| /* | |
| * 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; | |
| } | |
| } | |
| } |