Пример #1
0
  public static boolean isProgramStatusValid(final GL _gl, final int programObj, final int name) {
    final GL2ES2 gl = _gl.getGL2ES2();
    final int[] ires = new int[1];
    gl.glGetProgramiv(programObj, name, ires, 0);

    return ires[0] == 1;
  }
Пример #2
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  public static boolean createAndLoadShader(
      final GL _gl,
      final IntBuffer shader,
      final int shaderType,
      final int binFormat,
      final java.nio.Buffer bin,
      final PrintStream verboseOut) {
    final GL2ES2 gl = _gl.getGL2ES2();
    int err = gl.glGetError(); // flush previous errors ..
    if (err != GL.GL_NO_ERROR && null != verboseOut) {
      verboseOut.println("createAndLoadShader: Pre GL Error: 0x" + Integer.toHexString(err));
    }

    createShader(gl, shaderType, shader);
    err = gl.glGetError();
    if (err != GL.GL_NO_ERROR) {
      throw new GLException(
          "createAndLoadShader: CreateShader failed, GL Error: 0x" + Integer.toHexString(err));
    }

    shaderBinary(gl, shader, binFormat, bin);

    err = gl.glGetError();
    if (err != GL.GL_NO_ERROR && null != verboseOut) {
      verboseOut.println(
          "createAndLoadShader: ShaderBinary failed, GL Error: 0x" + Integer.toHexString(err));
    }
    return err == GL.GL_NO_ERROR;
  }
Пример #3
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  public static void shaderSource(final GL _gl, final int shader, final CharSequence[] source) {
    final GL2ES2 gl = _gl.getGL2ES2();
    if (!isShaderCompilerAvailable(_gl)) {
      throw new GLException("No compiler is available");
    }

    final int count = (null != source) ? source.length : 0;
    if (count == 0) {
      throw new GLException("No sources specified");
    }

