129 lines
4.8 KiB
Java
129 lines
4.8 KiB
Java
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/*
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* Copyright (C) 2011 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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package android.media.effect;
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import android.filterfw.core.CachedFrameManager;
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import android.filterfw.core.FilterContext;
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import android.filterfw.core.GLEnvironment;
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import android.opengl.GLES20;
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/**
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* <p>An EffectContext keeps all necessary state information to run Effects within a Open GL ES 2.0
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* context.</p>
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*
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* <p>Every EffectContext is bound to one GL context. The application is responsible for creating
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* this EGL context, and making it current before applying any effect. If your EGL context is
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* destroyed, the EffectContext becomes invalid and any effects bound to this context can no longer
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* be used. If you switch to another EGL context, you must create a new EffectContext. Each Effect
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* is bound to a single EffectContext, and can only be executed in that context.</p>
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*/
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public class EffectContext {
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private final int GL_STATE_FBO = 0;
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private final int GL_STATE_PROGRAM = 1;
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private final int GL_STATE_ARRAYBUFFER = 2;
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private final int GL_STATE_COUNT = 3;
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FilterContext mFilterContext;
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private EffectFactory mFactory;
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private int[] mOldState = new int[GL_STATE_COUNT];
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/**
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* Creates a context within the current GL context.
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*
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* <p>Binds the EffectContext to the current OpenGL context. All subsequent calls to the
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* EffectContext must be made in the GL context that was active during creation.
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* When you have finished using a context, you must call {@link #release()}. to dispose of all
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* resources associated with this context.</p>
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*/
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public static EffectContext createWithCurrentGlContext() {
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EffectContext result = new EffectContext();
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result.initInCurrentGlContext();
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return result;
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}
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/**
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* Returns the EffectFactory for this context.
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*
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* <p>The EffectFactory returned from this method allows instantiating new effects within this
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* context.</p>
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*
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* @return The EffectFactory instance for this context.
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*/
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public EffectFactory getFactory() {
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return mFactory;
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}
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/**
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* Releases the context.
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*
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* <p>Releases all the resources and effects associated with the EffectContext. This renders the
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* context and all the effects bound to this context invalid. You must no longer use the context
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* or any of its bound effects after calling release().</p>
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*
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* <p>Note that this method must be called with the proper EGL context made current, as the
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* EffectContext and its effects may release internal GL resources.</p>
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*/
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public void release() {
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mFilterContext.tearDown();
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mFilterContext = null;
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}
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private EffectContext() {
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mFilterContext = new FilterContext();
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mFilterContext.setFrameManager(new CachedFrameManager());
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mFactory = new EffectFactory(this);
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}
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private void initInCurrentGlContext() {
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if (!GLEnvironment.isAnyContextActive()) {
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throw new RuntimeException("Attempting to initialize EffectContext with no active "
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+ "GL context!");
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}
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GLEnvironment glEnvironment = new GLEnvironment();
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glEnvironment.initWithCurrentContext();
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mFilterContext.initGLEnvironment(glEnvironment);
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}
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final void assertValidGLState() {
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GLEnvironment glEnv = mFilterContext.getGLEnvironment();
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if (glEnv == null || !glEnv.isContextActive()) {
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if (GLEnvironment.isAnyContextActive()) {
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throw new RuntimeException("Applying effect in wrong GL context!");
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} else {
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throw new RuntimeException("Attempting to apply effect without valid GL context!");
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}
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}
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}
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final void saveGLState() {
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GLES20.glGetIntegerv(GLES20.GL_FRAMEBUFFER_BINDING, mOldState, GL_STATE_FBO);
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GLES20.glGetIntegerv(GLES20.GL_CURRENT_PROGRAM, mOldState, GL_STATE_PROGRAM);
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GLES20.glGetIntegerv(GLES20.GL_ARRAY_BUFFER_BINDING, mOldState, GL_STATE_ARRAYBUFFER);
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}
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final void restoreGLState() {
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GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, mOldState[GL_STATE_FBO]);
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GLES20.glUseProgram(mOldState[GL_STATE_PROGRAM]);
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GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, mOldState[GL_STATE_ARRAYBUFFER]);
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}
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}
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