Java Code Examples for android.opengl.GLES20#glValidateProgram()
The following examples show how to use
android.opengl.GLES20#glValidateProgram() .
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Example 1
Source File: Shader.java From Tanks with MIT License | 6 votes |
public void validate() { if (!GameContext.debuggable) return; int[] result = new int[1]; GLES20.glValidateProgram(programHandle); GLES20.glGetProgramiv(programHandle, GLES20.GL_VALIDATE_STATUS, result, 0); if (result[0] == 0) { String message = !GLES20.glIsProgram(programHandle) ? "Program handle deprecated!" : "Program do not validated!"; throw new GLException(result[0], message); } }
Example 2
Source File: GLDrawer2DES2.java From libcommon with Apache License 2.0 | 5 votes |
@Override protected boolean validateProgram(final int program) { if (program >= 0) { GLES20.glValidateProgram(program); GLES20.glGetProgramiv(program, GLES20.GL_VALIDATE_STATUS, status, 0); return status[0] == GLES20.GL_TRUE; } return false; }
Example 3
Source File: CameraGLRendererBase.java From FaceT with Mozilla Public License 2.0 | 4 votes |
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; }
Example 4
Source File: CameraGLRendererBase.java From Image-Detection-Samples with Apache License 2.0 | 4 votes |
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; }
Example 5
Source File: CameraGLRendererBase.java From opencv-documentscanner-android with Apache License 2.0 | 4 votes |
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; }
Example 6
Source File: CameraGLRendererBase.java From MOAAP with MIT License | 4 votes |
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; }
Example 7
Source File: CameraGLRendererBase.java From OpenCvFaceDetect with Apache License 2.0 | 4 votes |
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; }
Example 8
Source File: CameraGLRendererBase.java From ml-authentication with Apache License 2.0 | 4 votes |
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; }
Example 9
Source File: CameraGLRenderer.java From VideoRecorder with Apache License 2.0 | 4 votes |
private int loadShader(String vss, String fss) { LogUtil.logd("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) { LogUtil.loge("Could not compile vertex shader: " + GLES20.glGetShaderInfoLog(vshader)); GLES20.glDeleteShader(vshader); 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) { LogUtil.loge("Could not compile fragment shader:" + GLES20.glGetShaderInfoLog(fshader)); GLES20.glDeleteShader(vshader); GLES20.glDeleteShader(fshader); 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) { LogUtil.loge("Could not link shader program: " + GLES20.glGetProgramInfoLog(program)); return 0; } GLES20.glValidateProgram(program); GLES20.glGetProgramiv(program, GLES20.GL_VALIDATE_STATUS, status, 0); if (status[0] == 0) { LogUtil.loge("Shader program validation error: " + GLES20.glGetProgramInfoLog(program)); GLES20.glDeleteProgram(program); return 0; } LogUtil.logd("Shader program is built OK"); return program; }
Example 10
Source File: CameraGLRendererBase.java From react-native-documentscanner-android with MIT License | 4 votes |
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; }
Example 11
Source File: CameraGLRendererBase.java From VIA-AI with MIT License | 4 votes |
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; }
Example 12
Source File: Utils.java From Paddle-Lite-Demo with Apache License 2.0 | 4 votes |
public static int createShaderProgram(String vss, String fss) { 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(TAG, 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(TAG, 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(TAG, 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(TAG, GLES20.glGetProgramInfoLog(program)); GLES20.glDeleteProgram(program); program = 0; return 0; } return program; }
Example 13
Source File: CameraGLRendererBase.java From sudokufx with Apache License 2.0 | 4 votes |
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; }
Example 14
Source File: Utils.java From Paddle-Lite-Demo with Apache License 2.0 | 4 votes |
public static int createShaderProgram(String vss, String fss) { 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(TAG, 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(TAG, 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(TAG, 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(TAG, GLES20.glGetProgramInfoLog(program)); GLES20.glDeleteProgram(program); program = 0; return 0; } return program; }
Example 15
Source File: CameraGLRendererBase.java From ml-authentication with Apache License 2.0 | 4 votes |
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; }
Example 16
Source File: CameraGLRendererBase.java From MOAAP with MIT License | 4 votes |
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; }
Example 17
Source File: AndroidGL.java From trekarta with GNU General Public License v3.0 | 4 votes |
@Override public void validateProgram(int program) { GLES20.glValidateProgram(program); }
Example 18
Source File: CameraGLRendererBase.java From real_time_circle_detection_android with MIT License | 4 votes |
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; }
Example 19
Source File: CameraGLRendererBase.java From LicensePlateDiscern with MIT License | 4 votes |
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; }
Example 20
Source File: CameraGLRendererBase.java From LPR with Apache License 2.0 | 4 votes |
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; }