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/*****************************************************************************
* ios2.m: iOS OpenGL ES 2 provider
*****************************************************************************
* Copyright (C) 2001-2015 VLC authors and VideoLAN
* $Id$
*
* Authors: Pierre d'Herbemont <pdherbemont at videolan dot org>
* Felix Paul Kühne <fkuehne at videolan dot org>
* David Fuhrmann <david dot fuhrmann at googlemail dot com>
* Rémi Denis-Courmont
* Laurent Aimar <fenrir _AT_ videolan _DOT_ org>
* Eric Petit <titer@m0k.org>
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation; either version 2.1 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston MA 02110-1301, USA.
*****************************************************************************/
/*****************************************************************************
* Preamble
*****************************************************************************/
#import <UIKit/UIKit.h>
#import <OpenGLES/EAGL.h>
#import <OpenGLES/ES2/gl.h>
#import <OpenGLES/ES2/glext.h>
#import <QuartzCore/QuartzCore.h>
#import <dlfcn.h>
#ifdef HAVE_CONFIG_H
# import "config.h"
#endif
#import <vlc_common.h>
#import <vlc_plugin.h>
#import <vlc_vout_display.h>
#import <vlc_opengl.h>
#import <vlc_dialog.h>
#import "opengl.h"
/**
* Forward declarations
*/
enum
{
UNIFORM_Y,
UNIFORM_UV,
UNIFORM_COLOR_CONVERSION_MATRIX,
UNIFORM_TRANSFORM_MATRIX,
NUM_UNIFORMS
};
GLint uniforms[NUM_UNIFORMS];
// Attribute index.
enum
{
ATTRIB_VERTEX,
ATTRIB_TEXCOORD,
NUM_ATTRIBUTES
};
struct picture_sys_t {
CVPixelBufferRef pixelBuffer;
};
// BT.601, which is the standard for SDTV.
static const GLfloat kColorConversion601[] = {
1.164383561643836, 1.164383561643836, 1.164383561643836,
0.0, -0.391762290094914, 2.017232142857142,
1.596026785714286, -0.812967647237771, 0.0,
};
// BT.709, which is the standard for HDTV.
static const GLfloat kColorConversion709[] = {
1.164383561643836, 1.164383561643836, 1.164383561643836,
0.0, -0.21324861427373, 2.112401785714286,
1.792741071428571, -0.532909328559444, 0.0,
};
static NSString *const fragmentShaderString = @" \
varying highp vec2 texCoordVarying; \
precision mediump float; \
\
uniform sampler2D SamplerY; \
uniform sampler2D SamplerUV; \
uniform mat3 colorConversionMatrix; \
\
void main() \
{ \
mediump vec3 yuv; \
lowp vec3 rgb; \
\
yuv.x = (texture2D(SamplerY, texCoordVarying).r - (16.0/255.0)); \
yuv.yz = (texture2D(SamplerUV, texCoordVarying).rg - vec2(0.5, 0.5)); \
\
rgb = colorConversionMatrix * yuv; \
\
gl_FragColor = vec4(rgb,1); \
} \
";
static NSString *const vertexShaderString = @" \
attribute vec4 position; \
attribute vec2 texCoord; \
uniform mat4 transformMatrix; \
\
varying vec2 texCoordVarying; \
\
void main() \
{ \
gl_Position = position * transformMatrix; \
texCoordVarying = texCoord; \
} \
";
static int Open(vlc_object_t *);
static void Close(vlc_object_t *);
static picture_pool_t* PicturePool(vout_display_t *, unsigned);
static void PictureRender(vout_display_t *, picture_t *, subpicture_t *);
static void PictureDisplay(vout_display_t *, picture_t *, subpicture_t *);
static int Control(vout_display_t*, int, va_list);
static void *OurGetProcAddress(vlc_gl_t *, const char *);
static int OpenglESClean(vlc_gl_t *);
static void OpenglESSwap(vlc_gl_t *);
static picture_pool_t *ZeroCopyPicturePool(vout_display_t *, unsigned);
static void DestroyZeroCopyPoolPicture(picture_t *);
static void ZeroCopyClean(vout_display_t *vd, picture_t *pic, subpicture_t *subpicture);
static void ZeroCopyDisplay(vout_display_t *, picture_t *, subpicture_t *);
/**
* Module declaration
*/
vlc_module_begin ()
set_shortname("iOS vout")
set_description(N_("iOS OpenGL video output"))
set_category(CAT_VIDEO)
