I'm having a very difficult problem creating a shader program on android. when I call glCreateShader or glCreateProgram each always returns 0.
I've covered all my bases with regards to troubleshooting:
I checked to make sure I had an ogl context (I do, i tested this by clearing the frame buffer with various colors, which worked).
I tried glGetError but it returned nothing (GL_NO_ERROR)
I'm not an opengl or android expert so I don't know of any thing else that could be causing this.
I've been running my app on a nexus 7 tablet and I use OpenGL ES 2.0, and I target the latest version of Android (version 17).
Lastly, I have my code to show as well:
Here is my boilerplate code that sets up the app:
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);
}
}
and this is the main 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);
}
}
and this is the code that creates the shaders and program:
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;
}
any help or suggestions would be greatly appreciated.
For the ones who are looking for the answer, it is hidden in the comments. I am quoting @Reigertje from comments.
Shader calls should be within a GL thread that is onSurfaceChanged(), onSurfaceCreated() or onDrawFrame()