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java - glCreateShader 和 glCreateProgram 在 android 上失败

转载 作者:搜寻专家 更新时间:2023-10-30 21:01:13 25 4
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我在 android 上创建着色器程序时遇到了一个非常困难的问题。当我分别调用 glCreateShader 或 glCreateProgram 时,它们总是返回 0。

我已经介绍了有关故障排除的所有基础:

  • 我检查以确保我有一个 ogl 上下文(我有,我通过使用各种颜色清除帧缓冲区来测试它,这很有效)。

  • 我尝试了 glGetError 但它没有返回任何内容 (GL_NO_ERROR)

我不是 opengl 或 android 专家,所以我不知道任何其他可能导致此问题的原因。

我一直在 nexus 7 平板电脑上运行我的应用程序,我使用 OpenGL ES 2.0,我的目标是最新版本的 Android(版本 17)。

最后,我还要展示我的代码:

这是我设置应用程序的样板代码:

public class Platform implements ILinkable<Activity> {
class GameLoop extends GLSurfaceView implements GLSurfaceView.Renderer {
class Graphics2D implements IGraphics2D {
int width = 0;
int height = 0;

public void setWidth (int width ) { this.width = width; }
public void setHeight(int height) { this.height = height; }

public int getWidth () { return width; }
public int getHeight() { return height; }
}

class Time implements ITime {
float frametime = 0;
float totaltime = 0;
long temptime = 0;
boolean running = true;

public void beginTimeCount() {
temptime = System.nanoTime();
}

public void endTimeCount() {
frametime = (System.nanoTime() - temptime) / 1000000;
totaltime += frametime;
}

public float getFrameTime() { return frametime; }
public float getTotalTime() { return totaltime; }
}

Graphics2D graphics2d = new Graphics2D();
Time time = new Time();
boolean running = true;

public GameLoop(Context context) {
super(context);

setEGLContextClientVersion(2);
setRenderer(this);
//setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);
}

public void onSurfaceCreated(GL10 unused, EGLConfig config) {
GLES20.glClearColor(0.5f, 0.0f, 0.5f, 1.0f);
}

public void onDrawFrame(GL10 unused) {
if (running) {
time.beginTimeCount();

for (IUpdateable u : Platform.this.root.update)
u.onUpdate(time);

GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
for (IDrawable2D d : Platform.this.root.draw2d) {
d.onDraw2D(graphics2d);
}

for (IDrawable3D d : Platform.this.root.draw3d)
d.onDraw3D();

time.endTimeCount();
}
}

public void onSurfaceChanged(GL10 unused, int width, int height) {
GLES20.glViewport(0,0, width, height);
graphics2d.setWidth(width);
graphics2d.setHeight(height);
for (IDrawable2D d : Platform.this.root.draw2d)
d.onSize2D(graphics2d);
}

public void onPause() {
super.onPause();
running = false;
}

public void onResume() {
super.onResume();
running = true;
}
}

private GameLoop gameloop;
public Node root;

public Platform() {
this.root = new Node();
}

public void link(Activity activity) {
this.gameloop = new GameLoop(activity);
activity.requestWindowFeature(Window.FEATURE_NO_TITLE);
activity.setContentView(this.gameloop);
}

public void unlink(Activity activity) {
this.gameloop = null;
activity.setContentView(null);
}
}

这是主要 Activity :

public class MainActivity extends Activity {

private Game game;
private Platform platform;

public MainActivity() {
platform = new Platform();
game = new Game();
}

public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
platform.link(this);
game.link(platform.root);
game.onStart();
}

public void onDestroy() {
super.onDestroy();
game.onStop();
game.unlink(platform.root);
platform.unlink(this);
}
}

这是创建着色器和程序的代码:

public static int loadShader(int shaderType, String source) throws FmtException {
int[] gotVar = new int[]{ 0 };
int shader = GLES20.glCreateShader(shaderType);

if (shader == 0)
throw new FmtException(FmtException.GLES,"could not create shader: %s",getError());

GLES20.glShaderSource(shader, source);
GLES20.glCompileShader(shader);

GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, gotVar, 0);
if (gotVar[0] == 0) {
GLES20.glGetShaderiv(shader, GLES20.GL_INFO_LOG_LENGTH, gotVar, 0);
if (gotVar[0] != 0) {
GLES20.glDeleteShader(shader);
throw new FmtException(FmtException.GLES, "could not compile shader %d:\n%s\n",shaderType, GLES20.glGetShaderInfoLog(shader));
}
}

return shader;
}

public static int createProgram(String pVertexSource, String pFragmentSource) throws FmtException {
int[] gotVar = new int[]{ GLES20.GL_FALSE };
int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, pVertexSource);
int pixelShader = loadShader(GLES20.GL_FRAGMENT_SHADER, pFragmentSource);

int program = GLES20.glCreateProgram();
if (program == 0)
throw new FmtException(FmtException.GLES, "could not create program: %s",getError());


GLES20.glAttachShader(program, vertexShader);
GLES20.glAttachShader(program, pixelShader);
GLES20.glLinkProgram(program);

GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, gotVar, 0);
if (gotVar[0] != GLES20.GL_TRUE) {
GLES20.glGetProgramiv(program, GLES20.GL_INFO_LOG_LENGTH, gotVar, 0);
if (gotVar[0] != 0) {
GLES20.glDeleteProgram(program);
throw new FmtException(FmtException.GLES, "could not link program:\n%s\n", GLES20.glGetProgramInfoLog(program));
}
}

return program;
}

如有任何帮助或建议,我们将不胜感激。

最佳答案

对于正在寻找答案的人,它隐藏在评论中。我从评论中引用@Reigertje。

Shader calls should be within a GL thread that is onSurfaceChanged(),onSurfaceCreated() or onDrawFrame()

关于java - glCreateShader 和 glCreateProgram 在 android 上失败,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/17399087/

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