| 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;
|
| - }
|
| - }
|
| -}
|
|
|