
The motivation is making it easier to catch exceptions for these kind of failures only. Bug: b/182561645 Change-Id: I09527d8665fda0fa24144cb05e9fd24c041549a9 Reviewed-on: https://webrtc-review.googlesource.com/c/src/+/212608 Commit-Queue: Paulina Hensman <phensman@webrtc.org> Reviewed-by: Xavier Lepaul <xalep@webrtc.org> Cr-Commit-Position: refs/heads/master@{#33540}
67 lines
2.2 KiB
Java
67 lines
2.2 KiB
Java
/*
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* Copyright 2015 The WebRTC project authors. All Rights Reserved.
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*
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* Use of this source code is governed by a BSD-style license
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* that can be found in the LICENSE file in the root of the source
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* tree. An additional intellectual property rights grant can be found
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* in the file PATENTS. All contributing project authors may
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* be found in the AUTHORS file in the root of the source tree.
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*/
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package org.webrtc;
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import android.opengl.GLES20;
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import android.opengl.GLException;
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import java.nio.ByteBuffer;
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import java.nio.ByteOrder;
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import java.nio.FloatBuffer;
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/**
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* Some OpenGL static utility functions.
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*/
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public class GlUtil {
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private GlUtil() {}
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public static class GlOutOfMemoryException extends GLException {
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public GlOutOfMemoryException(int error, String msg) {
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super(error, msg);
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}
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}
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// Assert that no OpenGL ES 2.0 error has been raised.
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public static void checkNoGLES2Error(String msg) {
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int error = GLES20.glGetError();
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if (error != GLES20.GL_NO_ERROR) {
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throw error == GLES20.GL_OUT_OF_MEMORY
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? new GlOutOfMemoryException(error, msg)
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: new GLException(error, msg + ": GLES20 error: " + error);
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}
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}
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public static FloatBuffer createFloatBuffer(float[] coords) {
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// Allocate a direct ByteBuffer, using 4 bytes per float, and copy coords into it.
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ByteBuffer bb = ByteBuffer.allocateDirect(coords.length * 4);
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bb.order(ByteOrder.nativeOrder());
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FloatBuffer fb = bb.asFloatBuffer();
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fb.put(coords);
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fb.position(0);
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return fb;
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}
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/**
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* Generate texture with standard parameters.
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*/
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public static int generateTexture(int target) {
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final int textureArray[] = new int[1];
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GLES20.glGenTextures(1, textureArray, 0);
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final int textureId = textureArray[0];
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GLES20.glBindTexture(target, textureId);
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GLES20.glTexParameterf(target, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR);
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GLES20.glTexParameterf(target, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
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GLES20.glTexParameterf(target, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE);
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GLES20.glTexParameterf(target, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);
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checkNoGLES2Error("generateTexture");
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return textureId;
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}
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}
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