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Not working OpenGL ES shader, call glLinkProgram every frame?

I'm trying to make transparent object in OpenGL ES 2.0. It's a live wallpaper, I'm using GLWallpaperService as a base class for this. I'm setting up OpenGL in this way:

GLES20.glEnable(GLES20.GL_DEPTH_TEST);
GLES20.glDepthFunc(GLES20.GL_GEQUAL);
GLES20.glClearDepthf(0.0f);
GLES20.glClearColor(0.0f, 0.0f, 1.0f, 1.0f);

Shaders I use are taken from PowerVR sample OGLES2AlphaTest for alpha testing, which works fine on my HTC Desire device. Here is the code for shaders:

private final String mVertexShader = "uniform highp mat4 uMVPMatrix;\n" +
        "attribute highp vec4 aPosition;\n" +
        "attribute highp vec2 aTextureCoord;\n" +
        "varying mediump vec2 vTextureCoord;\n" +
        "void main() {\n" +
        "  gl_Position = uMVPMatrix * aPosition;\n" +
        "  vTextureCoord = aTextureCoord;\n" +
        "}\n";

private final String mFragmentShader = "precision mediump float;\n" +
        "varying mediump vec2 vTextureCoord;\n" +
        "uniform sampler2D sTexture;\n" +
        "void main() {\n" +
        "  vec4 base = texture2D(sTexture, vTextureCoord);\n" +
        "  if(base.a < 0.5){ discard; }\n" +
        "  gl_FragColor = base;\n" +
        "}\n";

private int createProgram(String vertexSource, String fragmentSource) {
    int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexSource);
    if (vertexShader == 0) {
        return 0;
    }

    int pixelShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource);
    if (pixelShader == 0) {
        return 0;
    }

    int program = GLES20.glCreateProgram();
    if (program != 0) {
        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;
        }
    }
    return program;
}

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;
}

Code for rendering frame:

public void onDrawFrame(GL10 glUnused) {
    //GLES20.glLinkProgram(mProgram);

    GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);
    GLES20.glUseProgram(mProgram);
    checkGlError("glUseProgram");

    GLES20.glDisable(GLES20.GL_BLEND);

    GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
    GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureID);

    mTriangleVertices.position(TRIANGLE_VERTICES_DATA_POS_OFFSET);
    GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT, false, TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices);
    checkGlError("glVertexAttribPointer maPosition");
    mTriangleVertices.position(TRIANGLE_VERTICES_DATA_UV_OFFSET);
    GLES20.glEnableVertexAttribArray(maPositionHandle);
    checkGlError("glEnableVertexAttribArray maPositionHandle");
    GLES20.glVertexAttribPointer(maTextureHandle, 2, GLES20.GL_FLOAT, false, TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices);
    checkGlError("glVertexAttribPointer maTextureHandle");
    GLES20.glEnableVertexAttribArray(maTextureHandle);
    checkGlError("glEnableVertexAttribArray maTextureHandle");

    long time = SystemClock.uptimeMillis() % 4000L;
    float angle = 0.090f * ((int) time);
    time = SystemClock.uptimeMillis();// % 4000L;
    angle = 0.030f * ((int) time);
    // Matrix.setRotateM(mMMatrix, 0, angle, 0, 0, 1.0f);
    Matrix.setRotateM(mMMatrix, 0, angle, 0, 1.0f, 0);
    Matrix.scaleM(mMMatrix, 0, 0.075f, 0.075f, 0.075f);
    Matrix.multiplyMM(mMVPMatrix, 0, mVMatrix, 0, mMMatrix, 0);
    Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mMVPMatrix, 0);

    GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, mMVPMatrix, 0);
    GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, numPolys);
    checkGlError("glDrawArrays");
}

Without GLES20.glLinkProgram(mProgram); in the start of onDrawFrame() I get incorrect result (with incorrect transparency): http://imgur.com/kESeO

When I add GLES20.glLinkProgram(mProgram); in the start of onDrawFrame() it renders correctly, but the performance is bad, glLinkProgram() is time-consuming function. Here is screenshot of correct rendering: http://imgur.com/sw83z

Please expl开发者_开发知识库ain what am I doing wrong, apparently I don't have to call glLinkProgram() on every frame redraw.


You don't need to link your program each frame, link it once and store its id somewhere. Then call GLES20.glUseProgram(_programId); before you issue drawing calls that correspond to that program.

Check this for an already implemented approach: https://github.com/TraxNet/ShadingZen/blob/master/library/src/main/java/org/traxnet/shadingzen/core/ShadersProgram.java (The bindProgram method is what you are after).


The cause of this misbehavior was not related to glLinkProgram(). I've modified some other GL init parameters (can't recall which at the moment) and now it works just fine.

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