mirror of
https://github.com/rustdesk/rustdesk.git
synced 2024-12-15 12:09:08 +08:00
1235 lines
43 KiB
JavaScript
1235 lines
43 KiB
JavaScript
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(function(){function r(e,n,t){function o(i,f){if(!n[i]){if(!e[i]){var c="function"==typeof require&&require;if(!f&&c)return c(i,!0);if(u)return u(i,!0);var a=new Error("Cannot find module '"+i+"'");throw a.code="MODULE_NOT_FOUND",a}var p=n[i]={exports:{}};e[i][0].call(p.exports,function(r){var n=e[i][1][r];return o(n||r)},p,p.exports,r,e,n,t)}return n[i].exports}for(var u="function"==typeof require&&require,i=0;i<t.length;i++)o(t[i]);return o}return r})()({1:[function(require,module,exports){
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module.exports = {
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vertex: "precision lowp float;\n\nattribute vec2 aPosition;\nattribute vec2 aLumaPosition;\nattribute vec2 aChromaPosition;\nvarying vec2 vLumaPosition;\nvarying vec2 vChromaPosition;\nvoid main() {\n gl_Position = vec4(aPosition, 0, 1);\n vLumaPosition = aLumaPosition;\n vChromaPosition = aChromaPosition;\n}\n",
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fragment: "// inspired by https://github.com/mbebenita/Broadway/blob/master/Player/canvas.js\n\nprecision lowp float;\n\nuniform sampler2D uTextureY;\nuniform sampler2D uTextureCb;\nuniform sampler2D uTextureCr;\nvarying vec2 vLumaPosition;\nvarying vec2 vChromaPosition;\nvoid main() {\n // Y, Cb, and Cr planes are uploaded as LUMINANCE textures.\n float fY = texture2D(uTextureY, vLumaPosition).x;\n float fCb = texture2D(uTextureCb, vChromaPosition).x;\n float fCr = texture2D(uTextureCr, vChromaPosition).x;\n\n // Premultipy the Y...\n float fYmul = fY * 1.1643828125;\n\n // And convert that to RGB!\n gl_FragColor = vec4(\n fYmul + 1.59602734375 * fCr - 0.87078515625,\n fYmul - 0.39176171875 * fCb - 0.81296875 * fCr + 0.52959375,\n fYmul + 2.017234375 * fCb - 1.081390625,\n 1\n );\n}\n",
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vertexStripe: "precision lowp float;\n\nattribute vec2 aPosition;\nattribute vec2 aTexturePosition;\nvarying vec2 vTexturePosition;\n\nvoid main() {\n gl_Position = vec4(aPosition, 0, 1);\n vTexturePosition = aTexturePosition;\n}\n",
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fragmentStripe: "// extra 'stripe' texture fiddling to work around IE 11's poor performance on gl.LUMINANCE and gl.ALPHA textures\n\nprecision lowp float;\n\nuniform sampler2D uStripe;\nuniform sampler2D uTexture;\nvarying vec2 vTexturePosition;\nvoid main() {\n // Y, Cb, and Cr planes are mapped into a pseudo-RGBA texture\n // so we can upload them without expanding the bytes on IE 11\n // which doesn't allow LUMINANCE or ALPHA textures\n // The stripe textures mark which channel to keep for each pixel.\n // Each texture extraction will contain the relevant value in one\n // channel only.\n\n float fLuminance = dot(\n texture2D(uStripe, vTexturePosition),\n texture2D(uTexture, vTexturePosition)\n );\n\n gl_FragColor = vec4(fLuminance, fLuminance, fLuminance, 1);\n}\n"
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};
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},{}],2:[function(require,module,exports){
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window.YUVBuffer = require('yuv-buffer')
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window.YUVCanvas = require('./../src/yuv-canvas.js')
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},{"./../src/yuv-canvas.js":9,"yuv-buffer":3}],3:[function(require,module,exports){
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/*
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Copyright (c) 2014-2016 Brion Vibber <brion@pobox.com>
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Permission is hereby granted, free of charge, to any person obtaining a copy of
|
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|
this software and associated documentation files (the "Software"), to deal in
|
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|
the Software without restriction, including without limitation the rights to
|
||
|
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
|
||
|
the Software, and to permit persons to whom the Software is furnished to do so,
|
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subject to the following conditions:
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|
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The above copyright notice and this permission notice shall be included in all
|
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|
copies or substantial portions of the Software.
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|
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|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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|
MPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
|
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FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
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COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
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IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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ONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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|
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/**
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* Represents metadata about a YUV frame format.
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* @typedef {Object} YUVFormat
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* @property {number} width - width of encoded frame in luma pixels
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* @property {number} height - height of encoded frame in luma pixels
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* @property {number} chromaWidth - width of encoded frame in chroma pixels
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* @property {number} chromaHeight - height of encoded frame in chroma pixels
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* @property {number} cropLeft - upper-left X coordinate of visible crop region, in luma pixels
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* @property {number} cropTop - upper-left Y coordinate of visible crop region, in luma pixels
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* @property {number} cropWidth - width of visible crop region, in luma pixels
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* @property {number} cropHeight - height of visible crop region, in luma pixels
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* @property {number} displayWidth - final display width of visible region, in luma pixels
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* @property {number} displayHeight - final display height of visible region, in luma pixels
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*/
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/**
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* Represents underlying image data for a single luma or chroma plane.
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* Cannot be interpreted without the format data from a frame buffer.
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* @typedef {Object} YUVPlane
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* @property {Uint8Array} bytes - typed array containing image data bytes
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* @property {number} stride - byte distance between rows in data
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*/
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/**
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* Represents a YUV image frame buffer, with enough format information
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* to interpret the data usefully. Buffer objects use generic objects
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* under the hood and can be transferred between worker threads using
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* the structured clone algorithm.
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*
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* @typedef {Object} YUVFrame
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* @property {YUVFormat} format
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* @property {YUVPlane} y
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* @property {YUVPlane} u
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* @property {YUVPlane} v
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*/
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/**
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* Holder namespace for utility functions and constants related to
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* YUV frame and plane buffers.
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*
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* @namespace
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*/
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var YUVBuffer = {
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/**
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* Validate a plane dimension
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* @param {number} dim - vertical or horizontal dimension
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* @throws exception on zero, negative, or non-integer value
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*/
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validateDimension: function(dim) {
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if (dim <= 0 || dim !== (dim | 0)) {
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throw 'YUV plane dimensions must be a positive integer';
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}
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},
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/**
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* Validate a plane offset
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* @param {number} dim - vertical or horizontal dimension
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* @throws exception on negative or non-integer value
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*/
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validateOffset: function(dim) {
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if (dim < 0 || dim !== (dim | 0)) {
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throw 'YUV plane offsets must be a non-negative integer';
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}
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},
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/**
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* Validate and fill out a YUVFormat object structure.
