How can I debug OpenGL errors?
satya - Wed Aug 15 2012 17:43:30 GMT-0400 (Eastern Daylight Time)
You can do this
protected void checkGlError(String TAG, String op) {
int error;
while ((error = GLES20.glGetError()) != GLES20.GL_NO_ERROR) {
Log.e(TAG, op + ": glError " + error);
throw new RuntimeException(op + ": glError " + error);
}
}
satya - Wed Aug 15 2012 17:44:28 GMT-0400 (Eastern Daylight Time)
Then you can do
GLES20.glUseProgram(mProgram);
checkGlError("glUseProgram");
satya - Wed Aug 15 2012 17:45:57 GMT-0400 (Eastern Daylight Time)
You can use glGetProgramInfoLog
GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0);
if (linkStatus[0] != GLES20.GL_TRUE) {
Log.e(TAG, "Could not link program: ");
Log.e(TAG, GLES20.glGetProgramInfoLog(program));
GLES20.glDeleteProgram(program);
program = 0;
}
In this code the variable "program" refers to the shader program object
satya - Wed Aug 15 2012 17:46:53 GMT-0400 (Eastern Daylight Time)
Here is the whole segment
Log.d(TAG,"fragment shader created");
int program = GLES20.glCreateProgram();
if (program != 0) {
Log.d(TAG,"program created");
GLES20.glAttachShader(program, vertexShader);
checkGlError("glAttachShader");
GLES20.glAttachShader(program, pixelShader);
checkGlError("glAttachShader");
GLES20.glLinkProgram(program);
int[] linkStatus = new int[1];
GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0);
if (linkStatus[0] != GLES20.GL_TRUE) {
Log.e(TAG, "Could not link program: ");
Log.e(TAG, GLES20.glGetProgramInfoLog(program));
GLES20.glDeleteProgram(program);
program = 0;
}
satya - Wed Aug 15 2012 17:47:51 GMT-0400 (Eastern Daylight Time)
here is how to use getShaderInfoLog
private int loadShader(int shaderType, String source) {
int shader = GLES20.glCreateShader(shaderType);
if (shader != 0) {
GLES20.glShaderSource(shader, source);
GLES20.glCompileShader(shader);
int[] compiled = new int[1];
GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
if (compiled[0] == 0) {
Log.e(TAG, "Could not compile shader " + shaderType + ":");
Log.e(TAG, GLES20.glGetShaderInfoLog(shader));
GLES20.glDeleteShader(shader);
shader = 0;
}
}
return shader;
}
satya - Fri Sep 14 2012 19:34:05 GMT-0400 (Eastern Daylight Time)
glGetProgramInfoLog API
satya - Fri Sep 14 2012 19:45:27 GMT-0400 (Eastern Daylight Time)
So what does it do?
glGetProgramInfoLog returns the information log for the specified program object. The information log for a program object is modified when the program object is linked or validated. You should use this call if the last link operation fails.
satya - Fri Sep 14 2012 19:46:03 GMT-0400 (Eastern Daylight Time)
Here is an example
GLES20.glLinkProgram(program);
int[] linkStatus = new int[1];
GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0);
if (linkStatus[0] == GLES20.GL_TRUE) {
return program;
}
satya - Fri Sep 14 2012 19:48:42 GMT-0400 (Eastern Daylight Time)
glGetProgamiv(program, query_param, intarray)
satya - Fri Sep 14 2012 19:49:30 GMT-0400 (Eastern Daylight Time)
Returns the values of one of these
GL_DELETE_STATUS,
GL_LINK_STATUS,
GL_VALIDATE_STATUS,
GL_INFO_LOG_LENGTH,
GL_ATTACHED_SHADERS,
GL_ACTIVE_ATTRIBUTES,
GL_ACTIVE_ATTRIBUTE_MAX_LENGTH,
GL_ACTIVE_UNIFORMS,
GL_ACTIVE_UNIFORM_MAX_LENGTH
satya - Fri Sep 14 2012 19:51:02 GMT-0400 (Eastern Daylight Time)
Communicated status may return a boolean status or quantity
GL_TRUE: good
GL_FALSE: bad
satya - Fri Sep 14 2012 19:58:08 GMT-0400 (Eastern Daylight Time)
glGetShaderInfoLog
very similar to glGetProgramInfoLog, bur is typically issued after compiling a shader source.
//compile a shader
//check status: glGetShaderiv
//if status is bad call glGetShaderInfoLog
//compile another shader...
//attach shader
//use glError
//link shader
//check status: glGetProgramiv
//if status is bad glGetProgramInfoLog
satya - Fri Sep 14 2012 19:59:13 GMT-0400 (Eastern Daylight Time)
So for compiles
glGetShaderiv: status of compile
glGetShaderInfoLog: what happened
satya - Fri Sep 14 2012 20:00:32 GMT-0400 (Eastern Daylight Time)
For linking
glGetProgramiv: status of link
glGetProgramLogInfo: what happened
satya - Fri Sep 14 2012 20:15:30 GMT-0400 (Eastern Daylight Time)
glError API docs
This method just returns an int value indicating an error. But we are advised to call this method in a loop until it returns GL_NO_ERROR.
Why?
apparently there could be more than one error flag to allow for distributed implementations. when a glGetError is called the current value of one of the flags is returned and it is set to GL_NO_ERROR. So you have to call until it returns a GL_NO_ERROR.
satya - Fri Sep 14 2012 20:17:21 GMT-0400 (Eastern Daylight Time)
Other values are
GL_NO_ERROR
GL_INVALID_ENUM
GL_INVALID_VALUE
GL_INVALID_OPERATION (Bad state)
GL_INVALID_FRAMEBUFFER_OPERATION
GL_OUT_OF_MEMORY
satya - Fri Sep 14 2012 21:17:43 GMT-0400 (Eastern Daylight Time)
So what are the queries accepted by glGetShaderiv?
GL_SHADER_TYPE
GL_COMPILE_STATUS
GL_DELETE_STATUS
GL_INFO_LOG_LENGTH
GL_SHADER_SOURCE_LENGTH