| /* |
| * 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, "Compile error " + GLES20.glGetShaderInfoLog(shader) + " in shader:\n" + source); |
| 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) { |
| setVertexAttribArray(label, dimension, 0 /* stride */, buffer); |
| } |
| |
| /** |
| * Enable and upload a vertex array for attribute |label|. The vertex data is specified in |
| * |buffer| with |dimension| number of components per vertex and specified |stride|. |
| */ |
| public void setVertexAttribArray(String label, int dimension, int stride, 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, stride, 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; |
| } |
| } |
| } |