| /* |
| * Copyright (C) 2011 The Android Open Source Project |
| * |
| * Licensed under the Apache License, Version 2.0 (the "License"); |
| * you may not use this file except in compliance with the License. |
| * You may obtain a copy of the License at |
| * |
| * http://www.apache.org/licenses/LICENSE-2.0 |
| * |
| * Unless required by applicable law or agreed to in writing, software |
| * distributed under the License is distributed on an "AS IS" BASIS, |
| * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
| * See the License for the specific language governing permissions and |
| * limitations under the License. |
| */ |
| |
| package androidx.media.filterfw; |
| |
| import android.graphics.Bitmap; |
| import android.opengl.GLES20; |
| import android.opengl.GLUtils; |
| import android.os.Looper; |
| |
| import java.nio.ByteBuffer; |
| import java.nio.ByteOrder; |
| |
| /** |
| * TODO: Make this package-private as RenderTarget and TextureSource should suffice as public |
| * facing OpenGL utilities. |
| * @hide |
| */ |
| public class GLToolbox { |
| |
| public static int textureNone() { |
| return 0; |
| } |
| |
| public static boolean isTexture(int texId) { |
| return GLES20.glIsTexture(texId); |
| } |
| |
| public static void deleteTexture(int texId) { |
| int[] textures = new int[] { texId }; |
| assertNonUiThread("glDeleteTextures"); |
| GLES20.glDeleteTextures(1, textures, 0); |
| checkGlError("glDeleteTextures"); |
| } |
| |
| public static void deleteFbo(int fboId) { |
| int[] fbos = new int[] { fboId }; |
| assertNonUiThread("glDeleteFramebuffers"); |
| GLES20.glDeleteFramebuffers(1, fbos, 0); |
| checkGlError("glDeleteFramebuffers"); |
| } |
| |
| public static int generateTexture() { |
| int[] textures = new int[1]; |
| GLES20.glGenTextures(1, textures, 0); |
| checkGlError("glGenTextures"); |
| return textures[0]; |
| } |
| |
| public static int generateFbo() { |
| int[] fbos = new int[1]; |
| GLES20.glGenFramebuffers(1, fbos, 0); |
| checkGlError("glGenFramebuffers"); |
| return fbos[0]; |
| } |
| |
| public static void readFbo(int fboId, ByteBuffer pixels, int width, int height) { |
| GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, fboId); |
| GLES20.glReadPixels(0, 0, width, height, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, pixels); |
| checkGlError("glReadPixels"); |
| } |
| |
| public static void readTarget(RenderTarget target, ByteBuffer pixels, int width, int height) { |
| target.focus(); |
| GLES20.glReadPixels(0, 0, width, height, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, pixels); |
| checkGlError("glReadPixels"); |
| } |
| |
| public static int attachedTexture(int fboId) { |
| int[] params = new int[1]; |
| GLES20.glGetFramebufferAttachmentParameteriv( |
| GLES20.GL_FRAMEBUFFER, |
| GLES20.GL_COLOR_ATTACHMENT0, |
| GLES20.GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, |
| params, 0); |
| checkGlError("glGetFramebufferAttachmentParameteriv"); |
| return params[0]; |
| } |
| |
| public static void attachTextureToFbo(int texId, int fboId) { |
| GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, fboId); |
| GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER, |
| GLES20.GL_COLOR_ATTACHMENT0, |
| GLES20.GL_TEXTURE_2D, |
| texId, |
| 0); |
| checkGlError("glFramebufferTexture2D"); |
| } |
| |
| public static void allocateTexturePixels(int texId, int target, int width, int height) { |
| setTexturePixels(texId, target, (ByteBuffer)null, width, height); |
| } |
| |
| public static void setTexturePixels(int texId, int target, Bitmap bitmap) { |
| GLES20.glBindTexture(target, texId); |
| GLUtils.texImage2D(target, 0, bitmap, 0); |
| checkGlError("glTexImage2D"); |
| setDefaultTexParams(); |
| } |
| |
| public static void setTexturePixels(int texId, int target, ByteBuffer pixels, |
| int width, int height) { |
| GLES20.glBindTexture(target, texId); |
| |
| // For some devices, "pixels" being null causes system error. |
| if (pixels == null) { |
| pixels = ByteBuffer.allocateDirect(width * height * 4); |
| } |
| GLES20.glTexImage2D(target, 0, GLES20.GL_RGBA, width, height, 0, |
| GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, pixels); |
| checkGlError("glTexImage2D"); |
| setDefaultTexParams(); |
| } |
| |
| public static void setDefaultTexParams() { |
| GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, |
| GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR); |
| GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, |
| GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR); |
| GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, |
| GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE); |
| GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, |
| GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE); |
| checkGlError("glTexParameteri"); |
| } |
| |
| public static int vboNone() { |
| return 0; |
| } |
| |
| public static int generateVbo() { |
| int[] vbos = new int[1]; |
| GLES20.glGenBuffers(1, vbos, 0); |
| checkGlError("glGenBuffers"); |
| return vbos[0]; |
| } |
| |
| public static void setVboData(int vboId, ByteBuffer data) { |
| GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, vboId); |
| GLES20.glBufferData(GLES20.GL_ARRAY_BUFFER, data.remaining(), data, GLES20.GL_STATIC_DRAW); |
| checkGlError("glBufferData"); |
| } |
| |
| public static void setVboFloats(int vboId, float[] values) { |
| int len = values.length * 4; |
| ByteBuffer buffer = ByteBuffer.allocateDirect(len).order(ByteOrder.nativeOrder()); |
| setVboData(vboId, buffer); |
| } |
| |
| public static boolean isVbo(int vboId) { |
| return GLES20.glIsBuffer(vboId); |
| } |
| |
| public static void deleteVbo(int vboId) { |
| int[] buffers = new int[] { vboId }; |
| GLES20.glDeleteBuffers(1, buffers, 0); |
| checkGlError("glDeleteBuffers"); |
| } |
| |
| public static void checkGlError(String operation) { |
| int error; |
| while ((error = GLES20.glGetError()) != GLES20.GL_NO_ERROR) { |
| throw new RuntimeException("GL Operation '" + operation + "' caused error " |
| + Integer.toHexString(error) + "!"); |
| } |
| } |
| |
| /** |
| * Make sure we are not operating in the UI thread. |
| * |
| * It is often tricky to track down bugs that happen when issuing GL commands in the UI thread. |
| * This is especially true when releasing GL resources. Often this will cause errors much later |
| * on. Therefore we make sure we do not do these dangerous operations on the UI thread. |
| */ |
| private static void assertNonUiThread(String operation) { |
| if (Looper.getMainLooper().getThread() == Thread.currentThread()) { |
| throw new RuntimeException("Attempting to perform GL operation '" + operation |
| + "' on UI thread!"); |
| } |
| } |
| } |