| /* | 
 |  *  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"); | 
 |     } | 
 |     synchronized (EglBase.lock) { | 
 |       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; | 
 |     } | 
 |   } | 
 | } |