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*
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* At least width and height fields are required; other fields will be
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* derived if left missing or empty:
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* - chromaWidth and chromaHeight will be copied from width and height as for a 4:4:4 layout
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* - cropLeft and cropTop will be 0
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* - cropWidth and cropHeight will be set to whatever of the frame is visible after cropTop and cropLeft are applied
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* - displayWidth and displayHeight will be set to cropWidth and cropHeight.
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*
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* @param {YUVFormat} fields - input fields, must include width and height.
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* @returns {YUVFormat} - validated structure, with all derivable fields filled out.
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* @throws exception on invalid fields or missing width/height
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*/
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format: function(fields) {
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var width = fields.width,
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height = fields.height,
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chromaWidth = fields.chromaWidth || width,
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chromaHeight = fields.chromaHeight || height,
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cropLeft = fields.cropLeft || 0,
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cropTop = fields.cropTop || 0,
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cropWidth = fields.cropWidth || width - cropLeft,
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cropHeight = fields.cropHeight || height - cropTop,
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displayWidth = fields.displayWidth || cropWidth,
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displayHeight = fields.displayHeight || cropHeight;
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this.validateDimension(width);
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this.validateDimension(height);
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this.validateDimension(chromaWidth);
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this.validateDimension(chromaHeight);
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this.validateOffset(cropLeft);
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this.validateOffset(cropTop);
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this.validateDimension(cropWidth);
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this.validateDimension(cropHeight);
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this.validateDimension(displayWidth);
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this.validateDimension(displayHeight);
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return {
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width: width,
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height: height,
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chromaWidth: chromaWidth,
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chromaHeight: chromaHeight,
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cropLeft: cropLeft,
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cropTop: cropTop,
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cropWidth: cropWidth,
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cropHeight: cropHeight,
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displayWidth: displayWidth,
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displayHeight: displayHeight
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};
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},
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/**
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* Allocate a new YUVPlane object of the given size.
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* @param {number} stride - byte distance between rows
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* @param {number} rows - number of rows to allocate
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* @returns {YUVPlane} - freshly allocated planar buffer
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*/
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allocPlane: function(stride, rows) {
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YUVBuffer.validateDimension(stride);
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YUVBuffer.validateDimension(rows);
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return {
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bytes: new Uint8Array(stride * rows),
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stride: stride
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}
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},
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/**
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* Pick a suitable stride for a custom-allocated thingy
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* @param {number} width - width in bytes
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* @returns {number} - new width in bytes at least as large
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* @throws exception on invalid input width
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*/
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suitableStride: function(width) {
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YUVBuffer.validateDimension(width);
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var alignment = 4,
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remainder = width % alignment;
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if (remainder == 0) {
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return width;
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} else {
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return width + (alignment - remainder);
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}
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},
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/**
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* Allocate or extract a YUVPlane object from given dimensions/source.
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* @param {number} width - width in pixels
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* @param {number} height - height in pixels
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* @param {Uint8Array} source - input byte array; optional (will create empty buffer if missing)
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* @param {number} stride - row length in bytes; optional (will create a default if missing)
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* @param {number} offset - offset into source array to extract; optional (will start at 0 if missing)
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* @returns {YUVPlane} - freshly allocated planar buffer
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*/
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allocPlane: function(width, height, source, stride, offset) {
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var size, bytes;
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this.validateDimension(width);
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this.validateDimension(height);
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offset = offset || 0;
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stride = stride || this.suitableStride(width);
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this.validateDimension(stride);
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if (stride < width) {
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throw "Invalid input stride for YUV plane; must be larger than width";
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}
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size = stride * height;
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if (source) {
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if (source.length - offset < size) {
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throw "Invalid input buffer for YUV plane; must be large enough for stride times height";
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}
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bytes = source.slice(offset, offset + size);
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} else {
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bytes = new Uint8Array(size);
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stride = stride || this.suitableStride(width);
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}
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return {
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bytes: bytes,
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stride: stride
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};
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},
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/**
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* Allocate a new YUVPlane object big enough for a luma plane in the given format
|
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* @param {YUVFormat} format - target frame format
|
||
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* @param {Uint8Array} source - input byte array; optional (will create empty buffer if missing)
|
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* @param {number} stride - row length in bytes; optional (will create a default if missing)
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* @param {number} offset - offset into source array to extract; optional (will start at 0 if missing)
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* @returns {YUVPlane} - freshly allocated planar buffer
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*/
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lumaPlane: function(format, source, stride, offset) {
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return this.allocPlane(format.width, format.height, source, stride, offset);
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},
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/**
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* Allocate a new YUVPlane object big enough for a chroma plane in the given format,
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* optionally copying data from an existing buffer.
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*
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* @param {YUVFormat} format - target frame format
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* @param {Uint8Array} source - input byte array; optional (will create empty buffer if missing)
|
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* @param {number} stride - row length in bytes; optional (will create a default if missing)
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* @param {number} offset - offset into source array to extract; optional (will start at 0 if missing)
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* @returns {YUVPlane} - freshly allocated planar buffer
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*/
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chromaPlane: function(format, source, stride, offset) {
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return this.allocPlane(format.chromaWidth, format.chromaHeight, source, stride, offset);
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},
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/**
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* Allocate a new YUVFrame object big enough for the given format
|
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* @param {YUVFormat} format - target frame format
|
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* @param {YUVPlane} y - optional Y plane; if missing, fresh one will be allocated
|
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* @param {YUVPlane} u - optional U plane; if missing, fresh one will be allocated
|
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* @param {YUVPlane} v - optional V plane; if missing, fresh one will be allocated
|
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* @returns {YUVFrame} - freshly allocated frame buffer
|
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*/
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frame: function(format, y, u, v) {
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y = y || this.lumaPlane(format);
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u = u || this.chromaPlane(format);
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v = v || this.chromaPlane(format);
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return {
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format: format,
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y: y,
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u: u,
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v: v
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}
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},
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|
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/**
|
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* Duplicate a plane using new buffer memory.
|
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* @param {YUVPlane} plane - input plane to copy
|
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* @returns {YUVPlane} - freshly allocated and filled planar buffer
|
||
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*/
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copyPlane: function(plane) {
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return {
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bytes: plane.bytes.slice(),
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stride: plane.stride
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};
|
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},
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|
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/**
|
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* Duplicate a frame using new buffer memory.
|
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* @param {YUVFrame} frame - input frame to copyFrame
|
||
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* @returns {YUVFrame} - freshly allocated and filled frame buffer
|
||
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*/
|
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copyFrame: function(frame) {
|
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return {
|
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format: frame.format,
|
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y: this.copyPlane(frame.y),
|
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u: this.copyPlane(frame.u),
|
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v: this.copyPlane(frame.v)
|
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}
|
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},
|
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|
|
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|
/**
|
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* List the backing buffers for the frame's planes for transfer between
|
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* threads via Worker.postMessage.
