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-rw-r--r--src/jogl/classes/com/jogamp/graph/font/FontFactory.java6
-rw-r--r--src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderCode.java386
-rw-r--r--src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderUtil.java7
-rw-r--r--src/jogl/classes/com/jogamp/opengl/util/glsl/sdk/CompileShader.java4
4 files changed, 325 insertions, 78 deletions
diff --git a/src/jogl/classes/com/jogamp/graph/font/FontFactory.java b/src/jogl/classes/com/jogamp/graph/font/FontFactory.java
index 586bdd919..33d487355 100644
--- a/src/jogl/classes/com/jogamp/graph/font/FontFactory.java
+++ b/src/jogl/classes/com/jogamp/graph/font/FontFactory.java
@@ -29,7 +29,7 @@ package com.jogamp.graph.font;
import java.io.File;
import java.io.IOException;
-import java.net.URL;
+import java.net.URLConnection;
import com.jogamp.common.util.PropertyAccess;
import com.jogamp.common.util.ReflectionUtil;
@@ -78,8 +78,8 @@ public class FontFactory {
return fontConstr.create(file);
}
- public static final Font get(final URL url) throws IOException {
- return fontConstr.create(url);
+ public static final Font get(final URLConnection conn) throws IOException {
+ return fontConstr.create(conn);
}
public static boolean isPrintableChar( char c ) {
diff --git a/src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderCode.java b/src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderCode.java
index 8a1c8d313..556345ee5 100644
--- a/src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderCode.java
+++ b/src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderCode.java
@@ -32,6 +32,7 @@ import com.jogamp.common.nio.Buffers;
import com.jogamp.common.util.IOUtil;
import javax.media.opengl.*;
+
import jogamp.opengl.Debug;
import java.util.*;
@@ -39,18 +40,44 @@ import java.nio.*;
import java.io.*;
import java.net.*;
+/**
+ * Convenient shader code class to use and instantiate vertex or fragment programs.
+ * <p>
+ * A documented example of how to use this code is available
+ * {@link #create(GL2ES2, int, int, Class, String, String, String) here} and
+ * {@link #create(GL2ES2, int, int, Class, String, String[], String, String) here}.
+ * </p>
+ */
public class ShaderCode {
public static final boolean DEBUG = Debug.debug("GLSLCode");
public static final boolean DEBUG_CODE = Debug.isPropertyDefined("jogl.debug.GLSLCode", true);
+ /** Unique resource suffix for {@link GL2ES2#GL_VERTEX_SHADER} in source code: <code>vp</code> */
public static final String SUFFIX_VERTEX_SOURCE = "vp" ;
+
+ /** Unique resource suffix for {@link GL2ES2#GL_VERTEX_SHADER} in binary: <code>bvp</code> */
public static final String SUFFIX_VERTEX_BINARY = "bvp" ;
+
+ /** Unique resource suffix for {@link GL2ES2#GL_FRAGMENT_SHADER} in source code: <code>fp</code> */
public static final String SUFFIX_FRAGMENT_SOURCE = "fp" ;
+
+ /** Unique resource suffix for {@link GL2ES2#GL_FRAGMENT_SHADER} in binary: <code>bfp</code> */
public static final String SUFFIX_FRAGMENT_BINARY = "bfp" ;
+ /** Unique relative path for binary shader resources for {@link GLES2#GL_NVIDIA_PLATFORM_BINARY_NV NVIDIA}: <code>nvidia</code> */
public static final String SUB_PATH_NVIDIA = "nvidia" ;
- public ShaderCode(int type, int number, String[][] source) {
+ /**
+ * @param type either {@link GL2ES2#GL_VERTEX_SHADER} or {@link GL2ES2#GL_FRAGMENT_SHADER}
+ * @param count number of shaders
+ * @param source string array containing the shader sources, organized as <code>source[count][strings-per-shader]</code>
+ *
