Home | History | Annotate | Download | only in cts

Lines Matching refs:GLES20

41 import android.opengl.GLES20;
169 GLES20.glUseProgram(mProgram);
172 GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
173 GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureID);
176 GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT, false,
179 GLES20.glEnableVertexAttribArray(maPositionHandle);
183 GLES20.glVertexAttribPointer(maTextureHandle, 3, GLES20.GL_FLOAT, false,
186 GLES20.glEnableVertexAttribArray(maTextureHandle);
190 GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, mMVPMatrix, 0);
192 GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
247 GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, mFrameBufferObjectID);
248 GLES20.glViewport(0, 0, mBaseTexture.getWidth(), mBaseTexture.getHeight());
249 GLES20.glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
251 GLES20.glReadPixels(0, 0, mBaseTexture.getWidth(), mBaseTexture.getHeight(),
252 GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, mReadBackBuffer);
254 GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
256 GLES20.glViewport(0, 0, mWidth, mHeight);
257 GLES20.glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
258 GLES20.glClear( GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT);
262 GLES20.glFinish();
271 GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D,
272 GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE);
273 GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D,
274 GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);
275 GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,
276 GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR);
277 GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,
278 GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
283 GLES20.glGenTextures(1, textures, 0);
286 GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mColorTargetID);
289 GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGBA,
291 GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, null);
294 GLES20.glGenFramebuffers(1, textures, 0);
296 GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, mFrameBufferObjectID);
298 GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0,
299 GLES20.GL_TEXTURE_2D, mColorTargetID, 0);
301 int status = GLES20.glCheckFramebufferStatus(GLES20.GL_FRAMEBUFFER);
302 if(status != GLES20.GL_FRAMEBUFFER_COMPLETE) {
306 GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
322 maPositionHandle = GLES20.glGetAttribLocation(mProgram, "aPosition");
327 maTextureHandle = GLES20.glGetAttribLocation(mProgram, "aTextureCoord");
333 muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
340 GLES20.glGenTextures(1, textures, 0);
343 GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureID);
348 GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, mBaseTexture, 0);
351 GLES20.glCompressedTexImage2D(GLES20.GL_TEXTURE_2D,
368 int shader = GLES20.glCreateShader(shaderType);
370 GLES20.glShaderSource(shader, source);
371 GLES20.glCompileShader(shader);
373 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
376 Log.e(TAG, GLES20.glGetShaderInfoLog(shader));
377 GLES20.glDeleteShader(shader);
385 int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexSource);
389 int pixelShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource);
394 int program = GLES20.glCreateProgram();
396 GLES20.glAttachShader(program, vertexShader);
398 GLES20.glAttachShader(program, pixelShader);
400 GLES20.glLinkProgram(program);
402 GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0);
403 if (linkStatus[0] != GLES20.GL_TRUE) {
405 Log.e(TAG, GLES20.glGetProgramInfoLog(program));
406 GLES20.glDeleteProgram(program);
415 while ((error = GLES20.glGetError()) != GLES20.GL_NO_ERROR) {