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1 /* | |
2 * libjingle | |
3 * Copyright 2015 Google Inc. | |
4 * | |
5 * Redistribution and use in source and binary forms, with or without | |
6 * modification, are permitted provided that the following conditions are met: | |
7 * | |
8 * 1. Redistributions of source code must retain the above copyright notice, | |
9 * this list of conditions and the following disclaimer. | |
10 * 2. Redistributions in binary form must reproduce the above copyright notice, | |
11 * this list of conditions and the following disclaimer in the documentation | |
12 * and/or other materials provided with the distribution. | |
13 * 3. The name of the author may not be used to endorse or promote products | |
14 * derived from this software without specific prior written permission. | |
15 * | |
16 * THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR IMPLIED | |
17 * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF | |
18 * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO | |
19 * EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, | |
20 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, | |
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, | |
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 | |
25 * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | |
26 */ | |
27 | |
28 package org.webrtc; | |
29 | |
30 import android.opengl.GLES20; | |
31 | |
32 /** | |
33 * Helper class for handling OpenGL framebuffer with only color attachment and n o depth or stencil | |
34 * buffer. Intended for simple tasks such as texture copy, texture downscaling, and texture color | |
35 * conversion. | |
36 */ | |
37 // TODO(magjed): Add unittests for this class. | |
hbos
2015/09/18 11:27:35
Would be nice, yes. Doesn't have to be in this CL.
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38 public class GlTextureFrameBuffer { | |
39 private final int frameBufferId; | |
40 private final int textureId; | |
41 private final int pixelFormat; | |
42 private int width; | |
43 private int height; | |
44 | |
45 /** | |
46 * Generate texture and framebuffer resources. An EGLContext must be bound on the current thread | |
hbos
2015/09/18 11:27:35
Here and other methods assuming its not expensive:
magjed_webrtc
2015/09/18 14:32:03
Hmm, yes maybe. But when this happens, an exceptio
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47 * when calling this function. The framebuffer is not complete until setSize() is called. | |
48 */ | |
49 public GlTextureFrameBuffer(int pixelFormat) { | |
50 switch (pixelFormat) { | |
51 case GLES20.GL_LUMINANCE: | |
52 case GLES20.GL_RGB: | |
53 case GLES20.GL_RGBA: | |
54 this.pixelFormat = pixelFormat; | |
55 break; | |
56 default: | |
57 throw new IllegalArgumentException("Invalid pixel format: " + pixelForma t); | |
58 } | |
59 | |
60 textureId = GlUtil.generateTexture(GLES20.GL_TEXTURE_2D); | |
61 this.width = 0; | |
62 this.height = 0; | |
63 | |
64 // Create framebuffer object and bind it. | |
65 final int frameBuffers[] = new int[1]; | |
66 GLES20.glGenFramebuffers(1, frameBuffers, 0); | |
67 frameBufferId = frameBuffers[0]; | |
68 GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, frameBufferId); | |
69 GlUtil.checkNoGLES2Error("Generate framebuffer"); | |
70 | |
71 // Attach the texture to the framebuffer as color attachment. | |
72 GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHM ENT0, | |
73 GLES20.GL_TEXTURE_2D, textureId, 0); | |
74 GlUtil.checkNoGLES2Error("Attach texture to framebuffer"); | |
75 | |
76 // Restore normal framebuffer. | |
77 GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0); | |
78 } | |
79 | |
80 /** | |
81 * (Re)allocate texture. Will do nothing if the requested size equals the curr ent size. An | |
82 * EGLContext must be bound on the current thread when calling this function. Must be called at | |
83 * least once before using the framebuffer. May be called multiple times to ch ange size. | |
84 */ | |
85 public void setSize(int width, int height) { | |
86 if (width == 0 || height == 0) { | |
87 throw new IllegalArgumentException("Invalid size: " + width + "x" + height ); | |
88 } | |
89 if (width == this.width && height == this.height) { | |
90 return; | |
91 } | |
92 this.width = width; | |
93 this.height = height; | |
94 | |
95 // Bind our framebuffer. | |
96 GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, frameBufferId); | |
97 GlUtil.checkNoGLES2Error("glBindFramebuffer"); | |
98 | |
99 // Allocate texture. | |
100 GLES20.glActiveTexture(GLES20.GL_TEXTURE0); | |
101 GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId); | |
102 GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, pixelFormat, width, height, 0, pixelFormat, | |
103 GLES20.GL_UNSIGNED_BYTE, null); | |
104 | |
105 // Check that the framebuffer is in a good state. | |
106 final int status = GLES20.glCheckFramebufferStatus(GLES20.GL_FRAMEBUFFER); | |
107 if (status != GLES20.GL_FRAMEBUFFER_COMPLETE) { | |
108 throw new IllegalStateException("Framebuffer not complete, status: " + sta tus); | |
109 } | |
110 | |
111 // Restore normal framebuffer. | |
112 GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0); | |
113 GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0); | |
114 } | |
115 | |
116 public int getWidth() { | |
117 return width; | |
118 } | |
119 | |
120 public int getHeight() { | |
121 return height; | |
122 } | |
123 | |
124 public int getFrameBufferId() { | |
125 return frameBufferId; | |
126 } | |
127 | |
128 public int getTextureId() { | |
129 return textureId; | |
130 } | |
131 | |
132 /** | |
133 * Release texture and framebuffer. An EGLContext must be bound on the current thread when calling | |
134 * this function. This object should not be used after this call. | |
135 */ | |
136 public void release() { | |
137 GLES20.glDeleteTextures(1, new int[] {textureId}, 0); | |
138 GLES20.glDeleteFramebuffers(1, new int[] {frameBufferId}, 0); | |
139 width = 0; | |
140 height = 0; | |
141 } | |
142 } | |
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