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diff --git a/third_party/libwebrtc/sdk/android/api/org/webrtc/GlShader.java b/third_party/libwebrtc/sdk/android/api/org/webrtc/GlShader.java
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+++ b/third_party/libwebrtc/sdk/android/api/org/webrtc/GlShader.java
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+/*
+ * Copyright 2015 The WebRTC project authors. All Rights Reserved.
+ *
+ * Use of this source code is governed by a BSD-style license
+ * that can be found in the LICENSE file in the root of the source
+ * tree. An additional intellectual property rights grant can be found
+ * in the file PATENTS. All contributing project authors may
+ * be found in the AUTHORS file in the root of the source tree.
+ */
+
+package org.webrtc;
+
+import android.opengl.GLES20;
+
+import java.nio.FloatBuffer;
+
+// Helper class for handling OpenGL shaders and shader programs.
+public class GlShader {
+ private static final String TAG = "GlShader";
+
+ private static int compileShader(int shaderType, String source) {
+ final int shader = GLES20.glCreateShader(shaderType);
+ if (shader == 0) {
+ throw new RuntimeException("glCreateShader() failed. GLES20 error: " + GLES20.glGetError());
+ }
+ GLES20.glShaderSource(shader, source);
+ GLES20.glCompileShader(shader);
+ int[] compileStatus = new int[] {GLES20.GL_FALSE};
+ GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compileStatus, 0);
+ if (compileStatus[0] != GLES20.GL_TRUE) {
+ Logging.e(
+ TAG, "Compile error " + GLES20.glGetShaderInfoLog(shader) + " in shader:\n" + source);
+ throw new RuntimeException(GLES20.glGetShaderInfoLog(shader));
+ }
+ GlUtil.checkNoGLES2Error("compileShader");
+ return shader;
+ }
+
+ private int program;
+
+ public GlShader(String vertexSource, String fragmentSource) {
+ final int vertexShader = compileShader(GLES20.GL_VERTEX_SHADER, vertexSource);
+ final int fragmentShader = compileShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource);
+ program = GLES20.glCreateProgram();
+ if (program == 0) {
+ throw new RuntimeException("glCreateProgram() failed. GLES20 error: " + GLES20.glGetError());
+ }
+ GLES20.glAttachShader(program, vertexShader);
+ GLES20.glAttachShader(program, fragmentShader);
+ GLES20.glLinkProgram(program);
+ int[] linkStatus = new int[] {GLES20.GL_FALSE};
+ GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0);
+ if (linkStatus[0] != GLES20.GL_TRUE) {
+ Logging.e(TAG, "Could not link program: " + GLES20.glGetProgramInfoLog(program));
+ throw new RuntimeException(GLES20.glGetProgramInfoLog(program));
+ }
+ // According to the documentation of glLinkProgram():
+ // "After the link operation, applications are free to modify attached shader objects, compile
+ // attached shader objects, detach shader objects, delete shader objects, and attach additional
+ // shader objects. None of these operations affects the information log or the program that is
+ // part of the program object."
+ // But in practice, detaching shaders from the program seems to break some devices. Deleting the
+ // shaders are fine however - it will delete them when they are no longer attached to a program.
+ GLES20.glDeleteShader(vertexShader);
+ GLES20.glDeleteShader(fragmentShader);
+ GlUtil.checkNoGLES2Error("Creating GlShader");
+ }
+
+ public int getAttribLocation(String label) {
+ if (program == -1) {
+ throw new RuntimeException("The program has been released");
+ }
+ int location = GLES20.glGetAttribLocation(program, label);
+ if (location < 0) {
+ throw new RuntimeException("Could not locate '" + label + "' in program");
+ }
+ return location;
+ }
+
+ /**
+ * Enable and upload a vertex array for attribute `label`. The vertex data is specified in
+ * `buffer` with `dimension` number of components per vertex.
+ */
+ public void setVertexAttribArray(String label, int dimension, FloatBuffer buffer) {
+ setVertexAttribArray(label, dimension, 0 /* stride */, buffer);
+ }
+
+ /**
+ * Enable and upload a vertex array for attribute `label`. The vertex data is specified in
+ * `buffer` with `dimension` number of components per vertex and specified `stride`.
+ */
+ public void setVertexAttribArray(String label, int dimension, int stride, FloatBuffer buffer) {
+ if (program == -1) {
+ throw new RuntimeException("The program has been released");
+ }
+ int location = getAttribLocation(label);
+ GLES20.glEnableVertexAttribArray(location);
+ GLES20.glVertexAttribPointer(location, dimension, GLES20.GL_FLOAT, false, stride, buffer);
+ GlUtil.checkNoGLES2Error("setVertexAttribArray");
+ }
+
+ public int getUniformLocation(String label) {
+ if (program == -1) {
+ throw new RuntimeException("The program has been released");
+ }
+ int location = GLES20.glGetUniformLocation(program, label);
+ if (location < 0) {
+ throw new RuntimeException("Could not locate uniform '" + label + "' in program");
+ }
+ return location;
+ }
+
+ public void useProgram() {
+ if (program == -1) {
+ throw new RuntimeException("The program has been released");
+ }
+ synchronized (EglBase.lock) {
+ GLES20.glUseProgram(program);
+ }
+ GlUtil.checkNoGLES2Error("glUseProgram");
+ }
+
+ public void release() {
+ Logging.d(TAG, "Deleting shader.");
+ // Delete program, automatically detaching any shaders from it.
+ if (program != -1) {
+ GLES20.glDeleteProgram(program);
+ program = -1;
+ }
+ }
+}