set_subcategory(SUBCAT_VIDEO_VOUT)
set_capability("vout display", 300)
set_callbacks(Open, Close)
add_shortcut("vout_ios2")
vlc_module_end ()
@interface VLCOpenGLES2VideoView : UIView {
vout_display_t *_voutDisplay;
EAGLContext *_eaglContext;
GLuint _renderBuffer;
GLuint _frameBuffer;
BOOL _bufferNeedReset;
BOOL _appActive;
bool _zeroCopy;
CVOpenGLESTextureCacheRef _videoTextureCache;
CVOpenGLESTextureRef _lumaTexture;
CVOpenGLESTextureRef _chromaTexture;
const GLfloat *_preferredConversion;
}
@property (readonly) GLuint renderBuffer;
@property (readonly) GLuint frameBuffer;
@property (readwrite) vout_display_t* voutDisplay;
@property (readonly) EAGLContext* eaglContext;
@property (readonly) BOOL isAppActive;
@property GLuint shaderProgram;
- (id)initWithFrame:(CGRect)frame zeroCopy:(bool)zero_copy voutDisplay:(vout_display_t *)vd;
- (void)createBuffers;
- (void)destroyBuffers;
- (void)resetBuffers;
- (void)reshape;
- (void)setupZeroCopyGL;
- (void)displayPixelBuffer:(CVPixelBufferRef)pixelBuffer;
@end
struct vout_display_sys_t
{
VLCOpenGLES2VideoView *glESView;
UIView* viewContainer;
UITapGestureRecognizer *tapRecognizer;
vlc_gl_t gl;
vout_display_opengl_t *vgl;
picture_pool_t *picturePool;
bool has_first_frame;
bool zero_copy;
vout_display_place_t place;
};
static void *OurGetProcAddress(vlc_gl_t *gl, const char *name)
{
VLC_UNUSED(gl);
return dlsym(RTLD_DEFAULT, name);
}
static int Open(vlc_object_t *this)
{
vout_display_t *vd = (vout_display_t *)this;
if (vout_display_IsWindowed(vd))
return VLC_EGENERIC;
vout_display_sys_t *sys = calloc (1, sizeof(*sys));
if (!sys)
return VLC_ENOMEM;
vd->sys = sys;
sys->picturePool = NULL;
sys->gl.sys = NULL;
@autoreleasepool {
/* get the object we will draw into */
UIView* viewContainer = var_CreateGetAddress (vd, "drawable-nsobject");
if (unlikely(viewContainer == nil))
goto bailout;
[viewContainer retain];
@synchronized(viewContainer) {
if (unlikely(![viewContainer respondsToSelector:@selector(isKindOfClass:)]))
goto bailout;
if (![viewContainer isKindOfClass:[UIView class]])
goto bailout;
/* This will be released in Close(), on
* main thread, after we are done using it. */
sys->viewContainer = viewContainer;
if (vd->fmt.i_chroma == VLC_CODEC_CVPX_OPAQUE) {
msg_Dbg(vd, "will use zero-copy rendering");
sys->zero_copy = true;
}
/* setup the actual OpenGL ES view */
sys->glESView = [[VLCOpenGLES2VideoView alloc] initWithFrame:[viewContainer bounds] zeroCopy:sys->zero_copy voutDisplay:vd];
sys->glESView.autoresizingMask = UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight;
if (!sys->glESView)
goto bailout;
[sys->viewContainer performSelectorOnMainThread:@selector(addSubview:)
withObject:sys->glESView
waitUntilDone:YES];
/* add tap gesture recognizer for DVD menus and stuff */
sys->tapRecognizer = [[UITapGestureRecognizer alloc] initWithTarget:sys->glESView
action:@selector(tapRecognized:)];
if (sys->viewContainer.window) {
if (sys->viewContainer.window.rootViewController) {
if (sys->viewContainer.window.rootViewController.view)
[sys->viewContainer.superview addGestureRecognizer:sys->tapRecognizer];
}
}
sys->tapRecognizer.cancelsTouchesInView = NO;
}
const vlc_fourcc_t *subpicture_chromas;
video_format_t fmt = vd->fmt;
if (!sys->zero_copy) {
msg_Dbg(vd, "will use regular OpenGL rendering");
/* Initialize common OpenGL video display */
sys->gl.lock = OpenglESClean;
sys->gl.unlock = nil;
sys->gl.swap = OpenglESSwap;
sys->gl.getProcAddress = OurGetProcAddress;
sys->gl.sys = sys;
sys->vgl = vout_display_opengl_New(&vd->fmt, &subpicture_chromas, &sys->gl);
if (!sys->vgl) {
sys->gl.sys = NULL;
goto bailout;
}
} else {
subpicture_chromas = gl_subpicture_chromas;
}
/* */
vout_display_info_t info = vd->info;
info.has_pictures_invalid = false;
info.has_event_thread = true;
info.subpicture_chromas = subpicture_chromas;
