}
void NativeWindowRenderer::createPrograms() {
GLuint vShader;
loadShader(GL_VERTEX_SHADER, vSrcNormal, &vShader);
const char* fSrc[NUMBER_OF_EFFECTS] = {
fSrcNormal, fSrcSepia, fSrcNegative, fSrcGradient
};
for (int i = 0; i < NUMBER_OF_EFFECTS; i++) {
GLuint fShader;
loadShader(GL_FRAGMENT_SHADER, fSrc[i], &fShader);
createProgram(vShader, fShader, &mProgram[i]);
glDeleteShader(fShader);
CHECK_GL_ERROR;
}
glDeleteShader(vShader);
CHECK_GL_ERROR;
}
void NativeWindowRenderer::createProgram(
GLuint vertexShader, GLuint fragmentShader, GLuint* outPgm) {
GLuint program = glCreateProgram();
CHECK_GL_ERROR;
glAttachShader(program, vertexShader);
CHECK_GL_ERROR;
glAttachShader(program, fragmentShader);
CHECK_GL_ERROR;
glLinkProgram(program);
CHECK_GL_ERROR;
GLint linkStatus = GL_FALSE;
glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
if (linkStatus != GL_TRUE) {
GLint infoLen = 0;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &infoLen);
if (infoLen) {
char* buf = (char*) malloc(infoLen);
if (buf) {
glGetProgramInfoLog(program, infoLen, NULL, buf);
LOGE("Program link log:\n%s\n", buf);
free(buf);
}
}
glDeleteProgram(program);
program = 0;
}
*outPgm = program;
}
void NativeWindowRenderer::loadShader(GLenum shaderType, const char* pSource,
GLuint* outShader) {
GLuint shader = glCreateShader(shaderType);
CHECK_GL_ERROR;
glShaderSource(shader, 1, &pSource, NULL);
CHECK_GL_ERROR;
glCompileShader(shader);
CHECK_GL_ERROR;
GLint compiled = 0;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
if (!compiled) {
GLint infoLen = 0;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
char* buf = (char*) malloc(infoLen);
if (buf) {
glGetShaderInfoLog(shader, infoLen, NULL, buf);
LOGE("Shader compile log:\n%s\n", buf);
free(buf);
}
glDeleteShader(shader);
shader = 0;
}
*outShader = shader;
}
NativeWindowRenderer::~NativeWindowRenderer() {
CHECK(mActiveInputs == 0);
startRequest(CMD_QUIT);
sendRequest();
}
void NativeWindowRenderer::render(RenderInput* input) {
sp<SurfaceTexture> ST = input->mST;
sp<SurfaceTextureClient> STC = input->mSTC;
if (input->mIsExternalBuffer) {
queueExternalBuffer(STC.get(), input->mBuffer,
input->mWidth, input->mHeight);
} else {
queueInternalBuffer(STC.get(), input->mBuffer);
}
ST->updateTexImage();
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
calculatePositionCoordinates(input->mRenderingMode,
input->mWidth, input->mHeight);
const GLfloat textureCoordinates[] = {
0.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f,
1.0f, 1.0f,
};
updateProgramAndHandle(input->mVideoEffect);
glVertexAttribPointer(mPositionHandle, 2, GL_FLOAT, GL_FALSE, 0,
mPositionCoordinates);
CHECK_GL_ERROR;
glEnableVertexAttribArray(mPositionHandle);
CHECK_GL_ERROR;
glVertexAttribPointer(mTexPosHandle, 2, GL_FLOAT, GL_FALSE, 0,
textureCoordinates);
CHECK_GL_ERROR;
glEnableVertexAttribArray(mTexPosHandle);
CHECK_GL_ERROR;
GLfloat texMatrix[16];
ST->getTransformMatrix(texMatrix);
glUniformMatrix4fv(mTexMatrixHandle, 1, GL_FALSE, texMatrix);
CHECK_GL_ERROR;
glBindTexture(GL_TEXTURE_EXTERNAL_OES, input->mTextureId);
CHECK_GL_ERROR;
glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(
GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(
GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
CHECK_GL_ERROR;
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
CHECK_GL_ERROR;