+ * @throws IllegalArgumentException if <code>count</count> and <code>source.length</code> do not match
+ */
+ public ShaderCode(int type, int count, String[][] source) {
+ if(source.length != count) {
+ throw new IllegalArgumentException("shader number ("+count+") and sourceFiles array ("+source.length+") of different lenght.");
+ }
switch (type) {
case GL2ES2.GL_VERTEX_SHADER:
case GL2ES2.GL_FRAGMENT_SHADER:
@@ -62,7 +89,7 @@ public class ShaderCode {
shaderBinaryFormat = -1;
shaderBinary = null;
shaderType = type;
- shader = Buffers.newDirectIntBuffer(number);
+ shader = Buffers.newDirectIntBuffer(count);
id = getNextID();
if(DEBUG_CODE) {
@@ -71,7 +98,12 @@ public class ShaderCode {
}
}
- public ShaderCode(int type, int number, int binFormat, Buffer binary) {
+ /**
+ * @param type either {@link GL2ES2#GL_VERTEX_SHADER} or {@link GL2ES2#GL_FRAGMENT_SHADER}
+ * @param count number of shaders
+ * @param binary binary buffer containing the shader binaries,
+ */
+ public ShaderCode(int type, int count, int binFormat, Buffer binary) {
switch (type) {
case GL2ES2.GL_VERTEX_SHADER:
case GL2ES2.GL_FRAGMENT_SHADER:
@@ -83,18 +115,38 @@ public class ShaderCode {
shaderBinaryFormat = binFormat;
shaderBinary = binary;
shaderType = type;
- shader = Buffers.newDirectIntBuffer(number);
+ shader = Buffers.newDirectIntBuffer(count);
id = getNextID();
}
- public static ShaderCode create(GL2ES2 gl, int type, int number, Class<?> context, String[] sourceFiles) {
- if(!ShaderUtil.isShaderCompilerAvailable(gl)) return null;
+ /**
+ * Creates a complete {@link ShaderCode} object while reading all shader source of <code>sourceFiles</code>,
+ * which location is resolved using the <code>context</code> class, see {@link #readShaderSource(Class, String)}.
+ *
+ * @param gl current GL object to determine whether a shader compiler is available. If null, no validation is performed.
+ * @param type either {@link GL2ES2#GL_VERTEX_SHADER} or {@link GL2ES2#GL_FRAGMENT_SHADER}
+ * @param count number of shaders
+ * @param context class used to help resolving the source location
+ * @param sourceFiles array of source locations, organized as <code>sourceFiles[count]</code>
+ *
+ * @throws IllegalArgumentException if <code>count</count> and <code>sourceFiles.length</code> do not match
+ * @see #readShaderSource(Class, String)
+ */
+ public static ShaderCode create(GL2ES2 gl, int type, int count, Class<?> context, String[] sourceFiles) {
+ if(null != gl && !ShaderUtil.isShaderCompilerAvailable(gl)) {
+ return null;
+ }
String[][] shaderSources = null;
if(null!=sourceFiles) {
+ // sourceFiles.length and count is validated in ctor
shaderSources = new String[sourceFiles.length][1];
for(int i=0; i<sourceFiles.length; i++) {
- shaderSources[i][0] = readShaderSource(context, sourceFiles[i]);
+ try {
+ shaderSources[i][0] = readShaderSource(context, sourceFiles[i]);
+ } catch (IOException ioe) {
+ throw new RuntimeException("readShaderSource("+sourceFiles[i]+") error: ", ioe);
+ }
if(null == shaderSources[i][0]) {
shaderSources = null;
}
@@ -103,13 +155,30 @@ public class ShaderCode {
if(null==shaderSources) {
return null;
}
- return new ShaderCode(type, number, shaderSources);
+ return new ShaderCode(type, count, shaderSources);
}
- public static ShaderCode create(int type, int number, Class<?> context, int binFormat, String binaryFile) {
+ /**
+ * Creates a complete {@link ShaderCode} object while reading the shader binary of <code>binaryFile</code>,
+ * which location is resolved using the <code>context</code> class, see {@link #readShaderBinary(Class, String)}.