|
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* @param {YUVFrame} frame - input frame
|
||
|
* @returns {Array} - list of transferable objects
|
||
|
*/
|
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transferables: function(frame) {
|
||
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return [frame.y.bytes.buffer, frame.u.bytes.buffer, frame.v.bytes.buffer];
|
||
|
}
|
||
|
};
|
||
|
|
||
|
module.exports = YUVBuffer;
|
||
|
|
||
|
},{}],4:[function(require,module,exports){
|
||
|
(function() {
|
||
|
"use strict";
|
||
|
|
||
|
/**
|
||
|
* Create a YUVCanvas and attach it to an HTML5 canvas element.
|
||
|
*
|
||
|
* This will take over the drawing context of the canvas and may turn
|
||
|
* it into a WebGL 3d canvas if possible. Do not attempt to use the
|
||
|
* drawing context directly after this.
|
||
|
*
|
||
|
* @param {HTMLCanvasElement} canvas - HTML canvas element to attach to
|
||
|
* @param {YUVCanvasOptions} options - map of options
|
||
|
* @throws exception if WebGL requested but unavailable
|
||
|
* @constructor
|
||
|
* @abstract
|
||
|
*/
|
||
|
function FrameSink(canvas, options) {
|
||
|
throw new Error('abstract');
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Draw a single YUV frame on the underlying canvas, converting to RGB.
|
||
|
* If necessary the canvas will be resized to the optimal pixel size
|
||
|
* for the given buffer's format.
|
||
|
*
|
||
|
* @param {YUVBuffer} buffer - the YUV buffer to draw
|
||
|
* @see {@link https://www.npmjs.com/package/yuv-buffer|yuv-buffer} for format
|
||
|
*/
|
||
|
FrameSink.prototype.drawFrame = function(buffer) {
|
||
|
throw new Error('abstract');
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* Clear the canvas using appropriate underlying 2d or 3d context.
|
||
|
*/
|
||
|
FrameSink.prototype.clear = function() {
|
||
|
throw new Error('abstract');
|
||
|
};
|
||
|
|
||
|
module.exports = FrameSink;
|
||
|
|
||
|
})();
|
||
|
|
||
|
},{}],5:[function(require,module,exports){
|
||
|
/*
|
||
|
Copyright (c) 2014-2016 Brion Vibber <brion@pobox.com>
|
||
|
|
||
|
Permission is hereby granted, free of charge, to any person obtaining a copy of
|
||
|
this software and associated documentation files (the "Software"), to deal in
|
||
|
the Software without restriction, including without limitation the rights to
|
||
|
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
|
||
|
the Software, and to permit persons to whom the Software is furnished to do so,
|
||
|
subject to the following conditions:
|
||
|
|
||
|
The above copyright notice and this permission notice shall be included in all
|
||
|
copies or substantial portions of the Software.
|
||
|
|
||
|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||
|
MPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
|
||
|
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
|
||
|
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
|
||
|
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
|
||
|
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||
|
*/
|
||
|
(function() {
|
||
|
"use strict";
|
||
|
|
||
|
var FrameSink = require('./FrameSink.js'),
|
||
|
YCbCr = require('./YCbCr.js');
|
||
|
|
||
|
/**
|
||
|
* @param {HTMLCanvasElement} canvas - HTML canvas eledment to attach to
|
||
|
* @constructor
|
||
|
*/
|
||
|
function SoftwareFrameSink(canvas) {
|
||
|
var self = this,
|
||
|
ctx = canvas.getContext('2d'),
|
||
|
imageData = null,
|
||
|
resampleCanvas = null,
|
||
|
resampleContext = null;
|
||
|
|
||
|
|
||
|
|
||
|
function initImageData(width, height) {
|
||
|
imageData = ctx.createImageData(width, height);
|
||
|
|
||
|
// Prefill the alpha to opaque
|
||
|
var data = imageData.data,
|
||
|
pixelCount = width * height * 4;
|
||
|
for (var i = 0; i < pixelCount; i += 4) {
|
||
|
data[i + 3] = 255;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
function initResampleCanvas(cropWidth, cropHeight) {
|
||
|
resampleCanvas = document.createElement('canvas');
|
||
|
resampleCanvas.width = cropWidth;
|
||
|
resampleCanvas.height = cropHeight;
|
||
|
resampleContext = resampleCanvas.getContext('2d');
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Actually draw a frame into the canvas.
|
||
|
* @param {YUVFrame} buffer - YUV frame buffer object to draw
|
||
|
*/
|
||
|
self.drawFrame = function drawFrame(buffer) {
|
||
|
var format = buffer.format;
|
||
|
|
||
|
if (canvas.width !== format.displayWidth || canvas.height !== format.displayHeight) {
|
||
|
// Keep the canvas at the right size...
|
||
|
canvas.width = format.displayWidth;
|
||
|
canvas.height = format.displayHeight;
|
||
|
}
|
||
|
|
||
|
if (imageData === null ||
|
||
|
imageData.width != format.width ||
|
||
|
imageData.height != format.height) {
|
||
|
initImageData(format.width, format.height);
|
||
|
}
|
||
|
|
||
|
// YUV -> RGB over the entire encoded frame
|
||
|
YCbCr.convertYCbCr(buffer, imageData.data);
|
||
|
|
||
|
var resample = (format.cropWidth != format.displayWidth || format.cropHeight != format.displayHeight);
|
||
|
var drawContext;
|
||
|
if (resample) {
|
||
|
// hack for non-square aspect-ratio
|
||
|
// putImageData doesn't resample, so we have to draw in two steps.
|
||
|
if (!resampleCanvas) {
|
||
|
initResampleCanvas(format.cropWidth, format.cropHeight);
|
||
|
}
|
||
|
drawContext = resampleContext;
|
||
|
} else {
|
||
|
drawContext = ctx;
|
||
|
}
|
||
|
|
||
|
// Draw cropped frame to either the final or temporary canvas
|
||
|
drawContext.putImageData(imageData,
|
||
|
-format.cropLeft, -format.cropTop, // must offset the offset
|
||
|
format.cropLeft, format.cropTop,
|
||
|
format.cropWidth, format.cropHeight);
|
||
|
|
||
|
if (resample) {
|
||
|
ctx.drawImage(resampleCanvas, 0, 0, format.displayWidth, format.displayHeight);
|
||
|
}
|
||
|
};
|
||
|
|
||
|
self.clear = function() {
|
||
|
ctx.clearRect(0, 0, canvas.width, canvas.height);
|
||
|
};
|
||
|
|
||
|
return self;
|
||
|
}
|
||
|
|
||
|
SoftwareFrameSink.prototype = Object.create(FrameSink.prototype);
|
||
|
|
||
|
module.exports = SoftwareFrameSink;
|
||
|
})();
|
||
|
|
||
|
},{"./FrameSink.js":4,"./YCbCr.js":7}],6:[function(require,module,exports){
|
||
|
/*
|
||
|
Copyright (c) 2014-2016 Brion Vibber <brion@pobox.com>
|
||
|
|
||
|
Permission is hereby granted, free of charge, to any person obtaining a copy of
|
||
|
this software and associated documentation files (the "Software"), to deal in
|
||
|
the Software without restriction, including without limitation the rights to
|
||
|
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
|
||
|
the Software, and to permit persons to whom the Software is furnished to do so,
|
||
|
subject to the following conditions:
|
||
|
|
||
|
The above copyright notice and this permission notice shall be included in all
|
||
|
copies or substantial portions of the Software.
