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Java GLES20.glGetProgramiv方法代码示例

本文整理汇总了Java中android.opengl.GLES20.glGetProgramiv方法的典型用法代码示例。如果您正苦于以下问题:Java GLES20.glGetProgramiv方法的具体用法?Java GLES20.glGetProgramiv怎么用?Java GLES20.glGetProgramiv使用的例子?那么, 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android.opengl.GLES20的用法示例。


在下文中一共展示了GLES20.glGetProgramiv方法的13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: setProgram

import android.opengl.GLES20; //导入方法依赖的package包/类
public void setProgram(int vertexShader, int fragmentShader, Context context)
        throws Exception {
    String vertexSource = loadRawString(vertexShader, context);
    String fragmentSource = loadRawString(fragmentShader, context);

    mShaderVertex = loadShader(GLES20.GL_VERTEX_SHADER, vertexSource);
    mShaderFragment = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource);

    int program = GLES20.glCreateProgram();
    if (program != 0) {
        GLES20.glAttachShader(program, mShaderVertex);
        GLES20.glAttachShader(program, mShaderFragment);
        GLES20.glLinkProgram(program);
        int[] linkStatus = new int[1];
        GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0);
        if (linkStatus[0] != GLES20.GL_TRUE) {
            String error = GLES20.glGetProgramInfoLog(program);
            deleteProgram();
            throw new Exception(error);
        }
    }

    mProgram = program;
    mShaderHandleMap.clear();
}
 
开发者ID:AgoraIO,项目名称:Agora-Video-Source-Android,代码行数:26,代码来源:Shader.java

示例2: validateProgram

import android.opengl.GLES20; //导入方法依赖的package包/类
public static boolean validateProgram(int program) {
    GLES20.glValidateProgram(program);

    int[] validateStatus = new int[1];
    GLES20.glGetProgramiv(program, GLES20.GL_VALIDATE_STATUS, validateStatus, 0);

    Log.i(TAG, "validateProgram: " + validateStatus[0] + ", "
               + GLES20.glGetProgramInfoLog(program));

    return validateStatus[0] == GLES20.GL_TRUE;
}
 
开发者ID:Piasy,项目名称:OpenGLESTutorial-Android,代码行数:12,代码来源:ShaderHelper.java

示例3: GlShader

import android.opengl.GLES20; //导入方法依赖的package包/类
public GlShader(String vertexSource, String fragmentSource) {
  final int vertexShader = compileShader(GLES20.GL_VERTEX_SHADER, vertexSource);
  final int fragmentShader = compileShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource);
  program = GLES20.glCreateProgram();
  if (program == 0) {
    throw new RuntimeException("glCreateProgram() failed. GLES20 error: " + GLES20.glGetError());
  }
  GLES20.glAttachShader(program, vertexShader);
  GLES20.glAttachShader(program, fragmentShader);
  GLES20.glLinkProgram(program);
  int[] linkStatus = new int[] {GLES20.GL_FALSE};
  GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0);
  if (linkStatus[0] != GLES20.GL_TRUE) {
    Logging.e(TAG, "Could not link program: " + GLES20.glGetProgramInfoLog(program));
    throw new RuntimeException(GLES20.glGetProgramInfoLog(program));
  }
  // According to the documentation of glLinkProgram():
  // "After the link operation, applications are free to modify attached shader objects, compile
  // attached shader objects, detach shader objects, delete shader objects, and attach additional
  // shader objects. None of these operations affects the information log or the program that is
  // part of the program object."
  // But in practice, detaching shaders from the program seems to break some devices. Deleting the
  // shaders are fine however - it will delete them when they are no longer attached to a program.
  GLES20.glDeleteShader(vertexShader);
  GLES20.glDeleteShader(fragmentShader);
  GlUtil.checkNoGLES2Error("Creating GlShader");
}
 
开发者ID:Piasy,项目名称:AppRTC-Android,代码行数:28,代码来源:GlShader.java

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();
    checkGlError("glCreateProgram");
    if (program == 0) {
        return 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) {
        GLES20.glDeleteProgram(program);
        program = 0;
    }
    return program;
}
 
开发者ID:MLNO,项目名称:airgram,代码行数:28,代码来源:TextureRenderer.java

示例5: 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;
}
 
开发者ID:pavelsemak,项目名称:alpha-movie,代码行数:29,代码来源:VideoRenderer.java

示例6: createProgram

import android.opengl.GLES20; //导入方法依赖的package包/类
/**
 * Creates a new program from the supplied vertex and fragment shaders.
 *
 * @return A handle to the program, or 0 on failure.
 */
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;
}
 
开发者ID:SbName,项目名称:SbCamera,代码行数:36,代码来源:GlUtil.java

示例7: loadProgram

import android.opengl.GLES20; //导入方法依赖的package包/类
public static int loadProgram(String vertexSource, String fragmentSource) {
    int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexSource);
    if (vertexShader == 0) {
        return 0;
    }
    int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource);
    if (fragmentShader == 0) {
        return 0;
    }

    int program = GLES20.glCreateProgram();
    if (program == 0) {
        Log.e(TAG, "Could not create program");
    }
    GLES20.glAttachShader(program, vertexShader);
    GLES20.glAttachShader(program, fragmentShader);
    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;
    }

