| /* |
| * libjingle |
| * Copyright 2015 Google Inc. |
| * |
| * Redistribution and use in source and binary forms, with or without |
| * modification, are permitted provided that the following conditions are met: |
| * |
| * 1. Redistributions of source code must retain the above copyright notice, |
| * this list of conditions and the following disclaimer. |
| * 2. Redistributions in binary form must reproduce the above copyright notice, |
| * this list of conditions and the following disclaimer in the documentation |
| * and/or other materials provided with the distribution. |
| * 3. The name of the author may not be used to endorse or promote products |
| * derived from this software without specific prior written permission. |
| * |
| * THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR IMPLIED |
| * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF |
| * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO |
| * EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, |
| * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, |
| * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; |
| * OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, |
| * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR |
| * OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF |
| * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
| */ |
| |
| package org.webrtc; |
| |
| import android.opengl.GLES20; |
| import android.util.Log; |
| |
| // 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) { |
| int[] result = new int[] { |
| GLES20.GL_FALSE |
| }; |
| int shader = GLES20.glCreateShader(shaderType); |
| GLES20.glShaderSource(shader, source); |
| GLES20.glCompileShader(shader); |
| GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, result, 0); |
| if (result[0] != GLES20.GL_TRUE) { |
| Log.e(TAG, "Could not compile shader " + shaderType + ":" + |
| GLES20.glGetShaderInfoLog(shader)); |
| throw new RuntimeException(GLES20.glGetShaderInfoLog(shader)); |
| } |
| GlUtil.checkNoGLES2Error("compileShader"); |
| return shader; |
| } |
| |
| private int vertexShader; |
| private int fragmentShader; |
| private int program; |
| |
| public GlShader(String vertexSource, String fragmentSource) { |
| vertexShader = compileShader(GLES20.GL_VERTEX_SHADER, vertexSource); |
| fragmentShader = compileShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource); |
| program = GLES20.glCreateProgram(); |
| if (program == 0) { |
| throw new RuntimeException("Could not create program"); |
| } |
| 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) { |
| Log.e(TAG, "Could not link program: " + |
| GLES20.glGetProgramInfoLog(program)); |
| throw new RuntimeException(GLES20.glGetProgramInfoLog(program)); |
| } |
| 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; |
| } |
| |
| 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() { |
| Log.d(TAG, "Deleting shader."); |
| // Flag shaders for deletion (does not delete until no longer attached to a program). |
| if (vertexShader != -1) { |
| GLES20.glDeleteShader(vertexShader); |
| vertexShader = -1; |
| } |
| if (fragmentShader != -1) { |
| GLES20.glDeleteShader(fragmentShader); |
| fragmentShader = -1; |
| } |
| // Delete program, automatically detaching any shaders from it. |
| if (program != -1) { |
| GLES20.glDeleteProgram(program); |
| program = -1; |
| } |
| } |
| } |