discord-jadx/app/src/main/java/org/webrtc/GlGenericDrawer.java

162 lines
7.1 KiB
Java

package org.webrtc;
import android.opengl.GLES20;
import androidx.annotation.Nullable;
import b.d.b.a.a;
import java.nio.Buffer;
import java.nio.FloatBuffer;
import org.webrtc.RendererCommon;
/* loaded from: classes3.dex */
public class GlGenericDrawer implements RendererCommon.GlDrawer {
private static final String DEFAULT_VERTEX_SHADER_STRING = "varying vec2 tc;\nattribute vec4 in_pos;\nattribute vec4 in_tc;\nuniform mat4 tex_mat;\nvoid main() {\n gl_Position = in_pos;\n tc = (tex_mat * in_tc).xy;\n}\n";
private static final FloatBuffer FULL_RECTANGLE_BUFFER = GlUtil.createFloatBuffer(new float[]{-1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f});
private static final FloatBuffer FULL_RECTANGLE_TEXTURE_BUFFER = GlUtil.createFloatBuffer(new float[]{0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f});
private static final String INPUT_TEXTURE_COORDINATE_NAME = "in_tc";
private static final String INPUT_VERTEX_COORDINATE_NAME = "in_pos";
private static final String TEXTURE_MATRIX_NAME = "tex_mat";
@Nullable
private GlShader currentShader;
@Nullable
private ShaderType currentShaderType;
private final String genericFragmentSource;
private int inPosLocation;
private int inTcLocation;
private final ShaderCallbacks shaderCallbacks;
private int texMatrixLocation;
private final String vertexShader;
/* loaded from: classes3.dex */
public interface ShaderCallbacks {
void onNewShader(GlShader glShader);
void onPrepareShader(GlShader glShader, float[] fArr, int i, int i2, int i3, int i4);
}
/* loaded from: classes3.dex */
public enum ShaderType {
OES,
RGB,
YUV
}
public GlGenericDrawer(String str, String str2, ShaderCallbacks shaderCallbacks) {
this.vertexShader = str;
this.genericFragmentSource = str2;
this.shaderCallbacks = shaderCallbacks;
}
public GlGenericDrawer(String str, ShaderCallbacks shaderCallbacks) {
this(DEFAULT_VERTEX_SHADER_STRING, str, shaderCallbacks);
}
public static String createFragmentShaderString(String str, ShaderType shaderType) {
StringBuilder sb = new StringBuilder();
ShaderType shaderType2 = ShaderType.OES;
if (shaderType == shaderType2) {
sb.append("#extension GL_OES_EGL_image_external : require\n");
}
sb.append("precision mediump float;\n");
sb.append("varying vec2 tc;\n");
if (shaderType == ShaderType.YUV) {
a.q0(sb, "uniform sampler2D y_tex;\n", "uniform sampler2D u_tex;\n", "uniform sampler2D v_tex;\n", "vec4 sample(vec2 p) {\n");
a.q0(sb, " float y = texture2D(y_tex, p).r * 1.16438;\n", " float u = texture2D(u_tex, p).r;\n", " float v = texture2D(v_tex, p).r;\n", " return vec4(y + 1.59603 * v - 0.874202,\n");
a.q0(sb, " y - 0.391762 * u - 0.812968 * v + 0.531668,\n", " y + 2.01723 * u - 1.08563, 1);\n", "}\n", str);
} else {
String str2 = shaderType == shaderType2 ? "samplerExternalOES" : "sampler2D";
sb.append("uniform ");
sb.append(str2);
sb.append(" tex;\n");
sb.append(str.replace("sample(", "texture2D(tex, "));
}
return sb.toString();
}
private void prepareShader(ShaderType shaderType, float[] fArr, int i, int i2, int i3, int i4) {
GlShader glShader;
