/* * 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; } } }