Index: webrtc/api/java/android/org/webrtc/GlShader.java |
diff --git a/webrtc/api/java/android/org/webrtc/GlShader.java b/webrtc/api/java/android/org/webrtc/GlShader.java |
deleted file mode 100644 |
index fb5e4c2f67759d7a0f83ba70a1a2c9b51f87d894..0000000000000000000000000000000000000000 |
--- a/webrtc/api/java/android/org/webrtc/GlShader.java |
+++ /dev/null |
@@ -1,128 +0,0 @@ |
-/* |
- * 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 org.webrtc.Logging; |
- |
-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, "Could not compile shader " + shaderType + ":" + |
- GLES20.glGetShaderInfoLog(shader)); |
- 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) { |
- 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, 0, 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"); |
- } |
- 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; |
- } |
- } |
-} |