/*
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* Copyright (C) 2012 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include <GLES2/gl2.h>
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#include <GLES2/gl2ext.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include "attach_shader_ten.h"
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#include "common.h"
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#include "shader.h"
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#define LOG_TAG "attach_shader_ten"
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#define LOGI(...) __android_log_print(ANDROID_LOG_INFO,LOG_TAG,__VA_ARGS__)
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Data attachShaderTen(){
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GLuint fragmentShader = loadShader(GL_FRAGMENT_SHADER, attach_shader_successful_complile_shader);
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GLuint program = glCreateProgram();
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glAttachShader(program, fragmentShader);
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GLsizei maxCount = 10;
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GLsizei count;
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GLuint shaders[maxCount];
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glGetAttachedShaders(program, maxCount,
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&count,
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shaders);
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LOGI("Attached Shader First element : %d\n", *shaders);
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LOGI("ShaderCount %d\n", count);
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GLint error = glGetError();
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Data data = {error, count, -1};
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glDeleteShader(fragmentShader);
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glDeleteProgram(program);
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return data;
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}
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