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1 /* | 1 /* |
2 * libjingle | 2 * libjingle |
3 * Copyright 2015 Google Inc. | 3 * Copyright 2015 Google Inc. |
4 * | 4 * |
5 * Redistribution and use in source and binary forms, with or without | 5 * Redistribution and use in source and binary forms, with or without |
6 * modification, are permitted provided that the following conditions are met: | 6 * modification, are permitted provided that the following conditions are met: |
7 * | 7 * |
8 * 1. Redistributions of source code must retain the above copyright notice, | 8 * 1. Redistributions of source code must retain the above copyright notice, |
9 * this list of conditions and the following disclaimer. | 9 * this list of conditions and the following disclaimer. |
10 * 2. Redistributions in binary form must reproduce the above copyright notice, | 10 * 2. Redistributions in binary form must reproduce the above copyright notice, |
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21 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; | 21 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; |
22 * OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, | 22 * OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, |
23 * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR | 23 * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR |
24 * OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF | 24 * OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF |
25 * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | 25 * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
26 */ | 26 */ |
27 | 27 |
28 package org.webrtc; | 28 package org.webrtc; |
29 | 29 |
30 import android.opengl.GLES20; | 30 import android.opengl.GLES20; |
31 | 31 import android.util.Log; |
32 import org.webrtc.Logging; | |
33 | 32 |
34 import java.nio.FloatBuffer; | 33 import java.nio.FloatBuffer; |
35 | 34 |
36 // Helper class for handling OpenGL shaders and shader programs. | 35 // Helper class for handling OpenGL shaders and shader programs. |
37 public class GlShader { | 36 public class GlShader { |
38 private static final String TAG = "GlShader"; | 37 private static final String TAG = "GlShader"; |
39 | 38 |
40 private static int compileShader(int shaderType, String source) { | 39 private static int compileShader(int shaderType, String source) { |
41 int[] result = new int[] { | 40 int[] result = new int[] { |
42 GLES20.GL_FALSE | 41 GLES20.GL_FALSE |
43 }; | 42 }; |
44 int shader = GLES20.glCreateShader(shaderType); | 43 int shader = GLES20.glCreateShader(shaderType); |
45 GLES20.glShaderSource(shader, source); | 44 GLES20.glShaderSource(shader, source); |
46 GLES20.glCompileShader(shader); | 45 GLES20.glCompileShader(shader); |
47 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, result, 0); | 46 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, result, 0); |
48 if (result[0] != GLES20.GL_TRUE) { | 47 if (result[0] != GLES20.GL_TRUE) { |
49 Logging.e(TAG, "Could not compile shader " + shaderType + ":" + | 48 Log.e(TAG, "Could not compile shader " + shaderType + ":" + |
50 GLES20.glGetShaderInfoLog(shader)); | 49 GLES20.glGetShaderInfoLog(shader)); |
51 throw new RuntimeException(GLES20.glGetShaderInfoLog(shader)); | 50 throw new RuntimeException(GLES20.glGetShaderInfoLog(shader)); |
52 } | 51 } |
53 GlUtil.checkNoGLES2Error("compileShader"); | 52 GlUtil.checkNoGLES2Error("compileShader"); |
54 return shader; | 53 return shader; |
55 } | 54 } |
56 | 55 |
57 private int vertexShader; | 56 private int vertexShader; |
58 private int fragmentShader; | 57 private int fragmentShader; |
59 private int program; | 58 private int program; |
60 | 59 |
61 public GlShader(String vertexSource, String fragmentSource) { | 60 public GlShader(String vertexSource, String fragmentSource) { |
62 vertexShader = compileShader(GLES20.GL_VERTEX_SHADER, vertexSource); | 61 vertexShader = compileShader(GLES20.GL_VERTEX_SHADER, vertexSource); |
63 fragmentShader = compileShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource); | 62 fragmentShader = compileShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource); |
64 program = GLES20.glCreateProgram(); | 63 program = GLES20.glCreateProgram(); |
65 if (program == 0) { | 64 if (program == 0) { |
66 throw new RuntimeException("Could not create program"); | 65 throw new RuntimeException("Could not create program"); |
67 } | 66 } |
68 GLES20.glAttachShader(program, vertexShader); | 67 GLES20.glAttachShader(program, vertexShader); |
69 GLES20.glAttachShader(program, fragmentShader); | 68 GLES20.glAttachShader(program, fragmentShader); |
70 GLES20.glLinkProgram(program); | 69 GLES20.glLinkProgram(program); |
71 int[] linkStatus = new int[] { | 70 int[] linkStatus = new int[] { |
72 GLES20.GL_FALSE | 71 GLES20.GL_FALSE |
73 }; | 72 }; |
74 GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0); | 73 GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0); |
75 if (linkStatus[0] != GLES20.GL_TRUE) { | 74 if (linkStatus[0] != GLES20.GL_TRUE) { |
76 Logging.e(TAG, "Could not link program: " + | 75 Log.e(TAG, "Could not link program: " + |
77 GLES20.glGetProgramInfoLog(program)); | 76 GLES20.glGetProgramInfoLog(program)); |
78 throw new RuntimeException(GLES20.glGetProgramInfoLog(program)); | 77 throw new RuntimeException(GLES20.glGetProgramInfoLog(program)); |
79 } | 78 } |
80 GlUtil.checkNoGLES2Error("Creating GlShader"); | 79 GlUtil.checkNoGLES2Error("Creating GlShader"); |
81 } | 80 } |
82 | 81 |
83 public int getAttribLocation(String label) { | 82 public int getAttribLocation(String label) { |
84 if (program == -1) { | 83 if (program == -1) { |
85 throw new RuntimeException("The program has been released"); | 84 throw new RuntimeException("The program has been released"); |
86 } | 85 } |
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118 | 117 |
119 public void useProgram() { | 118 public void useProgram() { |
120 if (program == -1) { | 119 if (program == -1) { |
121 throw new RuntimeException("The program has been released"); | 120 throw new RuntimeException("The program has been released"); |
122 } | 121 } |
123 GLES20.glUseProgram(program); | 122 GLES20.glUseProgram(program); |
124 GlUtil.checkNoGLES2Error("glUseProgram"); | 123 GlUtil.checkNoGLES2Error("glUseProgram"); |
125 } | 124 } |
126 | 125 |
127 public void release() { | 126 public void release() { |
128 Logging.d(TAG, "Deleting shader."); | 127 Log.d(TAG, "Deleting shader."); |
129 // Flag shaders for deletion (does not delete until no longer attached to a
program). | 128 // Flag shaders for deletion (does not delete until no longer attached to a
program). |
130 if (vertexShader != -1) { | 129 if (vertexShader != -1) { |
131 GLES20.glDeleteShader(vertexShader); | 130 GLES20.glDeleteShader(vertexShader); |
132 vertexShader = -1; | 131 vertexShader = -1; |
133 } | 132 } |
134 if (fragmentShader != -1) { | 133 if (fragmentShader != -1) { |
135 GLES20.glDeleteShader(fragmentShader); | 134 GLES20.glDeleteShader(fragmentShader); |
136 fragmentShader = -1; | 135 fragmentShader = -1; |
137 } | 136 } |
138 // Delete program, automatically detaching any shaders from it. | 137 // Delete program, automatically detaching any shaders from it. |
139 if (program != -1) { | 138 if (program != -1) { |
140 GLES20.glDeleteProgram(program); | 139 GLES20.glDeleteProgram(program); |
141 program = -1; | 140 program = -1; |
142 } | 141 } |
143 } | 142 } |
144 } | 143 } |
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