本文整理汇总了Java中android.opengl.GLES20.glGetShaderiv方法的典型用法代码示例。如果您正苦于以下问题:Java GLES20.glGetShaderiv方法的具体用法?Java GLES20.glGetShaderiv怎么用?Java GLES20.glGetShaderiv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类android.opengl.GLES20
的用法示例。
在下文中一共展示了GLES20.glGetShaderiv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: loadShader
import android.opengl.GLES20; //导入方法依赖的package包/类
/**
* Compiles the provided shader source.
*
* @return A handle to the shader, or 0 on failure.
*/
public static int loadShader(int shaderType, String source) {
int shader = GLES20.glCreateShader(shaderType);
checkGlError("glCreateShader type=" + shaderType);
GLES20.glShaderSource(shader, source);
GLES20.glCompileShader(shader);
int[] compiled = new int[1];
GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
if (compiled[0] == 0) {
Log.e(TAG, "Could not compile shader " + shaderType + ":");
Log.e(TAG, " " + GLES20.glGetShaderInfoLog(shader));
GLES20.glDeleteShader(shader);
shader = 0;
}
return shader;
}
示例2: loadShader
import android.opengl.GLES20; //导入方法依赖的package包/类
public static int loadShader(int shaderType, String source) {
int shader = GLES20.glCreateShader(shaderType);
GLES20.glShaderSource(shader, source);
GLES20.glCompileShader(shader);
//
int[] compiled = new int[1];
GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
if (compiled[0] == 0) {
Lg.e( "Could not compile shader(TYPE=" + shaderType + "):");
Lg.e( GLES20.glGetShaderInfoLog(shader));
GLES20.glDeleteShader(shader);
shader = 0;
}
//
return shader;
}
示例3: loadShader
import android.opengl.GLES20; //导入方法依赖的package包/类
private int loadShader(int shaderType, String source) {
int shader = GLES20.glCreateShader(shaderType);
if (shader != 0) {
GLES20.glShaderSource(shader, source);
GLES20.glCompileShader(shader);
int[] compiled = new int[1];
GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
if (compiled[0] == 0) {
Log.e(TAG, "Could not compile shader " + shaderType + ":");
Log.e(TAG, GLES20.glGetShaderInfoLog(shader));
GLES20.glDeleteShader(shader);
shader = 0;
}
}
return shader;
}
示例4: compileShader
import android.opengl.GLES20; //导入方法依赖的package包/类
/**
* type:
* create a vertex shader type {@link GLES20.GL_VERTEX_SHADER}
* or a fragment shader type {@link GLES20.GL_FRAGMENT_SHADER}
*/
@SuppressWarnings("JavadocReference")
public static int compileShader(int type, String shaderCode) {
// Load in the shader
int shader = GLES20.glCreateShader(type);
if (shader != 0) {
// Pass in the shader source
GLES20.glShaderSource(shader, shaderCode);
// Compile the shader
GLES20.glCompileShader(shader);
// Get the compilation status.
final int[] compileStatus = new int[1];
GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compileStatus, 0);
// If the compilation failed, delete the shader.
