Example usage for android.opengl GLES20 glGetProgramiv

List of usage examples for android.opengl GLES20 glGetProgramiv

Introduction

In this page you can find the example usage for android.opengl GLES20 glGetProgramiv.

Prototype

public static native void glGetProgramiv(int program, int pname, int[] params, int offset);

Source Link

Usage

From source file:Main.java

private static int linkProgram(int program) {
    int[] status = new int[1];
    GLES20.glLinkProgram(program);//from w w w .j  av  a  2 s .c om
    GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, status, 0);
    if (status[0] != GLES20.GL_TRUE) {
        Log.e(TAG, "Error linking program: " + GLES20.glGetProgramInfoLog(program));
        return 0;
    }
    return 1;
}

From source file:Main.java

private static int validateProgram(int program) {
    int[] status = new int[1];
    GLES20.glValidateProgram(program);// w w w . ja  v  a 2s. c  om

    GLES20.glGetProgramiv(program, GLES20.GL_VALIDATE_STATUS, status, 0);
    if (status[0] != GLES20.GL_TRUE) {
        Log.e(TAG, "Error validating program: " + GLES20.glGetProgramInfoLog(program));
        return 0;
    }
    return 1;
}

From source file:Main.java

public static int createProgram(int vsh, int fsh, String... attributes) {
    int[] status = new int[1];
    int ph = GLES20.glCreateProgram();
    if (ph <= 0) {
        throw new RuntimeException("Could not create program");
    }//  ww w  .  ja v a2  s  . c  om
    GLES20.glAttachShader(ph, vsh);
    GLES20.glAttachShader(ph, fsh);
    for (int i = 0; i < attributes.length; ++i) {
        GLES20.glBindAttribLocation(ph, i, attributes[i]);
    }
    GLES20.glLinkProgram(ph);
    GLES20.glGetProgramiv(ph, GLES20.GL_LINK_STATUS, status, 0);
    if (status[0] == 0) {
        GLES20.glDeleteProgram(ph);
        throw new RuntimeException("Could not link program");
    }

    return ph;
}

From source file:Main.java

public static int setupProgram(String vxShaderCode, String frShaderCode) {
    int mProgram;
    int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vxShaderCode);
    int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, frShaderCode);
    if (vertexShader == 0 || fragmentShader == 0) {
        throw new RuntimeException("shader not loaded");
    }//from w  w  w .j  a  v a  2  s. com
    mProgram = GLES20.glCreateProgram(); // create empty OpenGL ES Program
    GLES20.glAttachShader(mProgram, vertexShader); // add the vertex shader
    // to program
    GLES20.glAttachShader(mProgram, fragmentShader); // add the fragment
    // shader to program
    GLES20.glLinkProgram(mProgram);

    int[] linkStatus = new int[1];
    GLES20.glGetProgramiv(mProgram, GLES20.GL_LINK_STATUS, linkStatus, 0);
    if (linkStatus[0] != GLES20.GL_TRUE) {
        Log.e("jay", "Could not link program: ");
        Log.e("jay", GLES20.glGetProgramInfoLog(mProgram));
        GLES20.glDeleteProgram(mProgram);
        mProgram = 0;
    }

    return mProgram;
}

From source file:Main.java

public static int createProgramFromShaderSrc(String vertexShaderSrc, String fragmentShaderSrc) {
    int vertShader = initShader(GLES20.GL_VERTEX_SHADER, vertexShaderSrc);
    int fragShader = initShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderSrc);

    if (vertShader == 0 || fragShader == 0)
        return 0;

    int program = GLES20.glCreateProgram();
    if (program != 0) {
        GLES20.glAttachShader(program, vertShader);
        checkGLError("glAttchShader(vert)");

        GLES20.glAttachShader(program, fragShader);
        checkGLError("glAttchShader(frag)");

