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Lines Matching defs:GLES20

20 import android.opengl.GLES20;
71 GLES20.glGenTextures(textures.length, textures, 0);
79 GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texture);
80 GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);
81 GLES20.glTexParameteri(
82 GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
83 GLES20.glTexParameteri(
84 GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR);
85 GLES20.glTexParameteri(
86 GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE);
87 GLES20.glTexParameteri(
88 GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);
96 GLES20.glGenFramebuffers(1, frame, 0);
98 GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, frame[0]);
100 GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0,
101 GLES20.GL_TEXTURE_2D, texture, 0);
105 GLES20.glReadPixels(0, 0, width, height, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, buffer);
110 GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
112 GLES20.glDeleteFramebuffers(1, frame, 0);
120 GLES20.glDeleteTextures(textures.length, textures, 0);
245 GLES20.glClearColor(0, 0, 0, 1);
246 GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
252 GLES20.glUseProgram(context.shaderProgram);
256 GLES20.glViewport(0, 0, viewWidth, viewHeight);
260 GLES20.glDisable(GLES20.GL_BLEND);
263 GLES20.glVertexAttribPointer(
264 context.texCoordHandle, 2, GLES20.GL_FLOAT, false, 0, context.texVertices);
265 GLES20.glEnableVertexAttribArray(context.texCoordHandle);
266 GLES20.glVertexAttribPointer(
267 context.posCoordHandle, 2, GLES20.GL_FLOAT, false, 0, context.posVertices);
268 GLES20.glEnableVertexAttribArray(context.posCoordHandle);
272 GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
274 GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texture);
276 GLES20.glUniform1i(context.texSamplerHandle, 0);
279 GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
283 int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, VERTEX_SHADER);
287 int pixelShader = loadShader(GLES20.GL_FRAGMENT_SHADER, FRAGMENT_SHADER);
292 int program = GLES20.glCreateProgram();
294 GLES20.glAttachShader(program, vertexShader);
296 GLES20.glAttachShader(program, pixelShader);
298 GLES20.glLinkProgram(program);
300 GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0);
301 if (linkStatus[0] != GLES20.GL_TRUE) {
302 String info = GLES20.glGetProgramInfoLog(program);
303 GLES20.glDeleteProgram(program);
311 context.texSamplerHandle = GLES20.glGetUniformLocation(program, "tex_sampler");
312 context.texCoordHandle = GLES20.glGetAttribLocation(program, "a_texcoord");
313 context.posCoordHandle = GLES20.glGetAttribLocation(program, "a_position");
322 int shader = GLES20.glCreateShader(shaderType);
324 GLES20.glShaderSource(shader, source);
325 GLES20.glCompileShader(shader);
327 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
329 String info = GLES20.glGetShaderInfoLog(shader);
330 GLES20.glDeleteShader(shader);
351 while ((error = GLES20.glGetError()) != GLES20.GL_NO_ERROR) {