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-rw-r--r--third_party/libwebrtc/sdk/android/api/org/webrtc/GlTextureFrameBuffer.java122
1 files changed, 122 insertions, 0 deletions
diff --git a/third_party/libwebrtc/sdk/android/api/org/webrtc/GlTextureFrameBuffer.java b/third_party/libwebrtc/sdk/android/api/org/webrtc/GlTextureFrameBuffer.java
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+++ b/third_party/libwebrtc/sdk/android/api/org/webrtc/GlTextureFrameBuffer.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;
+
+/**
+ * Helper class for handling OpenGL framebuffer with only color attachment and no depth or stencil
+ * buffer. Intended for simple tasks such as texture copy, texture downscaling, and texture color
+ * conversion. This class is not thread safe and must be used by a thread with an active GL context.
+ */
+// TODO(magjed): Add unittests for this class.
+public class GlTextureFrameBuffer {
+ private final int pixelFormat;
+ private int frameBufferId;
+ private int textureId;
+ private int width;
+ private int height;
+
+ /**
+ * Generate texture and framebuffer resources. An EGLContext must be bound on the current thread
+ * when calling this function. The framebuffer is not complete until setSize() is called.
+ */
+ public GlTextureFrameBuffer(int pixelFormat) {
+ switch (pixelFormat) {
+ case GLES20.GL_LUMINANCE:
+ case GLES20.GL_RGB:
+ case GLES20.GL_RGBA:
+ this.pixelFormat = pixelFormat;
+ break;
+ default:
+ throw new IllegalArgumentException("Invalid pixel format: " + pixelFormat);
+ }
+ this.width = 0;
+ this.height = 0;
+ }
+
+ /**
+ * (Re)allocate texture. Will do nothing if the requested size equals the current size. An
+ * EGLContext must be bound on the current thread when calling this function. Must be called at
+ * least once before using the framebuffer. May be called multiple times to change size.
+ */
+ public void setSize(int width, int height) {
+ if (width <= 0 || height <= 0) {
+ throw new IllegalArgumentException("Invalid size: " + width + "x" + height);
+ }
+ if (width == this.width && height == this.height) {
+ return;
+ }
+ this.width = width;
+ this.height = height;
+ // Lazy allocation the first time setSize() is called.
+ if (textureId == 0) {
+ textureId = GlUtil.generateTexture(GLES20.GL_TEXTURE_2D);
+ }
+ if (frameBufferId == 0) {
+ final int frameBuffers[] = new int[1];
+ GLES20.glGenFramebuffers(1, frameBuffers, 0);
+ frameBufferId = frameBuffers[0];
+ }
+
+ // Allocate texture.
+ GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
+ GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId);
+ GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, pixelFormat, width, height, 0, pixelFormat,
+ GLES20.GL_UNSIGNED_BYTE, null);
+ GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
+ GlUtil.checkNoGLES2Error("GlTextureFrameBuffer setSize");
+
+ // Attach the texture to the framebuffer as color attachment.
+ GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, frameBufferId);
+ GLES20.glFramebufferTexture2D(
+ GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0, GLES20.GL_TEXTURE_2D, textureId, 0);
+
+ // Check that the framebuffer is in a good state.
+ final int status = GLES20.glCheckFramebufferStatus(GLES20.GL_FRAMEBUFFER);
+ if (status != GLES20.GL_FRAMEBUFFER_COMPLETE) {
+ throw new IllegalStateException("Framebuffer not complete, status: " + status);
+ }
+
+ GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
+ }
+
+ public int getWidth() {
+ return width;
+ }
+
+ public int getHeight() {
+ return height;
+ }
+
+ /** Gets the OpenGL frame buffer id. This value is only valid after setSize() has been called. */
+ public int getFrameBufferId() {
+ return frameBufferId;
+ }
+
+ /** Gets the OpenGL texture id. This value is only valid after setSize() has been called. */
+ public int getTextureId() {
+ return textureId;
+ }
+
+ /**
+ * Release texture and framebuffer. An EGLContext must be bound on the current thread when calling
+ * this function. This object should not be used after this call.
+ */
+ public void release() {
+ GLES20.glDeleteTextures(1, new int[] {textureId}, 0);
+ textureId = 0;
+ GLES20.glDeleteFramebuffers(1, new int[] {frameBufferId}, 0);
+ frameBufferId = 0;
+ width = 0;
+ height = 0;
+ }
+}