blob: 712af2b4469ea3b4da0829616c29a2756a877321 [file] [log] [blame]
/*
* 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;
}
}
}