    final IntBuffer lengths = Buffers.newDirectIntBuffer(count);
    for (int i = 0; i < count; i++) {
      lengths.put(i, source[i].length());
    }
    if (source instanceof String[]) {
      // rare case ..
      gl.glShaderSource(shader, count, (String[]) source, lengths);
    } else {
      final String[] tmp = new String[source.length];
      for (int i = source.length - 1; i >= 0; i--) {
        final CharSequence csq = source[i];
        if (csq instanceof String) {
          // if ShaderCode.create(.. mutableStringBuilder == false )
          tmp[i] = (String) csq;
        } else {
          // if ShaderCode.create(.. mutableStringBuilder == true )
          tmp[i] = source[i].toString();
        }
      }
      gl.glShaderSource(shader, count, tmp, lengths);
    }
  }
Пример #4
0
 /** Returns true if a hader compiler is available, otherwise false. */
 public static boolean isShaderCompilerAvailable(final GL _gl) {
   final GL2ES2 gl = _gl.getGL2ES2();
   final ProfileInformation info = getProfileInformation(gl);
   if (null == info.shaderCompilerAvailable) {
     if (gl.isGLES2()) {
       boolean queryOK = false;
       try {
         final byte[] param = new byte[1];
         gl.glGetBooleanv(GL2ES2.GL_SHADER_COMPILER, param, 0);
         final int err = gl.glGetError();
         boolean v = GL.GL_NO_ERROR == err && param[0] != (byte) 0x00;
         if (!v) {
           final Set<Integer> bfs = getShaderBinaryFormats(gl);
           if (bfs.size() == 0) {
             // no supported binary formats, hence a compiler must be available!
             v = true;
           }
         }
         info.shaderCompilerAvailable = Boolean.valueOf(v);
         queryOK = true;
       } catch (final GLException gle) {
         System.err.println("Caught exception on thread " + Thread.currentThread().getName());
         gle.printStackTrace();
       }
       if (!queryOK) {
         info.shaderCompilerAvailable = Boolean.valueOf(true);
       }
     } else if (gl.isGL2ES2()) {
       info.shaderCompilerAvailable = new Boolean(true);
     } else {
       throw new GLException("Invalid OpenGL profile");
     }
   }
   return info.shaderCompilerAvailable.booleanValue();
 }
Пример #5
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 /**
  * If supported, queries the natively supported shader binary formats using {@link
  * GL2ES2#GL_NUM_SHADER_BINARY_FORMATS} and {@link GL2ES2#GL_SHADER_BINARY_FORMATS} via {@link
  * GL2ES2#glGetIntegerv(int, int[], int)}.
  */
 public static Set<Integer> getShaderBinaryFormats(final GL _gl) {
   final GL2ES2 gl = _gl.getGL2ES2();
   final ProfileInformation info = getProfileInformation(gl);
   if (null == info.shaderBinaryFormats) {
     info.shaderBinaryFormats = new HashSet<Integer>();
     if (gl.isGLES2Compatible()) {
       try {
         final int[] param = new int[1];
         gl.glGetIntegerv(GL2ES2.GL_NUM_SHADER_BINARY_FORMATS, param, 0);
         final int err = gl.glGetError();
         final int numFormats = GL.GL_NO_ERROR == err ? param[0] : 0;
         if (numFormats > 0) {
           final int[] formats = new int[numFormats];
           gl.glGetIntegerv(GL2ES2.GL_SHADER_BINARY_FORMATS, formats, 0);
           for (int i = 0; i < numFormats; i++) {
             info.shaderBinaryFormats.add(Integer.valueOf(formats[i]));
           }
         }
       } catch (final GLException gle) {
         System.err.println("Caught exception on thread " + Thread.currentThread().getName());
         gle.printStackTrace();
       }
     }
   }
   return info.shaderBinaryFormats;
 }
Пример #6
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  public static boolean isShaderStatusValid(
      final GL _gl, final int shaderObj, final int name, final PrintStream verboseOut) {
    final GL2ES2 gl = _gl.getGL2ES2();
    final int[] ires = new int[1];
    gl.glGetShaderiv(shaderObj, name, ires, 0);

    final boolean res = ires[0] == 1;
    if (!res && null != verboseOut) {
      verboseOut.println("Shader status invalid: " + getShaderInfoLog(gl, shaderObj));
    }
    return res;
  }
Пример #7
0
  public static String getProgramInfoLog(final GL _gl, final int programObj) {
    final GL2ES2 gl = _gl.getGL2ES2();
    final int[] infoLogLength = new int[1];
    gl.glGetProgramiv(programObj, GL2ES2.GL_INFO_LOG_LENGTH, infoLogLength, 0);

    if (infoLogLength[0] == 0) {
      return "(no info log)";
    }
    final int[] charsWritten = new int[1];
    final byte[] infoLogBytes = new byte[infoLogLength[0]];
    gl.glGetProgramInfoLog(programObj, infoLogLength[0], charsWritten, 0, infoLogBytes, 0);

