Files
platform-external-webrtc/sdk/android/api/org/webrtc/GlUtil.java
Magnus Jedvert ecae9cd1a7 Android: Add error callback for GL_OUT_OF_MEMORY in EglRenderer
Encountering GL_OUT_OF_MEMORY is relatively common and we should give
clients a chance to deal with it in a non-fatal way.

Bug: webrtc:8154
Change-Id: Ifa9ca74392f21083692b02a5144dc5632a88d34d
Reviewed-on: https://webrtc-review.googlesource.com/c/src/+/144561
Commit-Queue: Magnus Jedvert <magjed@webrtc.org>
Reviewed-by: Sami Kalliomäki <sakal@webrtc.org>
Cr-Commit-Position: refs/heads/master@{#28495}
2019-07-05 13:04:17 +00:00

67 lines
2.1 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.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
/**
* Some OpenGL static utility functions.
*/
public class GlUtil {
private GlUtil() {}
public static class GlOutOfMemoryException extends RuntimeException {
public GlOutOfMemoryException(String msg) {
super(msg);
}
}
// Assert that no OpenGL ES 2.0 error has been raised.
public static void checkNoGLES2Error(String msg) {
int error = GLES20.glGetError();
if (error != GLES20.GL_NO_ERROR) {
throw error == GLES20.GL_OUT_OF_MEMORY
? new GlOutOfMemoryException(msg)
: new RuntimeException(msg + ": GLES20 error: " + error);
}
}
public static FloatBuffer createFloatBuffer(float[] coords) {
// Allocate a direct ByteBuffer, using 4 bytes per float, and copy coords into it.
ByteBuffer bb = ByteBuffer.allocateDirect(coords.length * 4);
bb.order(ByteOrder.nativeOrder());
FloatBuffer fb = bb.asFloatBuffer();
fb.put(coords);
fb.position(0);
return fb;
}
/**
* Generate texture with standard parameters.
*/
public static int generateTexture(int target) {
final int textureArray[] = new int[1];
GLES20.glGenTextures(1, textureArray, 0);
final int textureId = textureArray[0];
GLES20.glBindTexture(target, textureId);
GLES20.glTexParameterf(target, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR);
GLES20.glTexParameterf(target, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
GLES20.glTexParameterf(target, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE);
GLES20.glTexParameterf(target, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);
checkNoGLES2Error("generateTexture");
return textureId;
}
}