+ *
+ * @param type either {@link GL2ES2#GL_VERTEX_SHADER} or {@link GL2ES2#GL_FRAGMENT_SHADER}
+ * @param count number of shaders
+ * @param context class used to help resolving the source location
+ * @param binFormat a valid native binary format as they can be queried by {@link ShaderUtil#getShaderBinaryFormats(GL)}.
+ * @param sourceFiles array of source locations, organized as <code>sourceFiles[count]</code>
+ *
+ * @see #readShaderBinary(Class, String)
+ * @see ShaderUtil#getShaderBinaryFormats(GL)
+ */
+ public static ShaderCode create(int type, int count, Class<?> context, int binFormat, String binaryFile) {
ByteBuffer shaderBinary = null;
if(null!=binaryFile && 0<=binFormat) {
- shaderBinary = readShaderBinary(context, binaryFile);
+ try {
+ shaderBinary = readShaderBinary(context, binaryFile);
+ } catch (IOException ioe) {
+ throw new RuntimeException("readShaderBinary("+binaryFile+") error: ", ioe);
+ }
if(null == shaderBinary) {
binFormat = -1;
}
@@ -117,9 +186,26 @@ public class ShaderCode {
if(null==shaderBinary) {
return null;
}
- return new ShaderCode(type, number, binFormat, shaderBinary);
+ return new ShaderCode(type, count, binFormat, shaderBinary);
}
+ /**
+ * Returns a unique suffix for shader resources as follows:
+ * <ul>
+ * <li>Source<ul>
+ * <li>{@link GL2ES2#GL_VERTEX_SHADER vertex}: {@link #SUFFIX_VERTEX_SOURCE}</li>
+ * <li>{@link GL2ES2#GL_FRAGMENT_SHADER fragment}: {@link #SUFFIX_FRAGMENT_SOURCE}</li></ul></li>
+ * <li>Binary<ul>
+ * <li>{@link GL2ES2#GL_VERTEX_SHADER vertex}: {@link #SUFFIX_VERTEX_BINARY}</li>
+ * <li>{@link GL2ES2#GL_FRAGMENT_SHADER fragment}: {@link #SUFFIX_FRAGMENT_BINARY}</li></ul></li>
+ * </ul>
+ * @param binary true for a binary resource, false for a source resource
+ * @param type either {@link GL2ES2#GL_VERTEX_SHADER} or {@link GL2ES2#GL_FRAGMENT_SHADER}
+ *
+ * @throws GLException if <code>type</code> is not supported
+ *
+ * @see #create(GL2ES2, int, int, Class, String, String, String)
+ */
public static String getFileSuffix(boolean binary, int type) {
switch (type) {
case GL2ES2.GL_VERTEX_SHADER:
@@ -131,6 +217,16 @@ public class ShaderCode {
}
}
+ /**
+ * Returns a unique relative path for binary shader resources as follows:
+ * <ul>
+ * <li>{@link GLES2#GL_NVIDIA_PLATFORM_BINARY_NV NVIDIA}: {@link #SUB_PATH_NVIDIA}</li>
+ * </ul>
+ *
+ * @throws GLException if <code>binFormat</code> is not supported
+ *
+ * @see #create(GL2ES2, int, int, Class, String, String, String)
+ */
public static String getBinarySubPath(int binFormat) {
switch (binFormat) {
case GLES2.GL_NVIDIA_PLATFORM_BINARY_NV:
@@ -140,12 +236,78 @@ public class ShaderCode {
}
}
- public static ShaderCode create(GL2ES2 gl, int type, int number, Class<?> context,
- String srcRoot, String binRoot, String basename) {
- return create(gl, type, number, context, srcRoot, new String[] { basename }, binRoot, basename );
- }
-
- public static ShaderCode create(GL2ES2 gl, int type, int number, Class<?> context,
+ /**
+ * Convenient creation method for instantiating a complete {@link ShaderCode} object
+ * either from source code using {@link #create(GL2ES2, int, int, Class, String[])},
+ * or from a binary code using {@link #create(int, int, Class, int, String)},
+ * whatever is available first.