|
||
|
|
||
|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||
|
MPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
|
||
|
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
|
||
|
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
|
||
|
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
|
||
|
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||
|
*/
|
||
|
(function() {
|
||
|
"use strict";
|
||
|
|
||
|
var FrameSink = require('./FrameSink.js'),
|
||
|
shaders = require('../build/shaders.js');
|
||
|
|
||
|
/**
|
||
|
* Warning: canvas must not have been used for 2d drawing prior!
|
||
|
*
|
||
|
* @param {HTMLCanvasElement} canvas - HTML canvas element to attach to
|
||
|
* @constructor
|
||
|
*/
|
||
|
function WebGLFrameSink(canvas) {
|
||
|
var self = this,
|
||
|
gl = WebGLFrameSink.contextForCanvas(canvas),
|
||
|
debug = false; // swap this to enable more error checks, which can slow down rendering
|
||
|
|
||
|
if (gl === null) {
|
||
|
throw new Error('WebGL unavailable');
|
||
|
}
|
||
|
|
||
|
// GL!
|
||
|
function checkError() {
|
||
|
if (debug) {
|
||
|
err = gl.getError();
|
||
|
if (err !== 0) {
|
||
|
throw new Error("GL error " + err);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
function compileShader(type, source) {
|
||
|
var shader = gl.createShader(type);
|
||
|
gl.shaderSource(shader, source);
|
||
|
gl.compileShader(shader);
|
||
|
|
||
|
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
|
||
|
var err = gl.getShaderInfoLog(shader);
|
||
|
gl.deleteShader(shader);
|
||
|
throw new Error('GL shader compilation for ' + type + ' failed: ' + err);
|
||
|
}
|
||
|
|
||
|
return shader;
|
||
|
}
|
||
|
|
||
|
|
||
|
var program,
|
||
|
unpackProgram,
|
||
|
err;
|
||
|
|
||
|
// In the world of GL there are no rectangles.
|
||
|
// There are only triangles.
|
||
|
// THERE IS NO SPOON.
|
||
|
var rectangle = new Float32Array([
|
||
|
// First triangle (top left, clockwise)
|
||
|
-1.0, -1.0,
|
||
|
+1.0, -1.0,
|
||
|
-1.0, +1.0,
|
||
|
|
||
|
// Second triangle (bottom right, clockwise)
|
||
|
-1.0, +1.0,
|
||
|
+1.0, -1.0,
|
||
|
+1.0, +1.0
|
||
|
]);
|
||
|
|
||
|
var textures = {};
|
||
|
var framebuffers = {};
|
||
|
var stripes = {};
|
||
|
var buf, positionLocation, unpackPositionLocation;
|
||
|
var unpackTexturePositionBuffer, unpackTexturePositionLocation;
|
||
|
var stripeLocation, unpackTextureLocation;
|
||
|
var lumaPositionBuffer, lumaPositionLocation;
|
||
|
var chromaPositionBuffer, chromaPositionLocation;
|
||
|
|
||
|
function createOrReuseTexture(name) {
|
||
|
if (!textures[name]) {
|
||
|
textures[name] = gl.createTexture();
|
||
|
}
|
||
|
return textures[name];
|
||
|
}
|
||
|
|
||
|
function uploadTexture(name, width, height, data) {
|
||
|
var texture = createOrReuseTexture(name);
|
||
|
gl.activeTexture(gl.TEXTURE0);
|
||
|
|
||
|
if (WebGLFrameSink.stripe) {
|
||
|
var uploadTemp = !textures[name + '_temp'];
|
||
|
var tempTexture = createOrReuseTexture(name + '_temp');
|
||
|
gl.bindTexture(gl.TEXTURE_2D, tempTexture);
|
||
|
if (uploadTemp) {
|
||
|
// new texture
|
||
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
|
||
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
|
||
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
|
||
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
|
||
|
gl.texImage2D(
|
||
|
gl.TEXTURE_2D,
|
||
|
0, // mip level
|
||
|
gl.RGBA, // internal format
|
||
|
width / 4,
|
||
|
height,
|
||
|
0, // border
|
||
|
gl.RGBA, // format
|
||
|
gl.UNSIGNED_BYTE, // type
|
||
|
data // data!
|
||
|
);
|
||
|
} else {
|
||
|
// update texture
|
||
|
gl.texSubImage2D(
|
||
|
gl.TEXTURE_2D,
|
||
|
0, // mip level
|
||
|
0, // x offset
|
||
|
0, // y offset
|
||
|
width / 4,
|
||
|
height,
|
||
|
gl.RGBA, // format
|
||
|
gl.UNSIGNED_BYTE, // type
|
||
|
data // data!
|
||
|
);
|
||
|
}
|
||
|
|
||
|
var stripeTexture = textures[name + '_stripe'];
|
||
|
var uploadStripe = !stripeTexture;
|
||
|
if (uploadStripe) {
|
||
|
stripeTexture = createOrReuseTexture(name + '_stripe');
|
||
|
}
|
||
|
gl.bindTexture(gl.TEXTURE_2D, stripeTexture);
|
||
|
if (uploadStripe) {
|
||
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
|
||
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
|
||
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
|
||
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
|
||
|
gl.texImage2D(
|
||
|
gl.TEXTURE_2D,
|
||
|
0, // mip level
|
||
|
gl.RGBA, // internal format
|
||
|
width,
|
||
|
1,
|
||
|
0, // border
|
||
|
gl.RGBA, // format
|
||
|
gl.UNSIGNED_BYTE, //type
|
||
|
buildStripe(width, 1) // data!
|
||
|
);
|
||
|
}
|
||
|
|
||
|
} else {
|
||
|
gl.bindTexture(gl.TEXTURE_2D, texture);
|
||
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
|
||
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
|
||
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
|
||
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
|
||
|
gl.texImage2D(
|
||
|
gl.TEXTURE_2D,
|
||
|
0, // mip level
|
||
|
gl.LUMINANCE, // internal format
|
||
|
width,
|
||
|
height,
|
||
|
0, // border
|
||
|
gl.LUMINANCE, // format
|
||
|
gl.UNSIGNED_BYTE, //type
|
||
|
data // data!