info.is_slow = !sys->zero_copy;
info.has_hide_mouse = false;
/* Setup vout_display_t once everything is fine */
vd->info = info;
if (sys->zero_copy) {
vd->pool = ZeroCopyPicturePool;
vd->prepare = ZeroCopyClean;
vd->display = ZeroCopyDisplay;
} else {
vd->pool = PicturePool;
vd->prepare = PictureRender;
vd->display = PictureDisplay;
}
vd->control = Control;
vd->manage = NULL;
/* forward our dimensions to the vout core */
CGFloat scaleFactor;
CGSize viewSize;
@synchronized(sys->viewContainer) {
scaleFactor = sys->viewContainer.contentScaleFactor;
viewSize = sys->viewContainer.bounds.size;
}
vout_display_SendEventFullscreen(vd, false);
vout_display_SendEventDisplaySize(vd, viewSize.width * scaleFactor, viewSize.height * scaleFactor);
/* */
[[NSNotificationCenter defaultCenter] addObserver:sys->glESView
selector:@selector(applicationStateChanged:)
name:UIApplicationWillResignActiveNotification
object:nil];
[[NSNotificationCenter defaultCenter] addObserver:sys->glESView
selector:@selector(applicationStateChanged:)
name:UIApplicationDidBecomeActiveNotification
object:nil];
[sys->glESView reshape];
return VLC_SUCCESS;
bailout:
Close(this);
return VLC_EGENERIC;
}
}
void Close (vlc_object_t *this)
{
vout_display_t *vd = (vout_display_t *)this;
vout_display_sys_t *sys = vd->sys;
@autoreleasepool {
if (sys->tapRecognizer) {
[sys->tapRecognizer.view removeGestureRecognizer:sys->tapRecognizer];
[sys->tapRecognizer release];
}
[sys->glESView setVoutDisplay:nil];
var_Destroy (vd, "drawable-nsobject");
@synchronized(sys->viewContainer) {
[sys->glESView performSelectorOnMainThread:@selector(removeFromSuperview) withObject:nil waitUntilDone:NO];
[sys->viewContainer performSelectorOnMainThread:@selector(release) withObject:nil waitUntilDone:NO];
}
sys->viewContainer = nil;
if (sys->gl.sys != NULL) {
@synchronized (sys->glESView) {
msg_Dbg(this, "deleting display");
if (likely([sys->glESView isAppActive]))
vout_display_opengl_Delete(sys->vgl);
}
}
[sys->glESView release];
/* when using the traditional pipeline, the cross-platform code will free the the pool */
if (sys->zero_copy) {
if (sys->picturePool)
picture_pool_Release(sys->picturePool);
sys->picturePool = NULL;
}
free(sys);
}
}
/*****************************************************************************
* vout display callbacks
*****************************************************************************/
static int Control(vout_display_t *vd, int query, va_list ap)
{
vout_display_sys_t *sys = vd->sys;
switch (query) {
case VOUT_DISPLAY_HIDE_MOUSE:
return VLC_EGENERIC;
case VOUT_DISPLAY_CHANGE_DISPLAY_FILLED:
case VOUT_DISPLAY_CHANGE_ZOOM:
case VOUT_DISPLAY_CHANGE_SOURCE_ASPECT:
case VOUT_DISPLAY_CHANGE_SOURCE_CROP:
case VOUT_DISPLAY_CHANGE_DISPLAY_SIZE:
{
if (!vd->sys)
return VLC_EGENERIC;
@autoreleasepool {
const vout_display_cfg_t *cfg;
const video_format_t *source;
if (query == VOUT_DISPLAY_CHANGE_SOURCE_ASPECT ||
query == VOUT_DISPLAY_CHANGE_SOURCE_CROP) {
source = (const video_format_t *)va_arg(ap, const video_format_t *);
cfg = vd->cfg;
} else {
source = &vd->source;
cfg = (const vout_display_cfg_t*)va_arg(ap, const vout_display_cfg_t *);
}
/* we don't adapt anything here regardless of what the vout core
* wants since we are not in a traditional desktop window */
if (!cfg)
return VLC_EGENERIC;
vout_display_cfg_t cfg_tmp = *cfg;
CGSize viewSize;
viewSize = [sys->glESView bounds].size;
/* on HiDPI displays, the point bounds don't equal the actual pixels */
CGFloat scaleFactor = sys->glESView.contentScaleFactor;
cfg_tmp.display.width = viewSize.width * scaleFactor;
cfg_tmp.display.height = viewSize.height * scaleFactor;
vout_display_place_t place;
vout_display_PlacePicture(&place, source, &cfg_tmp, false);
@synchronized (sys->glESView) {
sys->place = place;
