Java Code Examples for android.opengl.GLES20#glDeleteShader()

The following examples show how to use android.opengl.GLES20#glDeleteShader() . You can vote up the ones you like or vote down the ones you don't like, and go to the original project or source file by following the links above each example. You may check out the related API usage on the sidebar.
Example 1
Source File: ShaderUtils.java    From In77Camera with MIT License 6 votes vote down vote up
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;
}
 
Example 2
Source File: AnnotationRenderer.java    From ARCore-Location with MIT License 6 votes vote down vote up
private int loadGLShader(String tag, int type, String source) {
    int shader = GLES20.glCreateShader(type);
    GLES20.glShaderSource(shader, source);
    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) {
        Log.e(tag, "Error compiling shader: " + GLES20.glGetShaderInfoLog(shader));
        GLES20.glDeleteShader(shader);
        shader = 0;
    }

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

    return shader;
}
 
Example 3
Source File: ShaderUtils.java    From Fatigue-Detection with MIT License 6 votes vote down vote up
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;
}
 
Example 4
Source File: ShaderUtil.java    From justaline-android with Apache License 2.0 6 votes vote down vote up
/**
 * Converts a raw text file, saved as a resource, into an OpenGL ES shader.
 *
 * @param type  The type of shader we will be creating.
 * @param resId The resource ID of the raw text file about to be turned into a shader.
 * @return The shader object handler.
 */
static int loadGLShader(String tag, Context context, int type, int resId) {
    String code = readRawTextFile(context, resId);
    int shader = GLES20.glCreateShader(type);
    GLES20.glShaderSource(shader, code);
    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) {
        Log.e(tag, "Error compiling shader: " + GLES20.glGetShaderInfoLog(shader));
        GLES20.glDeleteShader(shader);
        shader = 0;
    }

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

    return shader;
}
 
Example 5
Source File: GlUtil.java    From kickflip-android-sdk with Apache License 2.0 6 votes vote down vote up
/**
 * 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;
}
 
Example 6
Source File: VideoSurfaceView.java    From VideoChatHeads with The Unlicense 6 votes vote down vote up
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;
}
 
Example 7
Source File: GlShader.java    From VideoCRE with MIT License 5 votes vote down vote up
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");
}
 
Example 8
Source File: CameraToMpegTest.java    From Android-MediaCodec-Examples with Apache License 2.0 5 votes vote down vote up
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;
}
 
Example 9
Source File: TextureManager.java    From spydroid-ipcamera with GNU General Public License v3.0 5 votes vote down vote up
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;
}
 
Example 10
Source File: GLDrawer2D.java    From AudioVideoPlayerSample with Apache License 2.0 5 votes vote down vote up
/**
 * load, compile and link shader
 * @param vss source of vertex shader
 * @param fss source of fragment shader
 * @return
 */
public static int loadShader(String vss, String fss) {
	if (DEBUG) Log.v(TAG, "loadShader:");
	int vs = GLES20.glCreateShader(GLES20.GL_VERTEX_SHADER);
	GLES20.glShaderSource(vs, vss);
	GLES20.glCompileShader(vs);
	final int[] compiled = new int[1];
	GLES20.glGetShaderiv(vs, GLES20.GL_COMPILE_STATUS, compiled, 0);
	if (compiled[0] == 0) {
		if (DEBUG) Log.e(TAG, "Failed to compile vertex shader:"
				+ GLES20.glGetShaderInfoLog(vs));
		GLES20.glDeleteShader(vs);
		vs = 0;
	}

	int fs = GLES20.glCreateShader(GLES20.GL_FRAGMENT_SHADER);
	GLES20.glShaderSource(fs, fss);
	GLES20.glCompileShader(fs);
	GLES20.glGetShaderiv(fs, GLES20.GL_COMPILE_STATUS, compiled, 0);
	if (compiled[0] == 0) {
		if (DEBUG) Log.w(TAG, "Failed to compile fragment shader:"
			+ GLES20.glGetShaderInfoLog(fs));
		GLES20.glDeleteShader(fs);
		fs = 0;
	}

	final int program = GLES20.glCreateProgram();
	GLES20.glAttachShader(program, vs);
	GLES20.glAttachShader(program, fs);
	GLES20.glLinkProgram(program);

	return program;
}
 
Example 11
Source File: TextureRenderer.java    From VideoProcessor with Apache License 2.0 5 votes vote down vote up
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;
}
 