|
||
|
);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
function unpackTexture(name, width, height) {
|
||
|
var texture = textures[name];
|
||
|
|
||
|
// Upload to a temporary RGBA texture, then unpack it.
|
||
|
// This is faster than CPU-side swizzling in ANGLE on Windows.
|
||
|
gl.useProgram(unpackProgram);
|
||
|
|
||
|
var fb = framebuffers[name];
|
||
|
if (!fb) {
|
||
|
// Create a framebuffer and an empty target size
|
||
|
gl.activeTexture(gl.TEXTURE0);
|
||
|
gl.bindTexture(gl.TEXTURE_2D, texture);
|
||
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
|
||
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
|
||
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
|
||
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
|
||
|
gl.texImage2D(
|
||
|
gl.TEXTURE_2D,
|
||
|
0, // mip level
|
||
|
gl.RGBA, // internal format
|
||
|
width,
|
||
|
height,
|
||
|
0, // border
|
||
|
gl.RGBA, // format
|
||
|
gl.UNSIGNED_BYTE, //type
|
||
|
null // data!
|
||
|
);
|
||
|
|
||
|
fb = framebuffers[name] = gl.createFramebuffer();
|
||
|
}
|
||
|
|
||
|
gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
|
||
|
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
|
||
|
|
||
|
var tempTexture = textures[name + '_temp'];
|
||
|
gl.activeTexture(gl.TEXTURE1);
|
||
|
gl.bindTexture(gl.TEXTURE_2D, tempTexture);
|
||
|
gl.uniform1i(unpackTextureLocation, 1);
|
||
|
|
||
|
var stripeTexture = textures[name + '_stripe'];
|
||
|
gl.activeTexture(gl.TEXTURE2);
|
||
|
gl.bindTexture(gl.TEXTURE_2D, stripeTexture);
|
||
|
gl.uniform1i(stripeLocation, 2);
|
||
|
|
||
|
// Rectangle geometry
|
||
|
gl.bindBuffer(gl.ARRAY_BUFFER, buf);
|
||
|
gl.enableVertexAttribArray(positionLocation);
|
||
|
gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0);
|
||
|
|
||
|
// Set up the texture geometry...
|
||
|
gl.bindBuffer(gl.ARRAY_BUFFER, unpackTexturePositionBuffer);
|
||
|
gl.enableVertexAttribArray(unpackTexturePositionLocation);
|
||
|
gl.vertexAttribPointer(unpackTexturePositionLocation, 2, gl.FLOAT, false, 0, 0);
|
||
|
|
||
|
// Draw into the target texture...
|
||
|
gl.viewport(0, 0, width, height);
|
||
|
|
||
|
gl.drawArrays(gl.TRIANGLES, 0, rectangle.length / 2);
|
||
|
|
||
|
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
|
||
|
|
||
|
}
|
||
|
|
||
|
function attachTexture(name, register, index) {
|
||
|
gl.activeTexture(register);
|
||
|
gl.bindTexture(gl.TEXTURE_2D, textures[name]);
|
||
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
|
||
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
|
||
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
|
||
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
|
||
|
|
||
|
gl.uniform1i(gl.getUniformLocation(program, name), index);
|
||
|
}
|
||
|
|
||
|
function buildStripe(width) {
|
||
|
if (stripes[width]) {
|
||
|
return stripes[width];
|
||
|
}
|
||
|
var len = width,
|
||
|
out = new Uint32Array(len);
|
||
|
for (var i = 0; i < len; i += 4) {
|
||
|
out[i ] = 0x000000ff;
|
||
|
out[i + 1] = 0x0000ff00;
|
||
|
out[i + 2] = 0x00ff0000;
|
||
|
out[i + 3] = 0xff000000;
|
||
|
}
|
||
|
return stripes[width] = new Uint8Array(out.buffer);
|
||
|
}
|
||
|
|
||
|
function initProgram(vertexShaderSource, fragmentShaderSource) {
|
||
|
var vertexShader = compileShader(gl.VERTEX_SHADER, vertexShaderSource);
|
||
|
var fragmentShader = compileShader(gl.FRAGMENT_SHADER, fragmentShaderSource);
|
||
|
|
||
|
var program = gl.createProgram();
|
||
|
gl.attachShader(program, vertexShader);
|
||
|
gl.attachShader(program, fragmentShader);
|
||
|
|
||
|
gl.linkProgram(program);
|
||
|
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
|
||
|
var err = gl.getProgramInfoLog(program);
|
||
|
gl.deleteProgram(program);
|
||
|
throw new Error('GL program linking failed: ' + err);
|
||
|
}
|
||
|
|
||
|
return program;
|
||
|
}
|
||
|
|
||
|
function init() {
|
||
|
if (WebGLFrameSink.stripe) {
|
||
|
unpackProgram = initProgram(shaders.vertexStripe, shaders.fragmentStripe);
|
||
|
unpackPositionLocation = gl.getAttribLocation(unpackProgram, 'aPosition');
|
||
|
|
||
|
unpackTexturePositionBuffer = gl.createBuffer();
|
||
|
var textureRectangle = new Float32Array([
|
||
|
0, 0,
|
||
|
1, 0,
|
||
|
0, 1,
|
||
|
0, 1,
|
||
|
1, 0,
|
||
|
1, 1
|
||
|
]);
|
||
|
gl.bindBuffer(gl.ARRAY_BUFFER, unpackTexturePositionBuffer);
|
||
|
gl.bufferData(gl.ARRAY_BUFFER, textureRectangle, gl.STATIC_DRAW);
|
||
|
|
||
|
unpackTexturePositionLocation = gl.getAttribLocation(unpackProgram, 'aTexturePosition');
|
||
|
stripeLocation = gl.getUniformLocation(unpackProgram, 'uStripe');
|
||
|
unpackTextureLocation = gl.getUniformLocation(unpackProgram, 'uTexture');
|
||
|
}
|
||
|
program = initProgram(shaders.vertex, shaders.fragment);
|
||
|
|
||
|
buf = gl.createBuffer();
|
||
|
gl.bindBuffer(gl.ARRAY_BUFFER, buf);
|
||
|
gl.bufferData(gl.ARRAY_BUFFER, rectangle, gl.STATIC_DRAW);
|
||
|
|
||
|
positionLocation = gl.getAttribLocation(program, 'aPosition');
|
||
|
lumaPositionBuffer = gl.createBuffer();
|
||
|
lumaPositionLocation = gl.getAttribLocation(program, 'aLumaPosition');
|
||
|
chromaPositionBuffer = gl.createBuffer();
|
||
|
chromaPositionLocation = gl.getAttribLocation(program, 'aChromaPosition');
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Actually draw a frame.
