webrtc/sdk/android/api/org/webrtc/GlShader.java
Magnus Jedvert 080e7b27f5 Android: Log OpenGL shader source code in case of compile error
Logging the OpenGL shader source code makes it easier to debug problems.

Bug: None
Change-Id: Ie4724b1353511eae3806e98270b04e5daa4c11fc
Reviewed-on: https://webrtc-review.googlesource.com/69322
Reviewed-by: Sami Kalliomäki <sakal@webrtc.org>
Commit-Queue: Magnus Jedvert <magjed@webrtc.org>
Cr-Commit-Position: refs/heads/master@{#22900}
2018-04-17 13:05:03 +00:00

129 lines
5 KiB
Java

/*
* Copyright 2015 The WebRTC project authors. All Rights Reserved.
*
* Use of this source code is governed by a BSD-style license
* that can be found in the LICENSE file in the root of the source
* tree. An additional intellectual property rights grant can be found
* in the file PATENTS. All contributing project authors may
* be found in the AUTHORS file in the root of the source tree.
*/
package org.webrtc;
import android.opengl.GLES20;
import java.nio.FloatBuffer;
// 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) {
final int shader = GLES20.glCreateShader(shaderType);
if (shader == 0) {
throw new RuntimeException("glCreateShader() failed. GLES20 error: " + GLES20.glGetError());
}
GLES20.glShaderSource(shader, source);
GLES20.glCompileShader(shader);
int[] compileStatus = new int[] {GLES20.GL_FALSE};
GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compileStatus, 0);
if (compileStatus[0] != GLES20.GL_TRUE) {
Logging.e(
TAG, "Compile error " + GLES20.glGetShaderInfoLog(shader) + " in shader:\n" + source);
throw new RuntimeException(GLES20.glGetShaderInfoLog(shader));
}
GlUtil.checkNoGLES2Error("compileShader");
return shader;
}
private int program;
public GlShader(String vertexSource, String fragmentSource) {
final int vertexShader = compileShader(GLES20.GL_VERTEX_SHADER, vertexSource);
final int fragmentShader = compileShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource);
program = GLES20.glCreateProgram();
if (program == 0) {
throw new RuntimeException("glCreateProgram() failed. GLES20 error: " + GLES20.glGetError());
}
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) {
Logging.e(TAG, "Could not link program: " + GLES20.glGetProgramInfoLog(program));
throw new RuntimeException(GLES20.glGetProgramInfoLog(program));
}
// According to the documentation of glLinkProgram():
// "After the link operation, applications are free to modify attached shader objects, compile
// attached shader objects, detach shader objects, delete shader objects, and attach additional
// shader objects. None of these operations affects the information log or the program that is
// part of the program object."
// But in practice, detaching shaders from the program seems to break some devices. Deleting the
// shaders are fine however - it will delete them when they are no longer attached to a program.
GLES20.glDeleteShader(vertexShader);
GLES20.glDeleteShader(fragmentShader);
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;
}
/**
* Enable and upload a vertex array for attribute |label|. The vertex data is specified in
* |buffer| with |dimension| number of components per vertex.
*/
public void setVertexAttribArray(String label, int dimension, FloatBuffer buffer) {
setVertexAttribArray(label, dimension, 0 /* stride */, buffer);
}
/**
* Enable and upload a vertex array for attribute |label|. The vertex data is specified in
* |buffer| with |dimension| number of components per vertex and specified |stride|.
*/
public void setVertexAttribArray(String label, int dimension, int stride, FloatBuffer buffer) {
if (program == -1) {
throw new RuntimeException("The program has been released");
}
int location = getAttribLocation(label);
GLES20.glEnableVertexAttribArray(location);
GLES20.glVertexAttribPointer(location, dimension, GLES20.GL_FLOAT, false, stride, buffer);
GlUtil.checkNoGLES2Error("setVertexAttribArray");
}
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() {
Logging.d(TAG, "Deleting shader.");
// Delete program, automatically detaching any shaders from it.
if (program != -1) {
GLES20.glDeleteProgram(program);
program = -1;
}
}
}