本文整理汇总了Java中android.opengl.GLES20.glDeleteProgram方法的典型用法代码示例。如果您正苦于以下问题:Java GLES20.glDeleteProgram方法的具体用法?Java GLES20.glDeleteProgram怎么用?Java GLES20.glDeleteProgram使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类android.opengl.GLES20
的用法示例。
在下文中一共展示了GLES20.glDeleteProgram方法的12个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Java代码示例。
示例1: createProgram
import android.opengl.GLES20; //导入方法依赖的package包/类
public static int createProgram(String vertexSource, String fragmentSource) {
int vs = loadShader(GLES20.GL_VERTEX_SHADER, vertexSource);
int fs = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource);
int program = GLES20.glCreateProgram();
GLES20.glAttachShader(program, vs);
GLES20.glAttachShader(program, fs);
GLES20.glLinkProgram(program);
int[] linkStatus = new int[1];
GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0);
if (linkStatus[0] != GLES20.GL_TRUE) {
Lg.e("Could not link program:");
Lg.e( GLES20.glGetProgramInfoLog(program));
GLES20.glDeleteProgram(program);
program = 0;
}
return program;
}
示例2: updateProgram
import android.opengl.GLES20; //导入方法依赖的package包/类
static void updateProgram(int program, String vertexSource, String fragmentSource) {
int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexSource);
if (vertexShader == 0) {
return;
}
int pixelShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource);
if (pixelShader == 0) {
return;
}
if (program != 0) {
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) {
String info = GLES20.glGetProgramInfoLog(program);
GLES20.glDeleteProgram(program);
throw new RuntimeException("Could not link program: " + info);
}
}
}
示例3: linkProgram
import android.opengl.GLES20; //导入方法依赖的package包/类
/**
* Links a vertex shader and a fragment shader together into an OpenGL
* program. Returns the OpenGL program object ID, or 0 if linking failed.
*/
public static int linkProgram(int vertexShaderId, int fragmentShaderId) {
// Create a new program object.
final int programObjectId = GLES20.glCreateProgram();
if (programObjectId == 0) {
return 0;
}
// Attach the vertex shader to the program.
GLES20.glAttachShader(programObjectId, vertexShaderId);
// Attach the fragment shader to the program.
GLES20.glAttachShader(programObjectId, fragmentShaderId);
// Link the two shaders together into a program.
GLES20.glLinkProgram(programObjectId);
// Get the link status.
final int[] linkStatus = new int[1];
GLES20.glGetProgramiv(programObjectId, GLES20.GL_LINK_STATUS,
linkStatus, 0);
// Verify the link status.
if (linkStatus[0] == 0) {
// If it failed, delete the program object.
GLES20.glDeleteProgram(programObjectId);
return 0;
}
// Return the program object ID.
return programObjectId;
}
示例4: createProgram
import android.opengl.GLES20; //导入方法依赖的package包/类
private 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();
if (program != 0) {
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;
}
示例5: changeFragmentShader
import android.opengl.GLES20; //导入方法依赖的package包/类
public void changeFragmentShader(String fragmentShader) {
GLES20.glDeleteProgram(mProgram);
mProgram = createProgram(VERTEX_SHADER, fragmentShader);
if (mProgram == 0) {
throw new RuntimeException("failed creating program");
}
}
示例6: destroy
import android.opengl.GLES20; //导入方法依赖的package包/类
public final void destroy()
{
C();
this.aU = false;
GLES20.glDeleteProgram(this.aO);
onDestroy();
}
示例7: createProgram
import android.opengl.GLES20; //导入方法依赖的package包/类
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();
if (program != 0) {
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;
}
示例8: loadShader
import android.opengl.GLES20; //导入方法依赖的package包/类
private static int loadShader(String vss, String fss) {
Log.d("CameraGLRendererBase", "loadShader");
int vshader = GLES20.glCreateShader(GLES20.GL_VERTEX_SHADER);
GLES20.glShaderSource(vshader, vss);
GLES20.glCompileShader(vshader);
int[] status = new int[1];
GLES20.glGetShaderiv(vshader, GLES20.GL_COMPILE_STATUS, status, 0);
if (status[0] == 0) {
Log.e("CameraGLRendererBase", "Could not compile vertex shader: "+GLES20.glGetShaderInfoLog(vshader));
GLES20.glDeleteShader(vshader);
vshader = 0;
return 0;
}
int fshader = GLES20.glCreateShader(GLES20.GL_FRAGMENT_SHADER);
GLES20.glShaderSource(fshader, fss);
GLES20.glCompileShader(fshader);
GLES20.glGetShaderiv(fshader, GLES20.GL_COMPILE_STATUS, status, 0);
if (status[0] == 0) {
Log.e("CameraGLRendererBase", "Could not compile fragment shader:"+GLES20.glGetShaderInfoLog(fshader));
GLES20.glDeleteShader(vshader);
GLES20.glDeleteShader(fshader);
fshader = 0;
return 0;
}
int program = GLES20.glCreateProgram();
GLES20.glAttachShader(program, vshader);
GLES20.glAttachShader(program, fshader);
GLES20.glLinkProgram(program);
GLES20.glDeleteShader(vshader);
GLES20.glDeleteShader(fshader);
GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, status, 0);
if (status[0] == 0) {
Log.e("CameraGLRendererBase", "Could not link shader program: "+GLES20.glGetProgramInfoLog(program));
program = 0;
return 0;
}
GLES20.glValidateProgram(program);
GLES20.glGetProgramiv(program, GLES20.GL_VALIDATE_STATUS, status, 0);
if (status[0] == 0)
{
Log.e("CameraGLRendererBase", "Shader program validation error: "+GLES20.glGetProgramInfoLog(program));
GLES20.glDeleteProgram(program);
program = 0;
return 0;
}
Log.d("CameraGLRendererBase", "Shader program is built OK");
return program;
}
示例9: destroy
import android.opengl.GLES20; //导入方法依赖的package包/类
public final void destroy() {
mIsInitialized = false;
GLES20.glDeleteProgram(mGLProgId);
onDestroy();
}
示例10: tearDown
import android.opengl.GLES20; //导入方法依赖的package包/类
public void tearDown() {
GLES20.glDeleteProgram(mProgram);
}
示例11: deleteProgram
import android.opengl.GLES20; //导入方法依赖的package包/类
public void deleteProgram() {
GLES20.glDeleteShader(mShaderVertex);
GLES20.glDeleteShader(mShaderFragment);
GLES20.glDeleteProgram(mProgram);
mProgram = mShaderVertex = mShaderFragment = 0;
}
示例12: release
import android.opengl.GLES20; //导入方法依赖的package包/类
/**
* terminatinng, this should be called in GL context
*/
public void release() {
if (hProgram >= 0)
GLES20.glDeleteProgram(hProgram);
hProgram = -1;
}