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Magnus Jedvert4a783082015-09-18 16:32:18 +02001/*
kjellanderb24317b2016-02-10 07:54:43 -08002 * Copyright 2015 The WebRTC project authors. All Rights Reserved.
Magnus Jedvert4a783082015-09-18 16:32:18 +02003 *
kjellanderb24317b2016-02-10 07:54:43 -08004 * Use of this source code is governed by a BSD-style license
5 * that can be found in the LICENSE file in the root of the source
6 * tree. An additional intellectual property rights grant can be found
7 * in the file PATENTS. All contributing project authors may
8 * be found in the AUTHORS file in the root of the source tree.
Magnus Jedvert4a783082015-09-18 16:32:18 +02009 */
10
11package org.webrtc;
12
13import android.opengl.GLES20;
14
15/**
16 * Helper class for handling OpenGL framebuffer with only color attachment and no depth or stencil
17 * buffer. Intended for simple tasks such as texture copy, texture downscaling, and texture color
18 * conversion.
19 */
20// TODO(magjed): Add unittests for this class.
21public class GlTextureFrameBuffer {
22 private final int frameBufferId;
23 private final int textureId;
24 private final int pixelFormat;
25 private int width;
26 private int height;
27
28 /**
29 * Generate texture and framebuffer resources. An EGLContext must be bound on the current thread
30 * when calling this function. The framebuffer is not complete until setSize() is called.
31 */
32 public GlTextureFrameBuffer(int pixelFormat) {
33 switch (pixelFormat) {
34 case GLES20.GL_LUMINANCE:
35 case GLES20.GL_RGB:
36 case GLES20.GL_RGBA:
37 this.pixelFormat = pixelFormat;
38 break;
39 default:
40 throw new IllegalArgumentException("Invalid pixel format: " + pixelFormat);
41 }
42
magjed9b96a172017-01-17 02:51:06 -080043 // Create texture.
Magnus Jedvert4a783082015-09-18 16:32:18 +020044 textureId = GlUtil.generateTexture(GLES20.GL_TEXTURE_2D);
45 this.width = 0;
46 this.height = 0;
47
magjed9b96a172017-01-17 02:51:06 -080048 // Create framebuffer object.
Magnus Jedvert4a783082015-09-18 16:32:18 +020049 final int frameBuffers[] = new int[1];
50 GLES20.glGenFramebuffers(1, frameBuffers, 0);
51 frameBufferId = frameBuffers[0];
Magnus Jedvert4a783082015-09-18 16:32:18 +020052 }
53
54 /**
55 * (Re)allocate texture. Will do nothing if the requested size equals the current size. An
56 * EGLContext must be bound on the current thread when calling this function. Must be called at
57 * least once before using the framebuffer. May be called multiple times to change size.
58 */
59 public void setSize(int width, int height) {
60 if (width == 0 || height == 0) {
61 throw new IllegalArgumentException("Invalid size: " + width + "x" + height);
62 }
63 if (width == this.width && height == this.height) {
64 return;
65 }
66 this.width = width;
67 this.height = height;
68
Magnus Jedvert4a783082015-09-18 16:32:18 +020069 // Allocate texture.
70 GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
71 GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId);
72 GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, pixelFormat, width, height, 0, pixelFormat,
73 GLES20.GL_UNSIGNED_BYTE, null);
Magnus Jedvert4a783082015-09-18 16:32:18 +020074 GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
sakal1c828842016-11-23 06:12:26 -080075 GlUtil.checkNoGLES2Error("GlTextureFrameBuffer setSize");
magjed9b96a172017-01-17 02:51:06 -080076
77 // Attach the texture to the framebuffer as color attachment.
78 GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, frameBufferId);
79 GLES20.glFramebufferTexture2D(
80 GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0, GLES20.GL_TEXTURE_2D, textureId, 0);
81
82 // Check that the framebuffer is in a good state.
83 final int status = GLES20.glCheckFramebufferStatus(GLES20.GL_FRAMEBUFFER);
84 if (status != GLES20.GL_FRAMEBUFFER_COMPLETE) {
85 throw new IllegalStateException("Framebuffer not complete, status: " + status);
86 }
87
88 GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
Magnus Jedvert4a783082015-09-18 16:32:18 +020089 }
90
91 public int getWidth() {
92 return width;
93 }
94
95 public int getHeight() {
96 return height;
97 }
98
99 public int getFrameBufferId() {
100 return frameBufferId;
101 }
102
103 public int getTextureId() {
104 return textureId;
105 }
106
107 /**
108 * Release texture and framebuffer. An EGLContext must be bound on the current thread when calling
109 * this function. This object should not be used after this call.
110 */
111 public void release() {
112 GLES20.glDeleteTextures(1, new int[] {textureId}, 0);
113 GLES20.glDeleteFramebuffers(1, new int[] {frameBufferId}, 0);
114 width = 0;
115 height = 0;
116 }
117}