Albus Dumbledore
Albus Dumbledore

Reputation: 12616

Can't compile GL ES 2.0 Shader

I've done a simple API on top of GLES2. Everything seems OK, but the state of GL_COMPILE_STATUS is GL_FALSE.

I've got a structure like this:

typedef struct MyGLShader__
{
    GLuint uiHandle;
    GLenum eType;   
    const char *pcSource;

} MyGLShader;

I initialize it this way and create a shader using a function of mine:

MyGLShader shader = {0, GL_VERTEX_SHADER, MY_VERTEX_SHADER_SOURCE};
shader_create(&shader);

This function should be creating the shader:

MyStatus shader_create(MyGLShader *pShader)
{
    MyStatus eStatus;

    pShader->uiHandle = glCreateShader(pShader->eType);
    MY_GL_VALIDATE("glCreateShader");

    glShaderSource(pShader->uiHandle, 1, &pShader->pcSource, NULL);
    MY_GL_VALIDATE("glShaderSource");

    glCompileShader(pShader->uiHandle);
    eStatus = shader_check(pShader);
    if (eStatus != MY_STATUS_OK)
    {
        return eStatus;
    }

    return MY_STATUS_OK;
}

It goes without trouble until it calls shader_check():

static MyStatus shader_check(MyGLShader *pShader)
{
    GLint status;
    LOGI("Checking shader compilation status...");

    glGetShaderiv(pShader->uiHandle, GL_COMPILE_STATUS, &status);

    if (status != GL_TRUE)
    {
        LOGE("Shader compilation has failed");
        shader_log_infolog(pShader);

        return MY_STATUS_ERROR;
    }

    return MY_STATUS_OK;
}

Which stumbles on: if (status != GL_TRUE).

After that, when it tries to print the infolog in shader_log_infolog:

static void shader_log_infolog(
        MyGLShader *pShader, MyStatus eStatus)
{
    char acbuffer[INFO_LENGTH];

    glGetShaderInfoLog(pShader->uiHandle, INFO_LENGTH, NULL, (char *) &acbuffer);
    LOGE("Shader Log: %s", acbuffer)
}

It doesn't print any log, i.e. it only prints

Shader Log:

Any ideas what I may be doing wrong with the initialization. MY_GL_VALIDATE checks for gl errors using glGetError() and I can confirm it works fine.

UPDATE

Here's the Shader source definition:

#define MY_VERTEX_SHADER_SOURCE \
                                \
"                               \
attribute   vec4 a_Position;    \
                                \
void main() {                   \
    gl_Position = a_Position;   \
}                               \
                                \
"

Upvotes: 3

Views: 477

Answers (1)

Albus Dumbledore
Albus Dumbledore

Reputation: 12616

I had forgotten to setup the EGL to use GLES2. It was using the defaults which are for GLES1. Strangely enough, the drivers didn't complain for using GLES2 functions in a GLES1 context.

Upvotes: 1

Related Questions