Java tutorial
//package com.java2s; /* * Copyright (C) 2016 Peng fei Pan <sky@xiaopan.me> * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ import android.annotation.TargetApi; import android.opengl.EGL14; import android.opengl.GLES20; import android.os.Build; public class Main { @TargetApi(Build.VERSION_CODES.JELLY_BEAN_MR1) private static int getOpenGLMaxTextureSizeJB1() { // Then get a hold of the default display, and initialize. // This could get more complex if you have to deal with devices that could have multiple displays, // but will be sufficient for a typical phone/tablet: android.opengl.EGLDisplay dpy = EGL14.eglGetDisplay(EGL14.EGL_DEFAULT_DISPLAY); int[] vers = new int[2]; EGL14.eglInitialize(dpy, vers, 0, vers, 1); // Next, we need to find a config. Since we won't use this context for rendering, // the exact attributes aren't very critical: int[] configAttr = { EGL14.EGL_COLOR_BUFFER_TYPE, EGL14.EGL_RGB_BUFFER, EGL14.EGL_LEVEL, 0, EGL14.EGL_RENDERABLE_TYPE, EGL14.EGL_OPENGL_ES2_BIT, EGL14.EGL_SURFACE_TYPE, EGL14.EGL_PBUFFER_BIT, EGL14.EGL_NONE }; android.opengl.EGLConfig[] configs = new android.opengl.EGLConfig[1]; int[] numConfig = new int[1]; EGL14.eglChooseConfig(dpy, configAttr, 0, configs, 0, 1, numConfig, 0); //noinspection StatementWithEmptyBody if (numConfig[0] == 0) { // TROUBLE! No config found. } android.opengl.EGLConfig config = configs[0]; // To make a context current, which we will need later, // you need a rendering surface, even if you don't actually plan to render. // To satisfy this requirement, create a small offscreen (Pbuffer) surface: int[] surfAttr = { EGL14.EGL_WIDTH, 64, EGL14.EGL_HEIGHT, 64, EGL14.EGL_NONE }; android.opengl.EGLSurface surf = EGL14.eglCreatePbufferSurface(dpy, config, surfAttr, 0); // Next, create the context: int[] ctxAttrib = { EGL14.EGL_CONTEXT_CLIENT_VERSION, 2, EGL14.EGL_NONE }; android.opengl.EGLContext ctx = EGL14.eglCreateContext(dpy, config, EGL14.EGL_NO_CONTEXT, ctxAttrib, 0); // Ready to make the context current now: EGL14.eglMakeCurrent(dpy, surf, surf, ctx); // If all of the above succeeded (error checking was omitted), you can make your OpenGL calls now: int[] maxSize = new int[1]; GLES20.glGetIntegerv(GLES20.GL_MAX_TEXTURE_SIZE, maxSize, 0); // Once you're all done, you can tear down everything: EGL14.eglMakeCurrent(dpy, EGL14.EGL_NO_SURFACE, EGL14.EGL_NO_SURFACE, EGL14.EGL_NO_CONTEXT); EGL14.eglDestroySurface(dpy, surf); EGL14.eglDestroyContext(dpy, ctx); EGL14.eglTerminate(dpy); return maxSize[0]; } }