diff options
Diffstat (limited to '')
-rw-r--r-- | third_party/libwebrtc/sdk/android/api/org/webrtc/GlShader.java | 131 |
1 files changed, 131 insertions, 0 deletions
diff --git a/third_party/libwebrtc/sdk/android/api/org/webrtc/GlShader.java b/third_party/libwebrtc/sdk/android/api/org/webrtc/GlShader.java new file mode 100644 index 0000000000..7efd8d3a95 --- /dev/null +++ b/third_party/libwebrtc/sdk/android/api/org/webrtc/GlShader.java @@ -0,0 +1,131 @@ +/* + * 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; + } + } +} |