eglSwapBuffers(mEglDisplay, mEglSurface);
}
void NativeWindowRenderer::queueInternalBuffer(ANativeWindow *anw,
MediaBuffer* buffer) {
int64_t timeUs;
CHECK(buffer->meta_data()->findInt64(kKeyTime, &timeUs));
native_window_set_buffers_timestamp(anw, timeUs * 1000);
status_t err = anw->queueBuffer(anw, buffer->graphicBuffer().get());
if (err != 0) {
LOGE("queueBuffer failed with error %s (%d)", strerror(-err), -err);
return;
}
sp<MetaData> metaData = buffer->meta_data();
metaData->setInt32(kKeyRendered, 1);
}
void NativeWindowRenderer::queueExternalBuffer(ANativeWindow* anw,
MediaBuffer* buffer, int width, int height) {
native_window_set_buffers_geometry(anw, width, height,
HAL_PIXEL_FORMAT_YV12);
native_window_set_usage(anw, GRALLOC_USAGE_SW_WRITE_OFTEN);
ANativeWindowBuffer* anb;
anw->dequeueBuffer(anw, &anb);
CHECK(anb != NULL);
sp<GraphicBuffer> buf(new GraphicBuffer(anb, false));
CHECK(NO_ERROR == anw->lockBuffer(anw, buf->getNativeBuffer()));
// Copy the buffer
uint8_t* img = NULL;
buf->lock(GRALLOC_USAGE_SW_WRITE_OFTEN, (void**)(&img));
copyI420Buffer(buffer, img, width, height, buf->getStride());
buf->unlock();
CHECK(NO_ERROR == anw->queueBuffer(anw, buf->getNativeBuffer()));
}
void NativeWindowRenderer::copyI420Buffer(MediaBuffer* src, uint8_t* dst,
int srcWidth, int srcHeight, int stride) {
int strideUV = (stride / 2 + 0xf) & ~0xf;
uint8_t* p = (uint8_t*)src->data() + src->range_offset();
// Y
for (int i = srcHeight; i > 0; i--) {
memcpy(dst, p, srcWidth);
dst += stride;
p += srcWidth;
}
// The src is I420, the dst is YV12.
// U
p += srcWidth * srcHeight / 4;
for (int i = srcHeight / 2; i > 0; i--) {
memcpy(dst, p, srcWidth / 2);
dst += strideUV;
p += srcWidth / 2;
}
// V
p -= srcWidth * srcHeight / 2;
for (int i = srcHeight / 2; i > 0; i--) {
memcpy(dst, p, srcWidth / 2);
dst += strideUV;
p += srcWidth / 2;
}
}
void NativeWindowRenderer::updateProgramAndHandle(uint32_t videoEffect) {
if (mLastVideoEffect == videoEffect) {
return;
}
mLastVideoEffect = videoEffect;
int i;
switch (mLastVideoEffect) {
case VIDEO_EFFECT_NONE:
i = 0;
break;
case VIDEO_EFFECT_SEPIA:
i = 1;
break;
case VIDEO_EFFECT_NEGATIVE:
i = 2;
break;
case VIDEO_EFFECT_GRADIENT:
i = 3;
break;
default:
i = 0;
break;
}
glUseProgram(mProgram[i]);
CHECK_GL_ERROR;
mPositionHandle = glGetAttribLocation(mProgram[i], "vPosition");
mTexPosHandle = glGetAttribLocation(mProgram[i], "vTexPos");
mTexMatrixHandle = glGetUniformLocation(mProgram[i], "texMatrix");
CHECK_GL_ERROR;
}
void NativeWindowRenderer::calculatePositionCoordinates(
M4xVSS_MediaRendering renderingMode, int srcWidth, int srcHeight) {
float x, y;
switch (renderingMode) {
case M4xVSS_kResizing:
default:
x = 1;
y = 1;
break;
case M4xVSS_kCropping:
x = float(srcWidth) / mDstWidth;
y = float(srcHeight) / mDstHeight;
// Make the smaller side 1
if (x > y) {
x /= y;
y = 1;
} else {
y /= x;
x = 1;
}
break;
case M4xVSS_kBlackBorders:
x = float(srcWidth) / mDstWidth;
y = float(srcHeight) / mDstHeight;
// Make the larger side 1
if (x > y) {
y /= x;
x = 1;
} else {
x /= y;
y = 1;
}
break;
}
mPositionCoordinates[0] = -x;
mPositionCoordinates[1] = y;
mPositionCoordinates[2] = -x;
mPositionCoordinates[3] = -y;
mPositionCoordinates[4] = x;
mPositionCoordinates[5] = -y;
mPositionCoordinates[6] = x;
mPositionCoordinates[7] = y;
}
//
// The functions below run in other threads.