+ * <p>
+ * The source and binary location names are expected w/o suffixes which are
+ * resolved and appended using {@link #getFileSuffix(boolean, int)}.
+ * </p>
+ * <p>
+ * Additionally, the binary resource is expected within a subfolder of <code>binRoot</code>
+ * which reflects the vendor specific binary format, see {@link #getBinarySubPath(int)}.
+ * All {@link ShaderUtil#getShaderBinaryFormats(GL)} are being iterated
+ * using the binary subfolder, the first existing resource is being used.
+ * </p>
+ *
+ * Example:
+ * <pre>
+ * Your std JVM layout (plain or within a JAR):
+ *
+ * org/test/glsl/MyShaderTest.class
+ * org/test/glsl/shader/vertex.vp
+ * org/test/glsl/shader/fragment.fp
+ * org/test/glsl/shader/bin/nvidia/vertex.bvp
+ * org/test/glsl/shader/bin/nvidia/fragment.bfp
+ *
+ * Your Android APK layout:
+ *
+ * classes.dex
+ * assets/org/test/glsl/shader/vertex.vp
+ * assets/org/test/glsl/shader/fragment.fp
+ * assets/org/test/glsl/shader/bin/nvidia/vertex.bvp
+ * assets/org/test/glsl/shader/bin/nvidia/fragment.bfp
+ * ...
+ *
+ * Your invocation in org/test/glsl/MyShaderTest.java:
+ *
+ * ShaderCode vp0 = ShaderCode.create(gl, GL2ES2.GL_VERTEX_SHADER, 1, this.getClass(),
+ * "shader", new String[] { "vertex" }, "shader/bin", "vertex");
+ * ShaderCode fp0 = ShaderCode.create(gl, GL2ES2.GL_FRAGMENT_SHADER, 1, this.getClass(),
+ * "shader", new String[] { "vertex" }, "shader/bin", "fragment");
+ * ShaderProgram sp0 = new ShaderProgram();
+ * sp0.add(gl, vp0, System.err);
+ * sp0.add(gl, fp0, System.err);
+ * st.attachShaderProgram(gl, sp0, true);
+ * </pre>
+ * A simplified entry point is {@link #create(GL2ES2, int, int, Class, String, String, String)}.
+ *
+ * <p>
+ * The location is finally being resolved using the <code>context</code> class, see {@link #readShaderBinary(Class, String)}.
+ * </p>
+ *
+ * @param gl current GL object to determine whether a shader compiler is available (if <code>source</code> is used),
+ * or to determine the shader binary format (if <code>binary</code> is used).
