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Unified Diff: webrtc/api/android/java/src/org/webrtc/GlShader.java

Issue 2547483003: Move /webrtc/api/android files to /webrtc/sdk/android (Closed)
Patch Set: Move to api folder under Android instead of src Created 4 years ago
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Index: webrtc/api/android/java/src/org/webrtc/GlShader.java
diff --git a/webrtc/api/android/java/src/org/webrtc/GlShader.java b/webrtc/api/android/java/src/org/webrtc/GlShader.java
deleted file mode 100644
index 15dfc45a270e4b0ab518beb35f0404ee51ce7a47..0000000000000000000000000000000000000000
--- a/webrtc/api/android/java/src/org/webrtc/GlShader.java
+++ /dev/null
@@ -1,121 +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 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;
- }
- }
-}

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