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/*
* 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 android.media.effect;
import android.filterfw.core.CachedFrameManager;
import android.filterfw.core.FilterContext;
import android.filterfw.core.GLEnvironment;
import android.opengl.GLES20;
/**
* <p>An EffectContext keeps all necessary state information to run Effects within a Open GL ES 2.0
* context.</p>
*
* <p>Every EffectContext is bound to one GL context. The application is responsible for creating
* this EGL context, and making it current before applying any effect. If your EGL context is
* destroyed, the EffectContext becomes invalid and any effects bound to this context can no longer
* be used. If you switch to another EGL context, you must create a new EffectContext. Each Effect
* is bound to a single EffectContext, and can only be executed in that context.</p>
*/
public class EffectContext {
private final int GL_STATE_FBO = 0;
private final int GL_STATE_PROGRAM = 1;
private final int GL_STATE_ARRAYBUFFER = 2;
private final int GL_STATE_COUNT = 3;
FilterContext mFilterContext;
private EffectFactory mFactory;
private int[] mOldState = new int[GL_STATE_COUNT];
/**
* Creates a context within the current GL context.
*
* <p>Binds the EffectContext to the current OpenGL context. All subsequent calls to the
* EffectContext must be made in the GL context that was active during creation.
* When you have finished using a context, you must call {@link #release()}. to dispose of all
* resources associated with this context.</p>
*/
public static EffectContext createWithCurrentGlContext() {
EffectContext result = new EffectContext();
result.initInCurrentGlContext();
return result;
}
/**
* Returns the EffectFactory for this context.
*
* <p>The EffectFactory returned from this method allows instantiating new effects within this
* context.</p>
*
* @return The EffectFactory instance for this context.
*/
public EffectFactory getFactory() {
return mFactory;
}
/**
* Releases the context.
*
* <p>Releases all the resources and effects associated with the EffectContext. This renders the
* context and all the effects bound to this context invalid. You must no longer use the context
* or any of its bound effects after calling release().</p>
*
* <p>Note that this method must be called with the proper EGL context made current, as the
* EffectContext and its effects may release internal GL resources.</p>
*/
public void release() {
mFilterContext.tearDown();
mFilterContext = null;
}
private EffectContext() {
mFilterContext = new FilterContext();
mFilterContext.setFrameManager(new CachedFrameManager());
mFactory = new EffectFactory(this);
}
private void initInCurrentGlContext() {
if (!GLEnvironment.isAnyContextActive()) {
throw new RuntimeException("Attempting to initialize EffectContext with no active "
+ "GL context!");
}
GLEnvironment glEnvironment = new GLEnvironment();
glEnvironment.initWithCurrentContext();
mFilterContext.initGLEnvironment(glEnvironment);
}
final void assertValidGLState() {
GLEnvironment glEnv = mFilterContext.getGLEnvironment();
if (glEnv == null || !glEnv.isContextActive()) {
if (GLEnvironment.isAnyContextActive()) {
throw new RuntimeException("Applying effect in wrong GL context!");
} else {
throw new RuntimeException("Attempting to apply effect without valid GL context!");
}
}
}
final void saveGLState() {
GLES20.glGetIntegerv(GLES20.GL_FRAMEBUFFER_BINDING, mOldState, GL_STATE_FBO);
GLES20.glGetIntegerv(GLES20.GL_CURRENT_PROGRAM, mOldState, GL_STATE_PROGRAM);
GLES20.glGetIntegerv(GLES20.GL_ARRAY_BUFFER_BINDING, mOldState, GL_STATE_ARRAYBUFFER);
}
final void restoreGLState() {
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, mOldState[GL_STATE_FBO]);
GLES20.glUseProgram(mOldState[GL_STATE_PROGRAM]);
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, mOldState[GL_STATE_ARRAYBUFFER]);
}
}