+ * @param type either {@link GL2ES2#GL_VERTEX_SHADER} or {@link GL2ES2#GL_FRAGMENT_SHADER}
+ * @param count number of shaders
+ * @param context class used to help resolving the source and binary location
+ * @param srcRoot relative <i>root</i> path for <code>srcBasenames</code>
+ * @param srcBasenames basenames w/o path or suffix relative to <code>srcRoot</code> for the shader's source code
+ * @param binRoot relative <i>root</i> path for <code>binBasenames</code>
+ * @param binBasename basename w/o path or suffix relative to <code>binRoot</code> for the shader's binary code
+ *
+ * @throws IllegalArgumentException if <code>count</count> and <code>srcBasenames.length</code> do not match
+ *
+ * @see #create(GL2ES2, int, int, Class, String[])
+ * @see #create(int, int, Class, int, String)
+ * @see #readShaderSource(Class, String)
+ * @see #getFileSuffix(boolean, int)
+ * @see ShaderUtil#getShaderBinaryFormats(GL)
+ * @see #getBinarySubPath(int)
+ */
+ public static ShaderCode create(GL2ES2 gl, int type, int count, Class<?> context,
String srcRoot, String[] srcBasenames, String binRoot, String binBasename) {
ShaderCode res = null;
final String srcPath[];
@@ -158,7 +320,7 @@ public class ShaderCode {
for(int i=0; i<srcPath.length; i++) {
srcPath[i] = srcRoot + '/' + srcBasenames[i] + "." + srcSuffix;
}
- res = create(gl, type, number, context, srcPath);
+ res = create(gl, type, count, context, srcPath);
if(null!=res) {
return res;
}
@@ -174,7 +336,7 @@ public class ShaderCode {
String bFmtPath = getBinarySubPath(bFmt);
if(null==bFmtPath) continue;
binFileName = binRoot + '/' + bFmtPath + '/' + binBasename + "." + binSuffix;
- res = create(type, number, context, bFmt, binFileName);
+ res = create(type, count, context, bFmt, binFileName);
if(null!=res) {
return res;
}
@@ -185,6 +347,60 @@ public class ShaderCode {
}
/**
+ * Simplified variation of {@link #create(GL2ES2, int, int, Class, String, String[], String, String)}.
+ * <br>
+ *
+ * Example:
+ * <pre>
+ * Your std JVM layout (plain or within a JAR):
+ *
+ * org/test/glsl/MyShaderTest.class
+ * org/test/glsl/shader/vertex.vp
+ * org/test/glsl/shader/fragment.fp
+ * org/test/glsl/shader/bin/nvidia/vertex.bvp
+ * org/test/glsl/shader/bin/nvidia/fragment.bfp
+ *
+ * Your Android APK layout:
+ *
+ * classes.dex
+ * assets/org/test/glsl/shader/vertex.vp
+ * assets/org/test/glsl/shader/fragment.fp
+ * assets/org/test/glsl/shader/bin/nvidia/vertex.bvp
+ * assets/org/test/glsl/shader/bin/nvidia/fragment.bfp
+ * ...
+ *
+ * Your invocation in org/test/glsl/MyShaderTest.java:
+ *
+ * ShaderCode vp0 = ShaderCode.create(gl, GL2ES2.GL_VERTEX_SHADER, 1, this.getClass(),
+ * "shader", "shader/bin", "vertex");
+ * ShaderCode fp0 = ShaderCode.create(gl, GL2ES2.GL_FRAGMENT_SHADER, 1, this.getClass(),
+ * "shader", "shader/bin", "fragment");
+ * ShaderProgram sp0 = new ShaderProgram();
+ * sp0.add(gl, vp0, System.err);
+ * sp0.add(gl, fp0, System.err);
+ * st.attachShaderProgram(gl, sp0, true);
+ * </pre>
+ *
+ * @param gl current GL object to determine whether a shader compiler is available (if <code>source</code> is used),
+ * or to determine the shader binary format (if <code>binary</code> is used).
+ * @param type either {@link GL2ES2#GL_VERTEX_SHADER} or {@link GL2ES2#GL_FRAGMENT_SHADER}
+ * @param count number of shaders, must be one
+ * @param context class used to help resolving the source and binary location
+ * @param srcRoot relative <i>root</i> path for <code>basename</code>
+ * @param binRoot relative <i>root</i> path for <code>basename</code>
+ * @param basenames basename w/o path or suffix relative to <code>srcRoot</code> and <code>binRoot</code>
+ * for the shader's source and binary code.