        GLES20.glLinkProgram(program);//from  w w  w  . j a  v  a 2  s  . c om
        int[] glStatusVar = { GLES20.GL_FALSE };
        GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, glStatusVar, 0);
        if (glStatusVar[0] == GLES20.GL_FALSE) {
            Log.e(LOGTAG, "Could NOT link program : " + GLES20.glGetProgramInfoLog(program));
            GLES20.glDeleteProgram(program);
            program = 0;
        }
    }

    return program;
}

From source file:Main.java

public static int loadProgram(final String strVSource, final String strFSource) {
    int iVShader;
    int iFShader;
    int iProgId;//from ww w. jav  a 2 s . c o  m
    int[] link = new int[1];
    iVShader = loadShader(strVSource, GLES20.GL_VERTEX_SHADER);
    if (iVShader == 0) {
        Log.d("Load Program", "Vertex Shader Failed");
        return 0;
    }
    iFShader = loadShader(strFSource, GLES20.GL_FRAGMENT_SHADER);
    if (iFShader == 0) {
        Log.d("Load Program", "Fragment Shader Failed");
        return 0;
    }

    iProgId = GLES20.glCreateProgram();

    GLES20.glAttachShader(iProgId, iVShader);
    GLES20.glAttachShader(iProgId, iFShader);

    GLES20.glLinkProgram(iProgId);

    GLES20.glGetProgramiv(iProgId, GLES20.GL_LINK_STATUS, link, 0);
    if (link[0] <= 0) {
        Log.d("Load Program", "Linking Failed");
        return 0;
    }
    GLES20.glDeleteShader(iVShader);
    GLES20.glDeleteShader(iFShader);
    return iProgId;
}

From source file:Main.java

/**
 * Helper function to compile and link a program.
 *
 * @param vertexShaderHandle   An OpenGL handle to an already-compiled vertex shader.
 * @param fragmentShaderHandle An OpenGL handle to an already-compiled fragment shader.
 * @param attributes           Attributes that need to be bound to the program.
 * @return An OpenGL handle to the program.
 *///w ww.  j  ava2  s  .c  o  m
public static int createAndLinkProgram(final int vertexShaderHandle, final int fragmentShaderHandle,
        final String[] attributes) {
    int programHandle = GLES20.glCreateProgram();

    if (programHandle != 0) {
        // Bind the vertex shader to the program.
        GLES20.glAttachShader(programHandle, vertexShaderHandle);

        // Bind the fragment shader to the program.
        GLES20.glAttachShader(programHandle, fragmentShaderHandle);

        // Bind attributes
        if (attributes != null) {
            final int size = attributes.length;
            for (int i = 0; i < size; i++) {
                GLES20.glBindAttribLocation(programHandle, i, attributes[i]);
            }
        }

        // Link the two shaders together into a program.
        GLES20.glLinkProgram(programHandle);

        // Get the link status.
        final int[] linkStatus = new int[1];
        GLES20.glGetProgramiv(programHandle, GLES20.GL_LINK_STATUS, linkStatus, 0);

        // If the link failed, delete the program.
        if (linkStatus[0] == 0) {
            Log.e(TAG, "Error compiling program: " + GLES20.glGetProgramInfoLog(programHandle));
            GLES20.glDeleteProgram(programHandle);
            programHandle = 0;
        }
    }

    if (programHandle == 0) {
        throw new RuntimeException("Error creating program.");
    }

    return programHandle;
}

From source file:Main.java

/**
 * Creates a new program from the supplied vertex and fragment shaders.
 *
 * @return A handle to the program, or 0 on failure.
 *///w  ww  .ja  va  2 s .  co m
public static int createProgram(String vertexSource, String fragmentSource) {
    int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexSource);
    if (vertexShader == 0) {
        return 0;
    }
    int pixelShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource);
    if (pixelShader == 0) {
        return 0;
    }

    int program = GLES20.glCreateProgram();
    checkGlError("glCreateProgram");
    if (program == 0) {
        Log.e(TAG, "Could not create program");
    }
    GLES20.glAttachShader(program, vertexShader);
    checkGlError("glAttachShader");
    GLES20.glAttachShader(program, pixelShader);
    checkGlError("glAttachShader");
    GLES20.glLinkProgram(program);
    int[] linkStatus = new int[1];
    GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0);
    if (linkStatus[0] != GLES20.GL_TRUE) {
        Log.e(TAG, "Could not link program: ");
        Log.e(TAG, GLES20.glGetProgramInfoLog(program));
        GLES20.glDeleteProgram(program);
        program = 0;
    }
    return program;
}