/* * Copyright (c) 2017, The Linux Foundation. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above * copyright notice, this list of conditions and the following * disclaimer in the documentation and/or other materials provided * with the distribution. * * Neither the name of The Linux Foundation nor the names of its * contributors may be used to endorse or promote products derived * from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED "AS IS" AND ANY EXPRESS OR IMPLIED * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS * BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR * BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE * OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN * IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ package com.android.camera.deepportrait; import android.opengl.GLES30; import android.util.Log; public class CamRenderShader { public static final String TAG = ""; public static int compileShader( final int shaderType, final String shaderSource ) { int shaderHandle = GLES30.glCreateShader( shaderType ); if ( shaderHandle != 0 ) { // Pass in the shader source. GLES30.glShaderSource( shaderHandle, shaderSource ); // Compile the shader. GLES30.glCompileShader( shaderHandle ); // Get the compilation status. final int[] compileStatus = new int[1]; GLES30.glGetShaderiv( shaderHandle, GLES30.GL_COMPILE_STATUS, compileStatus, 0 ); // If the compilation failed, delete the shader. if ( compileStatus[0] == 0 ) { Log.e( TAG, "Error compiling shader: " + GLES30.glGetShaderInfoLog( shaderHandle ) ); GLES30.glDeleteShader( shaderHandle ); shaderHandle = 0; } } if ( shaderHandle == 0 ) { throw new RuntimeException( "Error creating shader." ); } return shaderHandle; } public static int createAndLinkProgram( final int vertexShaderHandle, final int fragmentShaderHandle ) { int programHandle = GLES30.glCreateProgram(); if ( programHandle != 0 ) { // Bind the vertex shader to the program. GLES30.glAttachShader( programHandle, vertexShaderHandle ); // Bind the fragment shaders to the program GLES30.glAttachShader( programHandle, fragmentShaderHandle ); // Link the two shaders together into a program. GLES30.glLinkProgram( programHandle ); // Get the link status. final int[] linkStatus = new int[1]; GLES30.glGetProgramiv( programHandle, GLES30.GL_LINK_STATUS, linkStatus, 0 ); // If the link failed, delete the program. if ( linkStatus[0] == 0 ) { Log.e(TAG, "Error compiling program: " + GLES30.glGetProgramInfoLog(programHandle)); GLES30.glDeleteProgram(programHandle); programHandle = 0; } } if ( programHandle == 0 ) { throw new RuntimeException("Error creating program."); } return programHandle; } }