GlShader.java revision 66f0da2197974dcc1008f25df2bb4e1d463ad506
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;
31
32import org.webrtc.Logging;
33
34import java.nio.FloatBuffer;
35
36// Helper class for handling OpenGL shaders and shader programs.
37public class GlShader {
38  private static final String TAG = "GlShader";
39
40  private static int compileShader(int shaderType, String source) {
41    int[] result = new int[] {
42        GLES20.GL_FALSE
43    };
44    int shader = GLES20.glCreateShader(shaderType);
45    GLES20.glShaderSource(shader, source);
46    GLES20.glCompileShader(shader);
47    GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, result, 0);
48    if (result[0] != GLES20.GL_TRUE) {
49      Logging.e(TAG, "Could not compile shader " + shaderType + ":" +
50          GLES20.glGetShaderInfoLog(shader));
51      throw new RuntimeException(GLES20.glGetShaderInfoLog(shader));
52    }
53    GlUtil.checkNoGLES2Error("compileShader");
54    return shader;
55  }
56
57  private int vertexShader;
58  private int fragmentShader;
59  private int program;
60
61  public GlShader(String vertexSource, String fragmentSource) {
62    vertexShader = compileShader(GLES20.GL_VERTEX_SHADER, vertexSource);
63    fragmentShader = compileShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource);
64    program = GLES20.glCreateProgram();
65    if (program == 0) {
66      throw new RuntimeException("Could not create program");
67    }
68    GLES20.glAttachShader(program, vertexShader);
69    GLES20.glAttachShader(program, fragmentShader);
70    GLES20.glLinkProgram(program);
71    int[] linkStatus = new int[] {
72      GLES20.GL_FALSE
73    };
74    GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0);
75    if (linkStatus[0] != GLES20.GL_TRUE) {
76      Logging.e(TAG, "Could not link program: " +
77          GLES20.glGetProgramInfoLog(program));
78      throw new RuntimeException(GLES20.glGetProgramInfoLog(program));
79    }
80    GlUtil.checkNoGLES2Error("Creating GlShader");
81  }
82
83  public int getAttribLocation(String label) {
84    if (program == -1) {
85      throw new RuntimeException("The program has been released");
86    }
87    int location = GLES20.glGetAttribLocation(program, label);
88    if (location < 0) {
89      throw new RuntimeException("Could not locate '" + label + "' in program");
90    }
91    return location;
92  }
93
94  /**
95   * Enable and upload a vertex array for attribute |label|. The vertex data is specified in
96   * |buffer| with |dimension| number of components per vertex.
97   */
98  public void setVertexAttribArray(String label, int dimension, FloatBuffer buffer) {
99    if (program == -1) {
100      throw new RuntimeException("The program has been released");
101    }
102    int location = getAttribLocation(label);
103    GLES20.glEnableVertexAttribArray(location);
104    GLES20.glVertexAttribPointer(location, dimension, GLES20.GL_FLOAT, false, 0, buffer);
105    GlUtil.checkNoGLES2Error("setVertexAttribArray");
106  }
107
108  public int getUniformLocation(String label) {
109    if (program == -1) {
110      throw new RuntimeException("The program has been released");
111    }
112    int location = GLES20.glGetUniformLocation(program, label);
113    if (location < 0) {
114      throw new RuntimeException("Could not locate uniform '" + label + "' in program");
115    }
116    return location;
117  }
118
119  public void useProgram() {
120    if (program == -1) {
121      throw new RuntimeException("The program has been released");
122    }
123    GLES20.glUseProgram(program);
124    GlUtil.checkNoGLES2Error("glUseProgram");
125  }
126
127  public void release() {
128    Logging.d(TAG, "Deleting shader.");
129    // Flag shaders for deletion (does not delete until no longer attached to a program).
130    if (vertexShader != -1) {
131      GLES20.glDeleteShader(vertexShader);
132      vertexShader = -1;
133    }
134    if (fragmentShader != -1) {
135      GLES20.glDeleteShader(fragmentShader);
136      fragmentShader = -1;
137    }
138    // Delete program, automatically detaching any shaders from it.
139    if (program != -1) {
140      GLES20.glDeleteProgram(program);
141      program = -1;
142    }
143  }
144}
145