if (compileStatus[0] == 0) {
GLES20.glDeleteShader(shader);
shader = 0;
}
}
if (shader == 0) {
GLES20.glGetShaderInfoLog(shader);
throw new RuntimeException("Error creating vertex shader.");
}
return shader;
}
示例5: compileShader
import android.opengl.GLES20; //导入方法依赖的package包/类
private static int compileShader(int type, String shader) {
int shaderObj = GLES20.glCreateShader(type);
if (shaderObj == 0) {
Log.e(TAG, "create shader obj fail: " + type);
return 0;
}
GLES20.glShaderSource(shaderObj, shader);
GLES20.glCompileShader(shaderObj);
final int[] compileStatus = new int[1];
GLES20.glGetShaderiv(shaderObj, GLES20.GL_COMPILE_STATUS, compileStatus, 0);
if (compileStatus[0] == GLES20.GL_FALSE) {
Log.e(TAG, "compile shader code fail: " + type + ", "
+ GLES20.glGetShaderInfoLog(shaderObj));
GLES20.glDeleteShader(shaderObj);
return 0;
}
return shaderObj;
}
示例6: loadShader
import android.opengl.GLES20; //导入方法依赖的package包/类
public static int loadShader(int shaderType, String source) {
int shader = GLES20.glCreateShader(shaderType);
if (shader != 0) {
GLES20.glShaderSource(shader, source);
GLES20.glCompileShader(shader);
int[] compiled = new int[1];
GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
if (compiled[0] == 0) {
Log.e(TAG, "Could not compile shader " + shaderType + ":");
Log.e(TAG, GLES20.glGetShaderInfoLog(shader));
GLES20.glDeleteShader(shader);
shader = 0;
}
}
return shader;
}
示例7: loadShader
import android.opengl.GLES20; //导入方法依赖的package包/类
private static int loadShader(final String strSource, final int iType) {
int[] compiled = new int[1];
int iShader = GLES20.glCreateShader(iType);
GLES20.glShaderSource(iShader, strSource);
GLES20.glCompileShader(iShader);
GLES20.glGetShaderiv(iShader, GLES20.GL_COMPILE_STATUS, compiled, 0);
if (compiled[0] == 0) {
Log.e("Load Shader Failed", "Compilation\n" + GLES20.glGetShaderInfoLog(iShader));
return 0;
}
return iShader;
}
示例8: loadShader
import android.opengl.GLES20; //导入方法依赖的package包/类
private int loadShader(int shaderType, String source) {
int shader = GLES20.glCreateShader(shaderType);
checkGlError("glCreateShader type=" + shaderType);
GLES20.glShaderSource(shader, source);
GLES20.glCompileShader(shader);
int[] compiled = new int[1];
GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
if (compiled[0] == 0) {
GLES20.glDeleteShader(shader);
shader = 0;
}
return shader;
}
示例9: loadShader
import android.opengl.GLES20; //导入方法依赖的package包/类
/**
* Compiles the provided shader source.
*
* @return A handle to the shader, or 0 on failure.
*/
public static int loadShader(int shaderType, String source) {
int shader = GLES20.glCreateShader(shaderType);
GLES20.glShaderSource(shader, source);
GLES20.glCompileShader(shader);
int[] compiled = new int[1];
GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
if (compiled[0] == 0) {
Log.e(TAG, "Could not compile shader " + shaderType + ":");
Log.e(TAG, " " + GLES20.glGetShaderInfoLog(shader));
GLES20.glDeleteShader(shader);
shader = 0;
}
return shader;
}
示例10: loadShader
import android.opengl.GLES20; //导入方法依赖的package包/类
private int loadShader(int shaderType, String source) {
int shader = GLES20.glCreateShader(shaderType);
checkGlError("glCreateShader type=" + shaderType);
GLES20.glShaderSource(shader, source);
GLES20.glCompileShader(shader);
int[] compiled = new int[1];
GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
if (compiled[0] == 0) {
Log.e(TAG, "Could not compile shader " + shaderType + ":");
Log.e(TAG, " " + GLES20.glGetShaderInfoLog(shader));
GLES20.glDeleteShader(shader);
shader = 0;
}
return shader;
}
示例11: loadShader
import android.opengl.GLES20; //导入方法依赖的package包/类
public static int loadShader(int type, String shaderSource) {
int shader = GLES20.glCreateShader(type);
GLES20.glShaderSource(shader, shaderSource);
GLES20.glCompileShader(shader);
int[] status = new int[1];
GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, status, 0);
if (status[0] == 0) {
mLog.e("compile shader failed: " + GLES20.glGetShaderInfoLog(shader));
return 0;
}
return shader;
}
示例12: 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;
}