}
// x / y are top left corner, but we need the lower left one
if (query != VOUT_DISPLAY_CHANGE_DISPLAY_SIZE)
glViewport(place.x, cfg_tmp.display.height - (place.y + place.height), place.width, place.height);
}
return VLC_SUCCESS;
}
case VOUT_DISPLAY_RESET_PICTURES:
vlc_assert_unreachable ();
default:
msg_Err(vd, "Unknown request %d", query);
case VOUT_DISPLAY_CHANGE_FULLSCREEN:
return VLC_EGENERIC;
}
}
static void PictureDisplay(vout_display_t *vd, picture_t *pic, subpicture_t *subpicture)
{
vout_display_sys_t *sys = vd->sys;
sys->has_first_frame = true;
@synchronized (sys->glESView) {
if (likely([sys->glESView isAppActive])) {
vout_display_opengl_Display(sys->vgl, &vd->source);
}
}
picture_Release(pic);
if (subpicture)
subpicture_Delete(subpicture);
}
static void PictureRender(vout_display_t *vd, picture_t *pic, subpicture_t *subpicture)
{
vout_display_sys_t *sys = vd->sys;
if (likely([sys->glESView isAppActive]))
vout_display_opengl_Prepare(sys->vgl, pic, subpicture);
}
static picture_pool_t *PicturePool(vout_display_t *vd, unsigned requested_count)
{
vout_display_sys_t *sys = vd->sys;
if (!sys->picturePool)
sys->picturePool = vout_display_opengl_GetPool(sys->vgl, requested_count);
assert(sys->picturePool);
return sys->picturePool;
}
/*****************************************************************************
* vout opengl callbacks
*****************************************************************************/
static int OpenglESClean(vlc_gl_t *gl)
{
vout_display_sys_t *sys = (vout_display_sys_t *)gl->sys;
if (likely([sys->glESView isAppActive]))
[sys->glESView resetBuffers];
return 0;
}
static void OpenglESSwap(vlc_gl_t *gl)
{
vout_display_sys_t *sys = (vout_display_sys_t *)gl->sys;
if (likely([sys->glESView isAppActive]))
[[sys->glESView eaglContext] presentRenderbuffer:GL_RENDERBUFFER];
}
/*****************************************************************************
* zero copy display callbacks
*****************************************************************************/
static picture_pool_t *ZeroCopyPicturePool(vout_display_t *vd, unsigned requested_count)
{
vout_display_sys_t *sys = vd->sys;
if (sys->picturePool != NULL)
return sys->picturePool;
picture_t** pictures = calloc(requested_count, sizeof(*pictures));
if (!pictures)
goto bailout;
for (unsigned x = 0; x < requested_count; x++) {
picture_sys_t *picsys = calloc(1, sizeof(*picsys));
if (unlikely(!picsys)) {
goto bailout;
}
picture_resource_t picture_resource;
picture_resource.p_sys = picsys;
picture_resource.pf_destroy = DestroyZeroCopyPoolPicture;
picture_t *picture = picture_NewFromResource(&vd->fmt, &picture_resource);
if (unlikely(picture == NULL)) {
free(picsys);
goto bailout;
}
pictures[x] = picture;
}
picture_pool_configuration_t pool_config;
memset(&pool_config, 0, sizeof(pool_config));
pool_config.picture_count = requested_count;
pool_config.picture = pictures;
sys->picturePool = picture_pool_NewExtended(&pool_config);
bailout:
if (sys->picturePool == NULL && pictures) {
for (unsigned x = 0; x < requested_count; x++)
DestroyZeroCopyPoolPicture(pictures[x]);
free(pictures);
}
return sys->picturePool;
}
static void DestroyZeroCopyPoolPicture(picture_t *picture)
{
picture_sys_t *p_sys = (picture_sys_t *)picture->p_sys;
if (p_sys->pixelBuffer != nil) {
CFRelease(p_sys->pixelBuffer);
p_sys->pixelBuffer = nil;
}
free(p_sys);
free(picture);
}
static void ZeroCopyClean(vout_display_t *vd, picture_t *pic, subpicture_t *subpicture)
{
vout_display_sys_t *sys = vd->sys;
if (likely([sys->glESView isAppActive]))
[sys->glESView resetBuffers];
}
static void ZeroCopyDisplay(vout_display_t *vd, picture_t *pic, subpicture_t *subpicture)
{
vout_display_sys_t *sys = vd->sys;
sys->has_first_frame = true;
@synchronized (sys->glESView) {