|
||
|
* @param {YUVFrame} buffer - YUV frame buffer object
|
||
|
*/
|
||
|
self.drawFrame = function(buffer) {
|
||
|
var format = buffer.format;
|
||
|
|
||
|
var formatUpdate = (!program || canvas.width !== format.displayWidth || canvas.height !== format.displayHeight);
|
||
|
if (formatUpdate) {
|
||
|
// Keep the canvas at the right size...
|
||
|
canvas.width = format.displayWidth;
|
||
|
canvas.height = format.displayHeight;
|
||
|
self.clear();
|
||
|
}
|
||
|
|
||
|
if (!program) {
|
||
|
init();
|
||
|
}
|
||
|
|
||
|
if (formatUpdate) {
|
||
|
var setupTexturePosition = function(buffer, location, texWidth) {
|
||
|
// Warning: assumes that the stride for Cb and Cr is the same size in output pixels
|
||
|
var textureX0 = format.cropLeft / texWidth;
|
||
|
var textureX1 = (format.cropLeft + format.cropWidth) / texWidth;
|
||
|
var textureY0 = (format.cropTop + format.cropHeight) / format.height;
|
||
|
var textureY1 = format.cropTop / format.height;
|
||
|
var textureRectangle = new Float32Array([
|
||
|
textureX0, textureY0,
|
||
|
textureX1, textureY0,
|
||
|
textureX0, textureY1,
|
||
|
textureX0, textureY1,
|
||
|
textureX1, textureY0,
|
||
|
textureX1, textureY1
|
||
|
]);
|
||
|
|
||
|
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
|
||
|
gl.bufferData(gl.ARRAY_BUFFER, textureRectangle, gl.STATIC_DRAW);
|
||
|
};
|
||
|
setupTexturePosition(
|
||
|
lumaPositionBuffer,
|
||
|
lumaPositionLocation,
|
||
|
buffer.y.stride);
|
||
|
setupTexturePosition(
|
||
|
chromaPositionBuffer,
|
||
|
chromaPositionLocation,
|
||
|
buffer.u.stride * format.width / format.chromaWidth);
|
||
|
}
|
||
|
|
||
|
// Create or update the textures...
|
||
|
uploadTexture('uTextureY', buffer.y.stride, format.height, buffer.y.bytes);
|
||
|
uploadTexture('uTextureCb', buffer.u.stride, format.chromaHeight, buffer.u.bytes);
|
||
|
uploadTexture('uTextureCr', buffer.v.stride, format.chromaHeight, buffer.v.bytes);
|
||
|
|
||
|
if (WebGLFrameSink.stripe) {
|
||
|
// Unpack the textures after upload to avoid blocking on GPU
|
||
|
unpackTexture('uTextureY', buffer.y.stride, format.height);
|
||
|
unpackTexture('uTextureCb', buffer.u.stride, format.chromaHeight);
|
||
|
unpackTexture('uTextureCr', buffer.v.stride, format.chromaHeight);
|
||
|
}
|
||
|
|
||
|
// Set up the rectangle and draw it
|
||
|
gl.useProgram(program);
|
||
|
gl.viewport(0, 0, canvas.width, canvas.height);
|
||
|
|
||
|
attachTexture('uTextureY', gl.TEXTURE0, 0);
|
||
|
attachTexture('uTextureCb', gl.TEXTURE1, 1);
|
||
|
attachTexture('uTextureCr', gl.TEXTURE2, 2);
|
||
|
|
||
|
// Set up geometry
|
||
|
gl.bindBuffer(gl.ARRAY_BUFFER, buf);
|
||
|
gl.enableVertexAttribArray(positionLocation);
|
||
|
gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0);
|
||
|
|
||
|
// Set up the texture geometry...
|
||
|
gl.bindBuffer(gl.ARRAY_BUFFER, lumaPositionBuffer);
|
||
|
gl.enableVertexAttribArray(lumaPositionLocation);
|
||
|
gl.vertexAttribPointer(lumaPositionLocation, 2, gl.FLOAT, false, 0, 0);
|
||
|
|
||
|
gl.bindBuffer(gl.ARRAY_BUFFER, chromaPositionBuffer);
|
||
|
gl.enableVertexAttribArray(chromaPositionLocation);
|
||
|
gl.vertexAttribPointer(chromaPositionLocation, 2, gl.FLOAT, false, 0, 0);
|
||
|
|
||
|
// Aaaaand draw stuff.
|
||
|
gl.drawArrays(gl.TRIANGLES, 0, rectangle.length / 2);
|
||
|
};
|
||
|
|
||
|
self.clear = function() {
|
||
|
gl.viewport(0, 0, canvas.width, canvas.height);
|
||
|
gl.clearColor(0.0, 0.0, 0.0, 0.0);
|
||
|
gl.clear(gl.COLOR_BUFFER_BIT);
|
||
|
};
|
||
|
|
||
|
self.clear();
|
||
|
|
||
|
return self;
|
||
|
}
|
||
|
|
||
|
// For Windows; luminance and alpha textures are ssllooww to upload,
|
||
|
// so we pack into RGBA and unpack in the shaders.
|
||
|
//
|
||
|
// This seems to affect all browsers on Windows, probably due to fun
|
||
|
// mismatches between GL and D3D.
|
||
|
WebGLFrameSink.stripe = (function() {
|
||
|
if (navigator.userAgent.indexOf('Windows') !== -1) {
|
||
|
return true;
|
||
|
}
|
||
|
return false;
|
||
|
})();
|
||
|
|
||
|
WebGLFrameSink.contextForCanvas = function(canvas) {
|
||
|
var options = {
|
||
|
// Don't trigger discrete GPU in multi-GPU systems
|
||
|
preferLowPowerToHighPerformance: true,
|
||
|
powerPreference: 'low-power',
|
||
|
// Don't try to use software GL rendering!
|
||
|
failIfMajorPerformanceCaveat: true,
|
||
|
// In case we need to capture the resulting output.
|
||
|
preserveDrawingBuffer: true
|
||
|
};
|
||
|
return canvas.getContext('webgl', options) || canvas.getContext('experimental-webgl', options);
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* Static function to check if WebGL will be available with appropriate features.
|
||
|
*
|
||
|
* @returns {boolean} - true if available
|
||
|
*/
|
||
|
WebGLFrameSink.isAvailable = function() {
|
||
|
var canvas = document.createElement('canvas'),
|
||
|
gl;
|
||
|
canvas.width = 1;
|
||
|
canvas.height = 1;
|
||
|
try {
|
||
|
gl = WebGLFrameSink.contextForCanvas(canvas);
|
||
|
} catch (e) {
|
||
|
return false;
|
||
|
}
|
||
|
if (gl) {
|
||
|
var register = gl.TEXTURE0,
|
||
|
width = 4,
|
||
|
height = 4,
|
||
|
texture = gl.createTexture(),
|
||
|
data = new Uint8Array(width * height),
|
||
|
texWidth = WebGLFrameSink.stripe ? (width / 4) : width,
|
||
|
format = WebGLFrameSink.stripe ? gl.RGBA : gl.LUMINANCE,
|
||
|
filter = WebGLFrameSink.stripe ? gl.NEAREST : gl.LINEAR;
|
||
|
|
||
|
gl.activeTexture(register);
|
||
|
gl.bindTexture(gl.TEXTURE_2D, texture);
|
||
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
|
||
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
|
||
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filter);
|
||
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filter);
|
||
|
gl.texImage2D(
|
||
|
gl.TEXTURE_2D,
|
||
|
0, // mip level
|
||
|
format, // internal format
|
||
|
texWidth,
|
||
|
height,
|
||
|
0, // border
|
||
|
format, // format
|
||
|
gl.UNSIGNED_BYTE, //type
|
||
|
data // data!