if (shaderType.equals(this.currentShaderType)) {
glShader = this.currentShader;
} else {
this.currentShaderType = null;
GlShader glShader2 = this.currentShader;
if (glShader2 != null) {
glShader2.release();
this.currentShader = null;
}
GlShader createShader = createShader(shaderType);
this.currentShaderType = shaderType;
this.currentShader = createShader;
createShader.useProgram();
if (shaderType == ShaderType.YUV) {
GLES20.glUniform1i(createShader.getUniformLocation("y_tex"), 0);
GLES20.glUniform1i(createShader.getUniformLocation("u_tex"), 1);
GLES20.glUniform1i(createShader.getUniformLocation("v_tex"), 2);
} else {
GLES20.glUniform1i(createShader.getUniformLocation("tex"), 0);
}
GlUtil.checkNoGLES2Error("Create shader");
this.shaderCallbacks.onNewShader(createShader);
this.texMatrixLocation = createShader.getUniformLocation(TEXTURE_MATRIX_NAME);
this.inPosLocation = createShader.getAttribLocation(INPUT_VERTEX_COORDINATE_NAME);
this.inTcLocation = createShader.getAttribLocation(INPUT_TEXTURE_COORDINATE_NAME);
glShader = createShader;
}
glShader.useProgram();
GLES20.glEnableVertexAttribArray(this.inPosLocation);
GLES20.glVertexAttribPointer(this.inPosLocation, 2, 5126, false, 0, (Buffer) FULL_RECTANGLE_BUFFER);
GLES20.glEnableVertexAttribArray(this.inTcLocation);
GLES20.glVertexAttribPointer(this.inTcLocation, 2, 5126, false, 0, (Buffer) FULL_RECTANGLE_TEXTURE_BUFFER);
GLES20.glUniformMatrix4fv(this.texMatrixLocation, 1, false, fArr, 0);
this.shaderCallbacks.onPrepareShader(glShader, fArr, i, i2, i3, i4);
GlUtil.checkNoGLES2Error("Prepare shader");
}
public GlShader createShader(ShaderType shaderType) {
return new GlShader(this.vertexShader, createFragmentShaderString(this.genericFragmentSource, shaderType));
}
@Override // org.webrtc.RendererCommon.GlDrawer
public void drawOes(int i, float[] fArr, int i2, int i3, int i4, int i5, int i6, int i7) {
prepareShader(ShaderType.OES, fArr, i2, i3, i6, i7);
GLES20.glActiveTexture(33984);
GLES20.glBindTexture(36197, i);
GLES20.glViewport(i4, i5, i6, i7);
GLES20.glDrawArrays(5, 0, 4);
GLES20.glBindTexture(36197, 0);
}
@Override // org.webrtc.RendererCommon.GlDrawer
public void drawRgb(int i, float[] fArr, int i2, int i3, int i4, int i5, int i6, int i7) {
prepareShader(ShaderType.RGB, fArr, i2, i3, i6, i7);
GLES20.glActiveTexture(33984);
GLES20.glBindTexture(3553, i);
GLES20.glViewport(i4, i5, i6, i7);
GLES20.glDrawArrays(5, 0, 4);
GLES20.glBindTexture(3553, 0);
}
@Override // org.webrtc.RendererCommon.GlDrawer
public void drawYuv(int[] iArr, float[] fArr, int i, int i2, int i3, int i4, int i5, int i6) {
prepareShader(ShaderType.YUV, fArr, i, i2, i5, i6);
for (int i7 = 0; i7 < 3; i7++) {
GLES20.glActiveTexture(33984 + i7);
GLES20.glBindTexture(3553, iArr[i7]);
}
GLES20.glViewport(i3, i4, i5, i6);
GLES20.glDrawArrays(5, 0, 4);
for (int i8 = 0; i8 < 3; i8++) {
GLES20.glActiveTexture(i8 + 33984);
GLES20.glBindTexture(3553, 0);
}
}
@Override // org.webrtc.RendererCommon.GlDrawer
public void release() {
GlShader glShader = this.currentShader;
if (glShader != null) {
glShader.release();
this.currentShader = null;
this.currentShaderType = null;
}
}
}