+ *
+ * @throws IllegalArgumentException if <code>count</count> is not 1
+ *
+ * @see #create(GL2ES2, int, int, Class, String, String[], String, String)
+ */
+ public static ShaderCode create(GL2ES2 gl, int type, int count, Class<?> context,
+ String srcRoot, String binRoot, String basename) {
+ return create(gl, type, count, context, srcRoot, new String[] { basename }, binRoot, basename );
+ }
+
+ /**
* returns the uniq shader id as an integer
*/
public int id() { return id; }
@@ -294,86 +510,110 @@ public class ShaderCode {
}
}
- private static int readShaderSource(Class<?> context, URL url, StringBuffer result, int lineno) {
+ private static int readShaderSource(Class<?> context, URLConnection conn, StringBuffer result, int lineno) throws IOException {
+ if(DEBUG_CODE) {
+ System.err.printf("%3d: // %s\n", lineno, conn.getURL());
+ }
+ final BufferedReader reader = new BufferedReader(new InputStreamReader(conn.getInputStream()));
try {
- if(DEBUG_CODE) {
- System.err.printf("%3d: // %s\n", lineno, url);
- }
- final BufferedReader reader = new BufferedReader(new InputStreamReader(url.openStream()));
- try {
- String line = null;
- while ((line = reader.readLine()) != null) {
- lineno++;
- if(DEBUG_CODE) {
- System.err.printf("%3d: %s\n", lineno, line);
+ String line = null;
+ while ((line = reader.readLine()) != null) {
+ lineno++;
+ if(DEBUG_CODE) {
+ System.err.printf("%3d: %s\n", lineno, line);
+ }
+ if (line.startsWith("#include ")) {
+ String includeFile = line.substring(9).trim();
+ URLConnection nextConn = null;
+
+ // Try relative of current shader location
+ nextConn = IOUtil.openURL(IOUtil.getRelativeOf(conn.getURL(), includeFile), "ShaderCode.relativeOf ");
+ if (nextConn == null) {
+ // Try relative of class and absolute
+ nextConn = IOUtil.getResource(context, includeFile);
}
- if (line.startsWith("#include ")) {
- String includeFile = line.substring(9).trim();
- URL nextURL = null;
-
- // Try relative path first
- String next = IOUtil.getRelativeOf(url, includeFile);
- if(null != next) {
- nextURL = IOUtil.getResource(context, next);
- }
- if (nextURL == null) {
- // Try absolute path
- nextURL = IOUtil.getResource(context, includeFile);
- }
- if (nextURL == null) {
- // Fail
- throw new FileNotFoundException("Can't find include file " + includeFile);
- }
- lineno = readShaderSource(context, nextURL, result, lineno);
- } else {
- result.append(line + "\n");
+ if (nextConn == null) {
+ // Fail
+ throw new FileNotFoundException("Can't find include file " + includeFile);
}
+ lineno = readShaderSource(context, nextConn, result, lineno);
+ } else {
+ result.append(line + "\n");
}
- } finally {
- IOUtil.close(reader, false);
}
- } catch (IOException e) {
- throw new RuntimeException(e);
+ } finally {
+ IOUtil.close(reader, false);
}
return lineno;
}
-
- public static void readShaderSource(Class<?> context, URL url, StringBuffer result) {
+
+ /**
+ *
+ * @param context
+ * @param conn
+ * @param result
+ * @throws IOException
+ */
+ public static void readShaderSource(Class<?> context, URLConnection conn, StringBuffer result) throws IOException {
if(DEBUG_CODE) {
System.err.println();
System.err.println("// -----------------------------------------------------------");
}
- readShaderSource(context, url, result, 0);
+ readShaderSource(context, conn, result, 0);
if(DEBUG_CODE) {
System.err.println("// -----------------------------------------------------------");
System.err.println();
}
}
-
- public static String readShaderSource(Class<?> context, String path) {
- URL url = IOUtil.getResource(context, path);
- if (url == null) {
+
+ /**
+ * Reads shader source located in <code>path</code>,
+ * either relative to the <code>context</code> class or absolute <i>as-is</i>.
+ * <p>
+ * Final location lookup is perfomed via {@link ClassLoader#getResource(String)} and {@link ClassLoader#getSystemResource(String)},
+ * see {@link IOUtil#getResource(Class, String)}.