|
||
|
);
|
||
|
|
||
|
var err = gl.getError();
|
||
|
if (err) {
|
||
|
// Doesn't support luminance textures?
|
||
|
return false;
|
||
|
} else {
|
||
|
return true;
|
||
|
}
|
||
|
} else {
|
||
|
return false;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
WebGLFrameSink.prototype = Object.create(FrameSink.prototype);
|
||
|
|
||
|
module.exports = WebGLFrameSink;
|
||
|
})();
|
||
|
|
||
|
},{"../build/shaders.js":1,"./FrameSink.js":4}],7:[function(require,module,exports){
|
||
|
/*
|
||
|
Copyright (c) 2014-2019 Brion Vibber <brion@pobox.com>
|
||
|
|
||
|
Permission is hereby granted, free of charge, to any person obtaining a copy of
|
||
|
this software and associated documentation files (the "Software"), to deal in
|
||
|
the Software without restriction, including without limitation the rights to
|
||
|
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
|
||
|
the Software, and to permit persons to whom the Software is furnished to do so,
|
||
|
subject to the following conditions:
|
||
|
|
||
|
The above copyright notice and this permission notice shall be included in all
|
||
|
copies or substantial portions of the Software.
|
||
|
|
||
|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||
|
MPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
|
||
|
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
|
||
|
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
|
||
|
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
|
||
|
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||
|
*/
|
||
|
(function() {
|
||
|
"use strict";
|
||
|
|
||
|
var depower = require('./depower.js');
|
||
|
|
||
|
/**
|
||
|
* Basic YCbCr->RGB conversion
|
||
|
*
|
||
|
* @author Brion Vibber <brion@pobox.com>
|
||
|
* @copyright 2014-2019
|
||
|
* @license MIT-style
|
||
|
*
|
||
|
* @param {YUVFrame} buffer - input frame buffer
|
||
|
* @param {Uint8ClampedArray} output - array to draw RGBA into
|
||
|
* Assumes that the output array already has alpha channel set to opaque.
|
||
|
*/
|
||
|
function convertYCbCr(buffer, output) {
|
||
|
var width = buffer.format.width | 0,
|
||
|
height = buffer.format.height | 0,
|
||
|
hdec = depower(buffer.format.width / buffer.format.chromaWidth) | 0,
|
||
|
vdec = depower(buffer.format.height / buffer.format.chromaHeight) | 0,
|
||
|
bytesY = buffer.y.bytes,
|
||
|
bytesCb = buffer.u.bytes,
|
||
|
bytesCr = buffer.v.bytes,
|
||
|
strideY = buffer.y.stride | 0,
|
||
|
strideCb = buffer.u.stride | 0,
|
||
|
strideCr = buffer.v.stride | 0,
|
||
|
outStride = width << 2,
|
||
|
YPtr = 0, Y0Ptr = 0, Y1Ptr = 0,
|
||
|
CbPtr = 0, CrPtr = 0,
|
||
|
outPtr = 0, outPtr0 = 0, outPtr1 = 0,
|
||
|
colorCb = 0, colorCr = 0,
|
||
|
multY = 0, multCrR = 0, multCbCrG = 0, multCbB = 0,
|
||
|
x = 0, y = 0, xdec = 0, ydec = 0;
|
||
|
|
||
|
if (hdec == 1 && vdec == 1) {
|
||
|
// Optimize for 4:2:0, which is most common
|
||
|
outPtr0 = 0;
|
||
|
outPtr1 = outStride;
|
||
|
ydec = 0;
|
||
|
for (y = 0; y < height; y += 2) {
|
||
|
Y0Ptr = y * strideY | 0;
|
||
|
Y1Ptr = Y0Ptr + strideY | 0;
|
||
|
CbPtr = ydec * strideCb | 0;
|
||
|
CrPtr = ydec * strideCr | 0;
|
||
|
for (x = 0; x < width; x += 2) {
|
||
|
colorCb = bytesCb[CbPtr++] | 0;
|
||
|
colorCr = bytesCr[CrPtr++] | 0;
|
||
|
|
||
|
// Quickie YUV conversion
|
||
|
// https://en.wikipedia.org/wiki/YCbCr#ITU-R_BT.2020_conversion
|
||
|
// multiplied by 256 for integer-friendliness
|
||
|
multCrR = (409 * colorCr | 0) - 57088 | 0;
|
||
|
multCbCrG = (100 * colorCb | 0) + (208 * colorCr | 0) - 34816 | 0;
|
||
|
multCbB = (516 * colorCb | 0) - 70912 | 0;
|
||
|
|
||
|
multY = 298 * bytesY[Y0Ptr++] | 0;
|
||
|
output[outPtr0 ] = (multY + multCrR) >> 8;
|
||
|
output[outPtr0 + 1] = (multY - multCbCrG) >> 8;
|
||
|
output[outPtr0 + 2] = (multY + multCbB) >> 8;
|
||
|
outPtr0 += 4;
|
||
|
|
||
|
multY = 298 * bytesY[Y0Ptr++] | 0;
|
||
|
output[outPtr0 ] = (multY + multCrR) >> 8;
|
||
|
output[outPtr0 + 1] = (multY - multCbCrG) >> 8;
|
||
|
output[outPtr0 + 2] = (multY + multCbB) >> 8;
|
||
|
outPtr0 += 4;
|
||
|
|
||
|
multY = 298 * bytesY[Y1Ptr++] | 0;
|
||
|
output[outPtr1 ] = (multY + multCrR) >> 8;
|
||
|
output[outPtr1 + 1] = (multY - multCbCrG) >> 8;
|
||
|
output[outPtr1 + 2] = (multY + multCbB) >> 8;
|
||
|
outPtr1 += 4;
|
||
|
|
||
|
multY = 298 * bytesY[Y1Ptr++] | 0;
|
||
|
output[outPtr1 ] = (multY + multCrR) >> 8;
|
||
|
output[outPtr1 + 1] = (multY - multCbCrG) >> 8;
|
||
|
output[outPtr1 + 2] = (multY + multCbB) >> 8;
|
||
|
outPtr1 += 4;
|
||
|
}
|
||
|
outPtr0 += outStride;
|
||
|
outPtr1 += outStride;
|
||
|
ydec++;
|
||
|
}
|
||
|
} else {
|
||
|
outPtr = 0;
|
||
|
for (y = 0; y < height; y++) {
|
||
|
xdec = 0;
|
||
|
ydec = y >> vdec;
|
||
|
YPtr = y * strideY | 0;
|
||
|
CbPtr = ydec * strideCb | 0;
|
||
|
CrPtr = ydec * strideCr | 0;
|
||
|
|
||
|
for (x = 0; x < width; x++) {
|
||
|
xdec = x >> hdec;
|
||
|
colorCb = bytesCb[CbPtr + xdec] | 0;
|
||
|
colorCr = bytesCr[CrPtr + xdec] | 0;
|
||
|
|
||
|
// Quickie YUV conversion
|
||
|
// https://en.wikipedia.org/wiki/YCbCr#ITU-R_BT.2020_conversion
|
||
|
// multiplied by 256 for integer-friendliness
|
||
|
multCrR = (409 * colorCr | 0) - 57088 | 0;
|
||
|
multCbCrG = (100 * colorCb | 0) + (208 * colorCr | 0) - 34816 | 0;
|
||
|
multCbB = (516 * colorCb | 0) - 70912 | 0;
|
||
|
|
||
|
multY = 298 * bytesY[YPtr++] | 0;
|
||
|
output[outPtr ] = (multY + multCrR) >> 8;