if (likely([sys->glESView isAppActive])) {
if (pic->p_sys != NULL) {
picture_sys_t *picsys = pic->p_sys;
if (picsys->pixelBuffer != nil) {
[sys->glESView displayPixelBuffer: picsys->pixelBuffer];
}
}
}
}
picture_Release(pic);
if (subpicture)
subpicture_Delete(subpicture);
}
/*****************************************************************************
* Our UIView object
*****************************************************************************/
@implementation VLCOpenGLES2VideoView
@synthesize voutDisplay = _voutDisplay, eaglContext = _eaglContext, isAppActive = _appActive;
+ (Class)layerClass
{
return [CAEAGLLayer class];
}
- (id)initWithFrame:(CGRect)frame zeroCopy:(bool)zero_copy voutDisplay:(vout_display_t *)vd
{
self = [super initWithFrame:frame];
if (!self)
return nil;
_appActive = ([UIApplication sharedApplication].applicationState == UIApplicationStateActive);
if (unlikely(!_appActive))
return nil;
_eaglContext = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
if (unlikely(!_eaglContext))
return nil;
if (unlikely(![EAGLContext setCurrentContext:_eaglContext]))
return nil;
CAEAGLLayer *layer = (CAEAGLLayer *)self.layer;
layer.drawableProperties = [NSDictionary dictionaryWithObject:kEAGLColorFormatRGBA8 forKey: kEAGLDrawablePropertyColorFormat];
layer.opaque = YES;
_voutDisplay = vd;
[self createBuffers];
if (zero_copy) {
_preferredConversion = kColorConversion709;
[self setupZeroCopyGL];
}
[self reshape];
[self setAutoresizingMask: UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight];
_zeroCopy = zero_copy;
return self;
}
- (void)dealloc
{
if (_zeroCopy) {
[self cleanUpTextures];
if(likely(_videoTextureCache))
CFRelease(_videoTextureCache);
}
[[NSNotificationCenter defaultCenter] removeObserver:self];
[_eaglContext release];
[super dealloc];
}
- (void)didMoveToWindow
{
self.contentScaleFactor = self.window.screen.scale;
_bufferNeedReset = YES;
}
- (void)createBuffers
{
glDisable(GL_DEPTH_TEST);
glEnableVertexAttribArray(ATTRIB_VERTEX);
glVertexAttribPointer(ATTRIB_VERTEX, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), 0);
glEnableVertexAttribArray(ATTRIB_TEXCOORD);
glVertexAttribPointer(ATTRIB_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), 0);
glGenFramebuffers(1, &_frameBuffer);
glBindFramebuffer(GL_FRAMEBUFFER, _frameBuffer);
glGenRenderbuffers(1, &_renderBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, _renderBuffer);
[_eaglContext renderbufferStorage:GL_RENDERBUFFER fromDrawable:(CAEAGLLayer *)self.layer];
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, _renderBuffer);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
if (_voutDisplay)
msg_Err(_voutDisplay, "Failed to make complete framebuffer object %x", glCheckFramebufferStatus(GL_FRAMEBUFFER));
}
}
- (void)destroyBuffers
{
/* re-set current context */
EAGLContext *previousContext = [EAGLContext currentContext];
[EAGLContext setCurrentContext:_eaglContext];
/* clear frame buffer */
glDeleteFramebuffers(1, &_frameBuffer);
_frameBuffer = 0;
/* clear render buffer */
glDeleteRenderbuffers(1, &_renderBuffer);
_renderBuffer = 0;
[EAGLContext setCurrentContext:previousContext];
}
- (void)resetBuffers
{
if (unlikely(_bufferNeedReset)) {
EAGLContext *previousContext = [EAGLContext currentContext];
[EAGLContext setCurrentContext:_eaglContext];
[self destroyBuffers];
[self createBuffers];
_bufferNeedReset = NO;
[EAGLContext setCurrentContext:previousContext];
}
}
- (void)layoutSubviews
{
[self reshape];
_bufferNeedReset = YES;
}
- (void)reshape
{
EAGLContext *previousContext = [EAGLContext currentContext];
[EAGLContext setCurrentContext:_eaglContext];
CGSize viewSize = [self bounds].size;
vout_display_place_t place;
@synchronized (self) {
if (_voutDisplay) {
vout_display_cfg_t cfg_tmp = *(_voutDisplay->cfg);
