GlShader.java revision 59a677ada27c660e9cd7486f0d702753dbeb6d39
1/* 2 * libjingle 3 * Copyright 2015 Google Inc. 4 * 5 * Redistribution and use in source and binary forms, with or without 6 * modification, are permitted provided that the following conditions are met: 7 * 8 * 1. Redistributions of source code must retain the above copyright notice, 9 * this list of conditions and the following disclaimer. 10 * 2. Redistributions in binary form must reproduce the above copyright notice, 11 * this list of conditions and the following disclaimer in the documentation 12 * and/or other materials provided with the distribution. 13 * 3. The name of the author may not be used to endorse or promote products 14 * derived from this software without specific prior written permission. 15 * 16 * THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR IMPLIED 17 * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF 18 * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO 19 * EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, 20 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, 21 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; 22 * OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, 23 * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR 24 * OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF 25 * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 26 */ 27 28package org.webrtc; 29 30import android.opengl.GLES20; 31import android.util.Log; 32 33import java.nio.FloatBuffer; 34 35// Helper class for handling OpenGL shaders and shader programs. 36public class GlShader { 37 private static final String TAG = "GlShader"; 38 39 private static int compileShader(int shaderType, String source) { 40 int[] result = new int[] { 41 GLES20.GL_FALSE 42 }; 43 int shader = GLES20.glCreateShader(shaderType); 44 GLES20.glShaderSource(shader, source); 45 GLES20.glCompileShader(shader); 46 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, result, 0); 47 if (result[0] != GLES20.GL_TRUE) { 48 Log.e(TAG, "Could not compile shader " + shaderType + ":" + 49 GLES20.glGetShaderInfoLog(shader)); 50 throw new RuntimeException(GLES20.glGetShaderInfoLog(shader)); 51 } 52 GlUtil.checkNoGLES2Error("compileShader"); 53 return shader; 54 } 55 56 private int vertexShader; 57 private int fragmentShader; 58 private int program; 59 60 public GlShader(String vertexSource, String fragmentSource) { 61 vertexShader = compileShader(GLES20.GL_VERTEX_SHADER, vertexSource); 62 fragmentShader = compileShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource); 63 program = GLES20.glCreateProgram(); 64 if (program == 0) { 65 throw new RuntimeException("Could not create program"); 66 } 67 GLES20.glAttachShader(program, vertexShader); 68 GLES20.glAttachShader(program, fragmentShader); 69 GLES20.glLinkProgram(program); 70 int[] linkStatus = new int[] { 71 GLES20.GL_FALSE 72 }; 73 GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0); 74 if (linkStatus[0] != GLES20.GL_TRUE) { 75 Log.e(TAG, "Could not link program: " + 76 GLES20.glGetProgramInfoLog(program)); 77 throw new RuntimeException(GLES20.glGetProgramInfoLog(program)); 78 } 79 GlUtil.checkNoGLES2Error("Creating GlShader"); 80 } 81 82 public int getAttribLocation(String label) { 83 if (program == -1) { 84 throw new RuntimeException("The program has been released"); 85 } 86 int location = GLES20.glGetAttribLocation(program, label); 87 if (location < 0) { 88 throw new RuntimeException("Could not locate '" + label + "' in program"); 89 } 90 return location; 91 } 92 93 /** 94 * Enable and upload a vertex array for attribute |label|. The vertex data is specified in 95 * |buffer| with |dimension| number of components per vertex. 96 */ 97 public void setVertexAttribArray(String label, int dimension, FloatBuffer buffer) { 98 if (program == -1) { 99 throw new RuntimeException("The program has been released"); 100 } 101 int location = getAttribLocation(label); 102 GLES20.glEnableVertexAttribArray(location); 103 GLES20.glVertexAttribPointer(location, dimension, GLES20.GL_FLOAT, false, 0, buffer); 104 GlUtil.checkNoGLES2Error("setVertexAttribArray"); 105 } 106 107 public int getUniformLocation(String label) { 108 if (program == -1) { 109 throw new RuntimeException("The program has been released"); 110 } 111 int location = GLES20.glGetUniformLocation(program, label); 112 if (location < 0) { 113 throw new RuntimeException("Could not locate uniform '" + label + "' in program"); 114 } 115 return location; 116 } 117 118 public void useProgram() { 119 if (program == -1) { 120 throw new RuntimeException("The program has been released"); 121 } 122 GLES20.glUseProgram(program); 123 GlUtil.checkNoGLES2Error("glUseProgram"); 124 } 125 126 public void release() { 127 Log.d(TAG, "Deleting shader."); 128 // Flag shaders for deletion (does not delete until no longer attached to a program). 129 if (vertexShader != -1) { 130 GLES20.glDeleteShader(vertexShader); 131 vertexShader = -1; 132 } 133 if (fragmentShader != -1) { 134 GLES20.glDeleteShader(fragmentShader); 135 fragmentShader = -1; 136 } 137 // Delete program, automatically detaching any shaders from it. 138 if (program != -1) { 139 GLES20.glDeleteProgram(program); 140 program = -1; 141 } 142 } 143} 144