+ * </p>
+ *
+ * @param context class used to help resolve the source location
+ * @param path location of shader source
+ * @throws IOException
+ *
+ * @see IOUtil#getResource(Class, String)
+ */
+ public static String readShaderSource(Class<?> context, String path) throws IOException {
+ URLConnection conn = IOUtil.getResource(context, path);
+ if (conn == null) {
return null;
}
StringBuffer result = new StringBuffer();
- readShaderSource(context, url, result);
+ readShaderSource(context, conn, result);
return result.toString();
}
- public static ByteBuffer readShaderBinary(Class<?> context, String path) {
- final URL url = IOUtil.getResource(context, path);
- if (url == null) {
+ /**
+ * Reads shader binary located in <code>path</code>,
+ * either relative to the <code>context</code> class or absolute <i>as-is</i>.
+ * <p>
+ * Final location lookup is perfomed via {@link ClassLoader#getResource(String)} and {@link ClassLoader#getSystemResource(String)},
+ * see {@link IOUtil#getResource(Class, String)}.
+ * </p>
+ *
+ * @param context class used to help resolve the source location
+ * @param path location of shader binary
+ * @throws IOException
+ *
+ * @see IOUtil#getResource(Class, String)
+ */
+ public static ByteBuffer readShaderBinary(Class<?> context, String path) throws IOException {
+ final URLConnection conn = IOUtil.getResource(context, path);
+ if (conn == null) {
return null;
}
+ final BufferedInputStream bis = new BufferedInputStream( conn.getInputStream() );
try {
- final BufferedInputStream bis = new BufferedInputStream( url.openStream() );
- try {
- return IOUtil.copyStream2ByteBuffer( bis );
- } finally {
- IOUtil.close(bis, false);
- }
- } catch (IOException e) {
- throw new RuntimeException(e);
+ return IOUtil.copyStream2ByteBuffer( bis );
+ } finally {
+ IOUtil.close(bis, false);
}
}
diff --git a/src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderUtil.java b/src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderUtil.java
index 1f200bf3b..51f62a886 100644
--- a/src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderUtil.java
+++ b/src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderUtil.java
@@ -411,10 +411,17 @@ public class ShaderUtil {
getImpl(gl).createShader(gl, type, shaders);
}
+
+ /**
+ * 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(GL gl) {
return getImpl(gl).getShaderBinaryFormats(gl);
}
+ /** Returns true if a hader compiler is available, otherwise false. */
public static boolean isShaderCompilerAvailable(GL gl) {
return getImpl(gl).isShaderCompilerAvailable(gl);
}
diff --git a/src/jogl/classes/com/jogamp/opengl/util/glsl/sdk/CompileShader.java b/src/jogl/classes/com/jogamp/opengl/util/glsl/sdk/CompileShader.java
index 1f79890dc..cf3e764d0 100644
--- a/src/jogl/classes/com/jogamp/opengl/util/glsl/sdk/CompileShader.java
+++ b/src/jogl/classes/com/jogamp/opengl/util/glsl/sdk/CompileShader.java
@@ -53,7 +53,7 @@ public abstract class CompileShader {
String justName = basename(resourceName);
outName = justName.substring(0, justName.length() - suffixLen) +
ShaderCode.getFileSuffix(true, type);
- URL resourceURL = IOUtil.getResource(null, resourceName);
+ URL resourceURL = IOUtil.getResource(null, resourceName).getURL();
String dirName = dirname(resourceURL.getPath());
outName = dirName + File.separator + "bin" + File.separator +
@@ -65,7 +65,7 @@ public abstract class CompileShader {
public void processOneShader(String resourceName, String outName, int type)
throws IOException, UnsupportedEncodingException, InterruptedException
{
- URL resourceURL = IOUtil.getResource(null, resourceName);
+ URL resourceURL = IOUtil.getResource(null, resourceName).getURL();
String dirName = dirname(resourceURL.getPath());
String shader = ShaderCode.readShaderSource(null, resourceName);