    GLES20.glDeleteShader(vertexShader);
    GLES20.glDeleteShader(fragmentShader);
    return program;
}
 
开发者ID:LeonHover,项目名称:MediaCodecRecorder,代码行数:31,代码来源:GLUtil.java

示例8: 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;
}
 
开发者ID:khoatd92,项目名称:sensor-graph-opengl-es-android,代码行数:41,代码来源:ShaderUtils.java

示例9: loadProgram

import android.opengl.GLES20; //导入方法依赖的package包/类
public static int loadProgram(String vertexShaderSource, String fragmentShaderSource) {
    int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexShaderSource);
    if (vertexShader == 0) {
        return 0;
    }

    int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderSource);
    if (fragmentShader == 0) {
        GLES20.glDeleteShader(vertexShader);
        return 0;
    }

    int program = GLES20.glCreateProgram();
    GLES20.glAttachShader(program, vertexShader);
    GLES20.glAttachShader(program, fragmentShader);
    GLES20.glLinkProgram(program);

    GLES20.glDeleteShader(vertexShader);
    GLES20.glDeleteShader(fragmentShader);

    int[] status = new int[1];
    GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, status, 0);
    if (status[0] <= 0) {
        mLog.e("link program failed");
        return 0;
    }
    return program;
}
 
开发者ID:vipycm,项目名称:mao-android,代码行数:29,代码来源:OpenGLUtils.java

示例10: 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;
}
 
开发者ID:vulovicv23,项目名称:opencv-documentscanner-android,代码行数:53,代码来源:CameraGLRendererBase.java

示例11: performRenderPoster

import android.opengl.GLES20; //导入方法依赖的package包/类
@WorkerThread
private void performRenderPoster(Bitmap bitmap, boolean recycled) {
    int texture = createTexture(bitmap, recycled, GLES20.GL_TEXTURE_2D);

    int program = GLES20.glCreateProgram();
    if (program == 0) {
        checkGLESError("create program");
    }

    int vertexShader = createShader(GLES20.GL_VERTEX_SHADER, VERTEX_SHADER);
    int fragmentShader = createShader(GLES20.GL_FRAGMENT_SHADER, FRAGMENT_SHADER);
    GLES20.glAttachShader(program, vertexShader);
    checkGLESError("attach shader " + vertexShader);
    GLES20.glAttachShader(program, fragmentShader);
    checkGLESError("attach shader " + fragmentShader);

    GLES20.glLinkProgram(program);
    int[] linked = new int[1];
    GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linked, 0);
    if (linked[0] == 0) {
        checkGLESError("link program " + GLES20.glGetProgramInfoLog(program));
    }

    GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);

    GLES20.glUseProgram(program);
    checkGLESError("use program");

    int positionIndex = GLES20.glGetAttribLocation(program, "aPosition");
    int texcoordIndex = GLES20.glGetAttribLocation(program, "aTexCoord");

    GLES20.glVertexAttribPointer(positionIndex, 3, GLES20.GL_FLOAT, false, 0, vertexByteBuffer);
    GLES20.glVertexAttribPointer(texcoordIndex, 2, GLES20.GL_FLOAT, false, 0, textureByteBuffer);

    GLES20.glEnableVertexAttribArray(positionIndex);
    GLES20.glEnableVertexAttribArray(texcoordIndex);

    GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
    GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texture);
    int tex = GLES20.glGetUniformLocation(program, "sTexture");
    GLES20.glUniform1i(tex, 0);

    GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
    egl10.eglSwapBuffers(eglDisplay, eglSurface);

    Log.d(TAG, "performRenderPoster");
    GLES20.glDisableVertexAttribArray(positionIndex);
    GLES20.glDisableVertexAttribArray(texcoordIndex);
}
 
开发者ID:TedaLIEz,项目名称:ParsingPlayer,代码行数:50,代码来源:VideoRenderThread.java

示例12: createAndLinkProgram

import android.opengl.GLES20; //导入方法依赖的package包/类
/**
 * 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.
 */
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;
}
 
开发者ID:sdrausty,项目名称:buildAPKsApps,代码行数:54,代码来源:ShaderHelper.java

示例13: createAndLinkProgram

import android.opengl.GLES20; //导入方法依赖的package包/类
/**
 * 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.
 */
public static int createAndLinkProgram(final int vertexShaderHandle, final int fragmentShaderHandle, final String[] attributes) 
{
	//创建着色对象
	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;
}
 
开发者ID:smartbeng,项目名称:PaoMovie,代码行数:55,代码来源:ShaderHelper.java


注:本文中的android.opengl.GLES20.glGetProgramiv方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。