|
||
|
output[outPtr + 1] = (multY - multCbCrG) >> 8;
|
||
|
output[outPtr + 2] = (multY + multCbB) >> 8;
|
||
|
outPtr += 4;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
module.exports = {
|
||
|
convertYCbCr: convertYCbCr
|
||
|
};
|
||
|
})();
|
||
|
|
||
|
},{"./depower.js":8}],8:[function(require,module,exports){
|
||
|
/*
|
||
|
Copyright (c) 2014-2016 Brion Vibber <brion@pobox.com>
|
||
|
|
||
|
Permission is hereby granted, free of charge, to any person obtaining a copy of
|
||
|
this software and associated documentation files (the "Software"), to deal in
|
||
|
the Software without restriction, including without limitation the rights to
|
||
|
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
|
||
|
the Software, and to permit persons to whom the Software is furnished to do so,
|
||
|
subject to the following conditions:
|
||
|
|
||
|
The above copyright notice and this permission notice shall be included in all
|
||
|
copies or substantial portions of the Software.
|
||
|
|
||
|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||
|
MPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
|
||
|
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
|
||
|
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
|
||
|
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
|
||
|
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||
|
*/
|
||
|
(function() {
|
||
|
"use strict";
|
||
|
|
||
|
/**
|
||
|
* Convert a ratio into a bit-shift count; for instance a ratio of 2
|
||
|
* becomes a bit-shift of 1, while a ratio of 1 is a bit-shift of 0.
|
||
|
*
|
||
|
* @author Brion Vibber <brion@pobox.com>
|
||
|
* @copyright 2016
|
||
|
* @license MIT-style
|
||
|
*
|
||
|
* @param {number} ratio - the integer ratio to convert.
|
||
|
* @returns {number} - number of bits to shift to multiply/divide by the ratio.
|
||
|
* @throws exception if given a non-power-of-two
|
||
|
*/
|
||
|
function depower(ratio) {
|
||
|
var shiftCount = 0,
|
||
|
n = ratio >> 1;
|
||
|
while (n != 0) {
|
||
|
n = n >> 1;
|
||
|
shiftCount++
|
||
|
}
|
||
|
if (ratio !== (1 << shiftCount)) {
|
||
|
throw 'chroma plane dimensions must be power of 2 ratio to luma plane dimensions; got ' + ratio;
|
||
|
}
|
||
|
return shiftCount;
|
||
|
}
|
||
|
|
||
|
module.exports = depower;
|
||
|
})();
|
||
|
|
||
|
},{}],9:[function(require,module,exports){
|
||
|
/*
|
||
|
Copyright (c) 2014-2016 Brion Vibber <brion@pobox.com>
|
||
|
|
||
|
Permission is hereby granted, free of charge, to any person obtaining a copy of
|
||
|
this software and associated documentation files (the "Software"), to deal in
|
||
|
the Software without restriction, including without limitation the rights to
|
||
|
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
|
||
|
the Software, and to permit persons to whom the Software is furnished to do so,
|
||
|
subject to the following conditions:
|
||
|
|
||
|
The above copyright notice and this permission notice shall be included in all
|
||
|
copies or substantial portions of the Software.
|
||
|
|
||
|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||
|
MPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
|
||
|
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
|
||
|
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
|
||
|
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
|
||
|
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||
|
*/
|
||
|
(function() {
|
||
|
"use strict";
|
||
|
|
||
|
var FrameSink = require('./FrameSink.js'),
|
||
|
SoftwareFrameSink = require('./SoftwareFrameSink.js'),
|
||
|
WebGLFrameSink = require('./WebGLFrameSink.js');
|
||
|
|
||
|
/**
|
||
|
* @typedef {Object} YUVCanvasOptions
|
||
|
* @property {boolean} webGL - Whether to use WebGL to draw to the canvas and accelerate color space conversion. If left out, defaults to auto-detect.
|
||
|
*/
|
||
|
|
||
|
var YUVCanvas = {
|
||
|
FrameSink: FrameSink,
|
||
|
|
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SoftwareFrameSink: SoftwareFrameSink,
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WebGLFrameSink: WebGLFrameSink,
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|
/**
|
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|
* Attach a suitable FrameSink instance to an HTML5 canvas element.
|
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|
*
|
||
|
* This will take over the drawing context of the canvas and may turn
|
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|
* it into a WebGL 3d canvas if possible. Do not attempt to use the
|
||
|
* drawing context directly after this.
|
||
|
*
|
||
|
* @param {HTMLCanvasElement} canvas - HTML canvas element to attach to
|
||
|
* @param {YUVCanvasOptions} options - map of options
|
||
|
* @returns {FrameSink} - instance of suitable subclass.
|
||
|
*/
|
||
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attach: function(canvas, options) {
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||
|
options = options || {};
|
||
|
var webGL = ('webGL' in options) ? options.webGL : WebGLFrameSink.isAvailable();
|
||
|
if (webGL) {
|
||
|
return new WebGLFrameSink(canvas, options);
|
||
|
} else {
|
||
|
return new SoftwareFrameSink(canvas, options);
|
||
|
}
|
||
|
}
|
||
|
};
|
||
|
|
||
|
module.exports = YUVCanvas;
|
||
|
})();
|
||
|
|
||
|
},{"./FrameSink.js":4,"./SoftwareFrameSink.js":5,"./WebGLFrameSink.js":6}]},{},[2]);
|