Example 12
Source File: ShaderHelper.java    From sealrtc-android with MIT License 5 votes vote down vote up
/**
 * 编译着色器
 *
 * @param type 着色器类型,顶点/片段
 * @param shaderCode 着色器代码
 * @return
 */
private static int compileShader(int type, String shaderCode) {
    // 1.创建着色器对象,并返回对象的引用地址,如果为0则表示创建失败
    int shaderObjId = GLES20.glCreateShader(type);
    if (shaderObjId == 0) {
        Log.e(TAG, "compileShader: Create Shader Failed");
        return 0;
    }
    // 2.上传着色器源码
    GLES20.glShaderSource(shaderObjId, shaderCode);
    // 3.编译着色器对象
    GLES20.glCompileShader(shaderObjId);

    // 获得编译着色器对象的状态
    int[] status = new int[1];
    GLES20.glGetShaderiv(shaderObjId, GLES20.GL_COMPILE_STATUS, status, 0);
    // 获取OpenGl中编译着色器相关的log
    Log.d(
            TAG,
            "compileShader: status="
                    + status[0]
                    + ", info="
                    + GLES20.glGetShaderInfoLog(shaderObjId));

    // 检查编译是否成功,如果状态是0表示失败,则告诉OpenGL删掉这个着色器
    if (status[0] == 0) {
        GLES20.glDeleteShader(shaderObjId);
        Log.e(TAG, "compileShader: CompileShader Failed");
    }

    return shaderObjId;
}
 
Example 13
Source File: GLToolbox.java    From android-MediaEffects with Apache License 2.0 5 votes vote down vote up
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) {
            String info = GLES20.glGetShaderInfoLog(shader);
            GLES20.glDeleteShader(shader);
            throw new RuntimeException("Could not compile shader " + shaderType + ":" + info);
        }
    }
    return shader;
}
 
Example 14
Source File: FilterShaders.java    From Telegram-FOSS with GNU General Public License v2.0 5 votes vote down vote up
public static int loadShader(int type, String shaderCode) {
    int shader = GLES20.glCreateShader(type);
    GLES20.glShaderSource(shader, shaderCode);
    GLES20.glCompileShader(shader);
    int[] compileStatus = new int[1];
    GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compileStatus, 0);
    if (compileStatus[0] == 0) {
        if (BuildVars.LOGS_ENABLED) {
            FileLog.e(GLES20.glGetShaderInfoLog(shader));
        }
        GLES20.glDeleteShader(shader);
        shader = 0;
    }
    return shader;
}
 
Example 15
Source File: Program.java    From ShaderEditor with MIT License 5 votes vote down vote up
private static int compileShader(int type, String src) {
	int s = GLES20.glCreateShader(type);

	if (s == 0) {
		infoLog = "Cannot create shader";
		return 0;
	}

	GLES20.glShaderSource(s, src);
	GLES20.glCompileShader(s);

	int[] compiled = new int[1];
	GLES20.glGetShaderiv(
			s,
			GLES20.GL_COMPILE_STATUS,
			compiled,
			0);

	if (compiled[0] == 0) {
		infoLog = GLES20.glGetShaderInfoLog(s);

		GLES20.glDeleteShader(s);
		s = 0;
	}

	return s;
}
 
Example 16
Source File: TextureRenderer.java    From VideoCompressor with Apache License 2.0 5 votes vote down vote up
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;
}
 
Example 17
Source File: CameraGLRendererBase.java    From MOAAP with MIT License 4 votes vote down vote up
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 18
Source File: EffectsShader.java    From YCAudioPlayer with Apache License 2.0 4 votes vote down vote up
private void deleteProgram() {
	GLES20.glDeleteShader(mIdShaderFragment);
	GLES20.glDeleteShader(mIdShaderVertex);
	GLES20.glDeleteProgram(mIdProgram);
	mIdProgram = mIdShaderVertex = mIdShaderFragment = 0;
}
 
Example 19
Source File: CameraGLRendererBase.java    From MOAAP with MIT License 4 votes vote down vote up
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: Utils.java    From Paddle-Lite-Demo with Apache License 2.0 4 votes vote down vote up
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;
}