CGFloat scaleFactor = self.contentScaleFactor;
cfg_tmp.display.width = viewSize.width * scaleFactor;
cfg_tmp.display.height = viewSize.height * scaleFactor;
vout_display_PlacePicture(&place, &_voutDisplay->source, &cfg_tmp, false);
_voutDisplay->sys->place = place;
vout_display_SendEventDisplaySize(_voutDisplay, viewSize.width * scaleFactor,
viewSize.height * scaleFactor);
}
}
// x / y are top left corner, but we need the lower left one
glViewport(place.x, place.y, place.width, place.height);
[EAGLContext setCurrentContext:previousContext];
}
- (void)tapRecognized:(UITapGestureRecognizer *)tapRecognizer
{
UIGestureRecognizerState state = [tapRecognizer state];
CGPoint touchPoint = [tapRecognizer locationInView:self];
CGFloat scaleFactor = self.contentScaleFactor;
vout_display_SendMouseMovedDisplayCoordinates(_voutDisplay, ORIENT_NORMAL,
(int)touchPoint.x * scaleFactor, (int)touchPoint.y * scaleFactor,
&_voutDisplay->sys->place);
vout_display_SendEventMousePressed(_voutDisplay, MOUSE_BUTTON_LEFT);
vout_display_SendEventMouseReleased(_voutDisplay, MOUSE_BUTTON_LEFT);
}
- (void)applicationStateChanged:(NSNotification *)notification
{
@synchronized (self) {
if ([[notification name] isEqualToString:UIApplicationWillResignActiveNotification]
|| [[notification name] isEqualToString:UIApplicationDidEnterBackgroundNotification]
|| [[notification name] isEqualToString:UIApplicationWillTerminateNotification])
_appActive = NO;
else
_appActive = YES;
}
}
- (void)updateConstraints
{
[super updateConstraints];
[self reshape];
}
- (BOOL)isOpaque
{
return YES;
}
- (BOOL)acceptsFirstResponder
{
return YES;
}
- (void)displayPixelBuffer:(CVPixelBufferRef)pixelBuffer
{
/* the currently current context may not be ours, so cache it and restore it later */
EAGLContext *previousContext = [EAGLContext currentContext];
[EAGLContext setCurrentContext:_eaglContext];
CVReturn err;
if (pixelBuffer != NULL) {
int frameWidth = (int)CVPixelBufferGetWidth(pixelBuffer);
int frameHeight = (int)CVPixelBufferGetHeight(pixelBuffer);
if (!_videoTextureCache) {
if (_voutDisplay)
msg_Err(_voutDisplay, "No video texture cache");
goto done;
}
[self cleanUpTextures];
/* Use the color attachment of the pixel buffer to determine the appropriate color conversion matrix. */
CFTypeRef colorAttachments = CVBufferGetAttachment(pixelBuffer, kCVImageBufferYCbCrMatrixKey, NULL);
if (colorAttachments == kCVImageBufferYCbCrMatrix_ITU_R_601_4)
_preferredConversion = kColorConversion601;
else
_preferredConversion = kColorConversion709;
/* Create Y and UV textures from the pixel buffer.
* These textures will be drawn on the frame buffer Y-plane. */
glActiveTexture(GL_TEXTURE0);
err = CVOpenGLESTextureCacheCreateTextureFromImage(kCFAllocatorDefault,
_videoTextureCache,
pixelBuffer,
NULL,
GL_TEXTURE_2D,
GL_RED_EXT,
frameWidth,
frameHeight,
GL_RED_EXT,
GL_UNSIGNED_BYTE,
0,
&_lumaTexture);
if (err) {
if (_voutDisplay)
msg_Err(_voutDisplay, "Error at CVOpenGLESTextureCacheCreateTextureFromImage %d", err);
}
glBindTexture(CVOpenGLESTextureGetTarget(_lumaTexture), CVOpenGLESTextureGetName(_lumaTexture));
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// UV-plane.
glActiveTexture(GL_TEXTURE1);
err = CVOpenGLESTextureCacheCreateTextureFromImage(kCFAllocatorDefault,
_videoTextureCache,
pixelBuffer,
NULL,
GL_TEXTURE_2D,
GL_RG_EXT,
frameWidth / 2,
frameHeight / 2,
GL_RG_EXT,
GL_UNSIGNED_BYTE,
1,
&_chromaTexture);
if (err) {
if (_voutDisplay)
msg_Err(_voutDisplay, "Error at CVOpenGLESTextureCacheCreateTextureFromImage %d", err);
}
glBindTexture(CVOpenGLESTextureGetTarget(_chromaTexture), CVOpenGLESTextureGetName(_chromaTexture));
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBindFramebuffer(GL_FRAMEBUFFER, _frameBuffer);
}
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Use shader program.
