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/*
* 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 = "<dp><app><CamRenderShader>";
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;
}
}
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