//
void NativeWindowRenderer::startRequest(int cmd) {
mLock.lock();
while (mThreadCmd != CMD_IDLE) {
mCond.wait(mLock);
}
mThreadCmd = cmd;
}
void NativeWindowRenderer::sendRequest() {
mCond.broadcast();
while (mThreadCmd != CMD_IDLE) {
mCond.wait(mLock);
}
mLock.unlock();
}
RenderInput* NativeWindowRenderer::createRenderInput() {
LOGD("new render input %d", mNextTextureId);
RenderInput* input = new RenderInput(this, mNextTextureId);
startRequest(CMD_RESERVE_TEXTURE);
mThreadTextureId = mNextTextureId;
sendRequest();
mNextTextureId++;
mActiveInputs++;
return input;
}
void NativeWindowRenderer::destroyRenderInput(RenderInput* input) {
LOGD("destroy render input %d", input->mTextureId);
GLuint textureId = input->mTextureId;
delete input;
startRequest(CMD_DELETE_TEXTURE);
mThreadTextureId = textureId;
sendRequest();
mActiveInputs--;
}
//
// RenderInput
//
RenderInput::RenderInput(NativeWindowRenderer* renderer, GLuint textureId)
: mRenderer(renderer)
, mTextureId(textureId) {
mST = new SurfaceTexture(mTextureId);
uint32_t outWidth, outHeight, outTransform;
mST->connect(NATIVE_WINDOW_API_MEDIA, &outWidth, &outHeight, &outTransform);
mSTC = new SurfaceTextureClient(mST);
}
RenderInput::~RenderInput() {
}
ANativeWindow* RenderInput::getTargetWindow() {
return mSTC.get();
}
void RenderInput::updateVideoSize(sp<MetaData> meta) {
CHECK(meta->findInt32(kKeyWidth, &mWidth));
CHECK(meta->findInt32(kKeyHeight, &mHeight));
int left, top, right, bottom;
if (meta->findRect(kKeyCropRect, &left, &top, &right, &bottom)) {
mWidth = right - left + 1;
mHeight = bottom - top + 1;
}
// If rotation degrees is 90 or 270, swap width and height
// (mWidth and mHeight are the _rotated_ source rectangle).
int32_t rotationDegrees;
if (!meta->findInt32(kKeyRotation, &rotationDegrees)) {
rotationDegrees = 0;
}
if (rotationDegrees == 90 || rotationDegrees == 270) {
int tmp = mWidth;
mWidth = mHeight;
mHeight = tmp;
}
}
void RenderInput::render(MediaBuffer* buffer, uint32_t videoEffect,
M4xVSS_MediaRendering renderingMode, bool isExternalBuffer) {
mVideoEffect = videoEffect;
mRenderingMode = renderingMode;
mIsExternalBuffer = isExternalBuffer;
mBuffer = buffer;
mRenderer->startRequest(NativeWindowRenderer::CMD_RENDER_INPUT);
mRenderer->mThreadRenderInput = this;
mRenderer->sendRequest();
}
} // namespace android