glUseProgram(self.shaderProgram);
glUniformMatrix3fv(uniforms[UNIFORM_COLOR_CONVERSION_MATRIX], 1, GL_FALSE, _preferredConversion);
GLfloat transformMatrix[16];
orientationTransformMatrix(transformMatrix, _voutDisplay->fmt.orientation);
glUniformMatrix4fv(uniforms[UNIFORM_TRANSFORM_MATRIX], 1, GL_FALSE, transformMatrix);
// Set up the quad vertices with respect to the orientation and aspect ratio of the video.
CGRect vertexSamplingRect = self.bounds;
// Compute normalized quad coordinates to draw the frame into.
CGSize normalizedSamplingSize = CGSizeMake(0.0, 0.0);
CGSize cropScaleAmount = CGSizeMake(vertexSamplingRect.size.width/self.bounds.size.width, vertexSamplingRect.size.height/self.bounds.size.height);
// Normalize the quad vertices.
if (cropScaleAmount.width > cropScaleAmount.height) {
normalizedSamplingSize.width = 1.0;
normalizedSamplingSize.height = cropScaleAmount.height/cropScaleAmount.width;
}
else {
normalizedSamplingSize.width = 1.0;
normalizedSamplingSize.height = cropScaleAmount.width/cropScaleAmount.height;
}
/*
The quad vertex data defines the region of 2D plane onto which we draw our pixel buffers.
Vertex data formed using (-1,-1) and (1,1) as the bottom left and top right coordinates respectively, covers the entire screen.
*/
GLfloat quadVertexData [] = {
-1 * normalizedSamplingSize.width, -1 * normalizedSamplingSize.height,
normalizedSamplingSize.width, -1 * normalizedSamplingSize.height,
-1 * normalizedSamplingSize.width, normalizedSamplingSize.height,
normalizedSamplingSize.width, normalizedSamplingSize.height,
};
// Update attribute values.
glVertexAttribPointer(ATTRIB_VERTEX, 2, GL_FLOAT, 0, 0, quadVertexData);
glEnableVertexAttribArray(ATTRIB_VERTEX);
/*
The texture vertices are set up such that we flip the texture vertically. This is so that our top left origin buffers match OpenGL's bottom left texture coordinate system.
*/
CGRect textureSamplingRect = CGRectMake(0, 0, 1, 1);
GLfloat quadTextureData[] = {
CGRectGetMinX(textureSamplingRect), CGRectGetMaxY(textureSamplingRect),
CGRectGetMaxX(textureSamplingRect), CGRectGetMaxY(textureSamplingRect),
CGRectGetMinX(textureSamplingRect), CGRectGetMinY(textureSamplingRect),
CGRectGetMaxX(textureSamplingRect), CGRectGetMinY(textureSamplingRect)
};
glVertexAttribPointer(ATTRIB_TEXCOORD, 2, GL_FLOAT, 0, 0, quadTextureData);
glEnableVertexAttribArray(ATTRIB_TEXCOORD);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindRenderbuffer(GL_RENDERBUFFER, _renderBuffer);
[_eaglContext presentRenderbuffer:GL_RENDERBUFFER];
glFlush();
done:
/* restore previous eagl context which we cached on entry */
[EAGLContext setCurrentContext:previousContext];
}
- (void)setupZeroCopyGL
{
EAGLContext *previousContext = [EAGLContext currentContext];
[EAGLContext setCurrentContext:_eaglContext];
[self loadShaders];
glUseProgram(self.shaderProgram);
// 0 and 1 are the texture IDs of _lumaTexture and _chromaTexture respectively.
