| 41 | } |
| 42 | |
| 43 | GLuint createShader(GLenum shaderType, const char* src) { |
| 44 | GLuint shader = glCreateShader(shaderType); |
| 45 | if (!shader) { |
| 46 | checkGlError("glCreateShader"); |
| 47 | return 0; |
| 48 | } |
| 49 | glShaderSource(shader, 1, &src, NULL); |
| 50 | |
| 51 | GLint compiled = GL_FALSE; |
| 52 | glCompileShader(shader); |
| 53 | glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); |
| 54 | if (!compiled) { |
| 55 | GLint infoLogLen = 0; |
| 56 | glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLen); |
| 57 | if (infoLogLen > 0) { |
| 58 | GLchar* infoLog = (GLchar*)malloc(infoLogLen); |
| 59 | if (infoLog) { |
| 60 | glGetShaderInfoLog(shader, infoLogLen, NULL, infoLog); |
| 61 | ALOGE("Could not compile %s shader:\n%s\n", |
| 62 | shaderType == GL_VERTEX_SHADER ? "vertex" : "fragment", infoLog); |
| 63 | free(infoLog); |
| 64 | } |
| 65 | } |
| 66 | glDeleteShader(shader); |
| 67 | return 0; |
| 68 | } |
| 69 | |
| 70 | return shader; |
| 71 | } |
| 72 | |
| 73 | GLuint createProgram(const char* vtxSrc, const char* fragSrc) { |
| 74 | GLuint vtxShader = 0; |
no test coverage detected