    return new String(infoLogBytes, 0, charsWritten[0]);
  }
Пример #8
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 /**
  * Performs {@link GL2ES2#glValidateProgram(int)}
  *
  * <p>One shall only call this method while debugging and only if all required resources by the
  * shader are set.
  *
  * <p>Note: It is possible that a working shader program will fail validation. This has been
  * experienced on NVidia APX2500 and Tegra2.
  *
  * @see GL2ES2#glValidateProgram(int)
  */
 public static boolean isProgramExecStatusValid(
     final GL _gl, final int programObj, final PrintStream verboseOut) {
   final GL2ES2 gl = _gl.getGL2ES2();
   gl.glValidateProgram(programObj);
   if (!isProgramStatusValid(gl, programObj, GL2ES2.GL_VALIDATE_STATUS)) {
     if (null != verboseOut) {
       verboseOut.println(
           "Program validation failed: "
               + programObj
               + "\n\t"
               + getProgramInfoLog(gl, programObj));
     }
     return false;
   }
   return true;
 }
Пример #9
0
 public static boolean isProgramLinkStatusValid(
     final GL _gl, final int programObj, final PrintStream verboseOut) {
   final GL2ES2 gl = _gl.getGL2ES2();
   if (!gl.glIsProgram(programObj)) {
     if (null != verboseOut) {
       verboseOut.println("Program name invalid: " + programObj);
     }
     return false;
   }
   if (!isProgramStatusValid(gl, programObj, GL2ES2.GL_LINK_STATUS)) {
     if (null != verboseOut) {
       verboseOut.println(
           "Program link failed: " + programObj + "\n\t" + getProgramInfoLog(gl, programObj));
     }
     return false;
   }
   return true;
 }
Пример #10
0
  public static void shaderBinary(
      final GL _gl, final IntBuffer shaders, final int binFormat, final java.nio.Buffer bin) {
    final GL2ES2 gl = _gl.getGL2ES2();
    if (getShaderBinaryFormats(gl).size() <= 0) {
      throw new GLException("No binary formats are supported");
    }

    final int shaderNum = shaders.remaining();
    if (shaderNum <= 0) {
      throw new GLException("No shaders specified");
    }
    if (null == bin) {
      throw new GLException("Null shader binary");
    }
    final int binLength = bin.remaining();
    if (0 >= binLength) {
      throw new GLException("Empty shader binary (remaining == 0)");
    }
    gl.glShaderBinary(shaderNum, shaders, binFormat, bin, binLength);
  }
Пример #11
0
  public static boolean createAndCompileShader(
      final GL _gl,
      final IntBuffer shader,
      final int shaderType,
      final CharSequence[][] sources,
      final PrintStream verboseOut) {
    final GL2ES2 gl = _gl.getGL2ES2();
    int err = gl.glGetError(); // flush previous errors ..
    if (err != GL.GL_NO_ERROR && null != verboseOut) {
      verboseOut.println("createAndCompileShader: Pre GL Error: 0x" + Integer.toHexString(err));
    }

    createShader(gl, shaderType, shader);
    err = gl.glGetError();
    if (err != GL.GL_NO_ERROR) {
      throw new GLException(
          "createAndCompileShader: CreateShader failed, GL Error: 0x" + Integer.toHexString(err));
    }

    shaderSource(gl, shader, sources);
    err = gl.glGetError();
    if (err != GL.GL_NO_ERROR) {
      throw new GLException(
          "createAndCompileShader: ShaderSource failed, GL Error: 0x" + Integer.toHexString(err));
    }

    compileShader(gl, shader);
    err = gl.glGetError();
    if (err != GL.GL_NO_ERROR && null != verboseOut) {
      verboseOut.println(
          "createAndCompileShader: CompileShader failed, GL Error: 0x" + Integer.toHexString(err));
    }

    return isShaderStatusValid(gl, shader, GL2ES2.GL_COMPILE_STATUS, verboseOut)
        && err == GL.GL_NO_ERROR;
  }
Пример #12
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 public static void deleteShader(final GL _gl, final IntBuffer shaders) {
   final GL2ES2 gl = _gl.getGL2ES2();
   for (int i = shaders.position(); i < shaders.limit(); i++) {
     gl.glDeleteShader(shaders.get(i));
   }
 }
Пример #13
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 public static void detachShader(final GL _gl, final int program, final IntBuffer shaders) {
   final GL2ES2 gl = _gl.getGL2ES2();
   for (int i = shaders.position(); i < shaders.limit(); i++) {
     gl.glDetachShader(program, shaders.get(i));
   }
 }
Пример #14
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 public static void createShader(final GL _gl, final int type, final IntBuffer shaders) {
   final GL2ES2 gl = _gl.getGL2ES2();
   for (int i = shaders.position(); i < shaders.limit(); i++) {
     shaders.put(i, gl.glCreateShader(type));
   }
 }