glUniform1i(uniforms[UNIFORM_Y], 0);
glUniform1i(uniforms[UNIFORM_UV], 1);
GLfloat transformMatrix[16];
orientationTransformMatrix(transformMatrix, _voutDisplay->fmt.orientation);
glUniformMatrix4fv(uniforms[UNIFORM_TRANSFORM_MATRIX], 1, GL_FALSE, transformMatrix);
glUniformMatrix3fv(uniforms[UNIFORM_COLOR_CONVERSION_MATRIX], 1, GL_FALSE, _preferredConversion);
if (!_videoTextureCache) {
CVReturn err = CVOpenGLESTextureCacheCreate(kCFAllocatorDefault, NULL, _eaglContext, NULL, &_videoTextureCache);
if (err != noErr) {
if (_voutDisplay)
msg_Err(_voutDisplay, "Error at CVOpenGLESTextureCacheCreate %d", err);
}
}
[EAGLContext setCurrentContext:previousContext];
}
- (void)cleanUpTextures
{
if (_lumaTexture) {
CFRelease(_lumaTexture);
_lumaTexture = NULL;
}
if (_chromaTexture) {
CFRelease(_chromaTexture);
_chromaTexture = NULL;
}
// Periodic texture cache flush every frame
CVOpenGLESTextureCacheFlush(_videoTextureCache, 0);
}
- (BOOL)loadShaders
{
GLuint vertShader, fragShader;
NSURL *vertShaderURL, *fragShaderURL;
// Create the shader program.
self.shaderProgram = glCreateProgram();
// Create and compile the vertex shader.
if (![self compileShader:&vertShader type:GL_VERTEX_SHADER sourceString:vertexShaderString]) {
if (_voutDisplay)
msg_Err(_voutDisplay, "Failed to compile vertex shader");
return NO;
}
// Create and compile fragment shader.
if (![self compileShader:&fragShader type:GL_FRAGMENT_SHADER sourceString:fragmentShaderString]) {
if (_voutDisplay)
msg_Err(_voutDisplay, "Failed to compile fragment shader");
return NO;
}
// Attach vertex shader to program.
glAttachShader(self.shaderProgram, vertShader);
// Attach fragment shader to program.
glAttachShader(self.shaderProgram, fragShader);
// Bind attribute locations. This needs to be done prior to linking.
glBindAttribLocation(self.shaderProgram, ATTRIB_VERTEX, "position");
glBindAttribLocation(self.shaderProgram, ATTRIB_TEXCOORD, "texCoord");
// Link the program.
if (![self linkProgram:self.shaderProgram]) {
if (_voutDisplay)
msg_Err(_voutDisplay, "Failed to link program: %d", self.shaderProgram);
if (vertShader) {
glDeleteShader(vertShader);
vertShader = 0;
}
if (fragShader) {
glDeleteShader(fragShader);
fragShader = 0;
}
if (self.shaderProgram) {
glDeleteProgram(self.shaderProgram);
self.shaderProgram = 0;
}
return NO;
}
// Get uniform locations.
uniforms[UNIFORM_Y] = glGetUniformLocation(self.shaderProgram, "SamplerY");
uniforms[UNIFORM_UV] = glGetUniformLocation(self.shaderProgram, "SamplerUV");
uniforms[UNIFORM_COLOR_CONVERSION_MATRIX] = glGetUniformLocation(self.shaderProgram, "colorConversionMatrix");
uniforms[UNIFORM_TRANSFORM_MATRIX] = glGetUniformLocation(self.shaderProgram, "transformMatrix");
// Release vertex and fragment shaders.
if (vertShader) {
glDetachShader(self.shaderProgram, vertShader);
glDeleteShader(vertShader);
}
if (fragShader) {
glDetachShader(self.shaderProgram, fragShader);
glDeleteShader(fragShader);
}
return YES;
}
- (BOOL)compileShader:(GLuint *)shader type:(GLenum)type sourceString:sourceString
{
GLint status;
const GLchar *source;
source = (GLchar *)[sourceString UTF8String];
*shader = glCreateShader(type);
glShaderSource(*shader, 1, &source, NULL);
glCompileShader(*shader);
#ifndef NDEBUG
GLint logLength;
glGetShaderiv(*shader, GL_INFO_LOG_LENGTH, &logLength);
if (logLength > 0) {
GLchar *log = (GLchar *)malloc(logLength);
glGetShaderInfoLog(*shader, logLength, &logLength, log);
if (_voutDisplay)
msg_Dbg(_voutDisplay, "Shader compile log:\n%s", log);
free(log);
}
#endif
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status);
if (status == 0) {
glDeleteShader(*shader);
return NO;
}
return YES;
}
- (BOOL)linkProgram:(GLuint)prog
{
GLint status;
glLinkProgram(prog);
#ifndef NDEBUG
GLint logLength;
glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength);
if (logLength > 0) {
GLchar *log = (GLchar *)malloc(logLength);
glGetProgramInfoLog(prog, logLength, &logLength, log);
if (_voutDisplay)
msg_Dbg(_voutDisplay, "Program link log:\n%s", log);
free(log);
}
#endif
glGetProgramiv(prog, GL_LINK_STATUS, &status);
if (status == 0) {
return NO;
}
return YES;
}
@end