I understand this is an old post, but your problem is that you incorrectly initialized the EGLContext.
Usually you want to use GLSurfaceView or TextureView to actually include your GL content in the View hierarchy. GLSurfaceView will handle a lot of things for you on how to properly create an EGLContext and control the rendering flow. TextureView requires a bit more manual work.
Once you have a context using any of these methods, you can use:
GLES20.glGetIntegerv(GLES20.GL_MAX_TEXTURE_SIZE, size, 0);
Assuming you have linked the OpenGL ES 2.0 API. First, make sure that you have created your EGLContext correctly and can make EGL and GLES calls, then you can request the maximum texture size.
You can see Romain Guy's message about using TextureView, like GLSurfaceView, to see detailed details on managing your own EGLContext here ( https://groups.google.com/d/msg/android-developers/U5RXFGpAHPE/IqHeIeGXhr0J ):
GLSurfaceView handles the GL setting for you, which TextureView will not do. TextureView can be used as a native window when creating an EGL surface. Here is an example (the interesting part is a call to eglCreateWindowSurface ()):
@Override public void onSurfaceTextureAvailable(SurfaceTexture surface, int width, int height) { mRenderThread = new RenderThread(getResources(), surface); mRenderThread.start(); } private static class RenderThread extends Thread { private static final String LOG_TAG = "GLTextureView"; static final int EGL_CONTEXT_CLIENT_VERSION = 0x3098; static final int EGL_OPENGL_ES2_BIT = 4; private volatile boolean mFinished; private final Resources mResources; private final SurfaceTexture mSurface; private EGL10 mEgl; private EGLDisplay mEglDisplay; private EGLConfig mEglConfig; private EGLContext mEglContext; private EGLSurface mEglSurface; private GL mGL; RenderThread(Resources resources, SurfaceTexture surface) { mResources = resources; mSurface = surface; } private static final String sSimpleVS = "attribute vec4 position;\n" + "attribute vec2 texCoords;\n" + "varying vec2 outTexCoords;\n" + "\nvoid main(void) {\n" + " outTexCoords = texCoords;\n" + " gl_Position = position;\n" + "}\n\n"; private static final String sSimpleFS = "precision mediump float;\n\n" + "varying vec2 outTexCoords;\n" + "uniform sampler2D texture;\n" + "\nvoid main(void) {\n" + " gl_FragColor = texture2D(texture, outTexCoords);\n" + "}\n\n"; private static final int FLOAT_SIZE_BYTES = 4; private static final int TRIANGLE_VERTICES_DATA_STRIDE_BYTES = 5 * FLOAT_SIZE_BYTES; private static final int TRIANGLE_VERTICES_DATA_POS_OFFSET = 0; private static final int TRIANGLE_VERTICES_DATA_UV_OFFSET = 3; private final float[] mTriangleVerticesData = { // X, Y, Z, U, V -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, }; @Override public void run() { initGL(); FloatBuffer triangleVertices = ByteBuffer.allocateDirect(mTriangleVerticesData.length * FLOAT_SIZE_BYTES).order(ByteOrder.nativeOrder()).asFloatBuffer(); triangleVertices.put(mTriangleVerticesData).position(0); int texture = loadTexture(R.drawable.large_photo); int program = buildProgram(sSimpleVS, sSimpleFS); int attribPosition = glGetAttribLocation(program, "position"); checkGlError(); int attribTexCoords = glGetAttribLocation(program, "texCoords"); checkGlError(); int uniformTexture = glGetUniformLocation(program, "texture"); checkGlError(); glBindTexture(GL_TEXTURE_2D, texture); checkGlError(); glUseProgram(program); checkGlError(); glEnableVertexAttribArray(attribPosition); checkGlError(); glEnableVertexAttribArray(attribTexCoords); checkGlError(); glUniform1i(uniformTexture, texture); checkGlError(); while (!mFinished) { checkCurrent(); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); checkGlError(); glClear(GL_COLOR_BUFFER_BIT); checkGlError(); // drawQuad triangleVertices.position(TRIANGLE_VERTICES_DATA_POS_OFFSET); glVertexAttribPointer(attribPosition, 3, GL_FLOAT, false, TRIANGLE_VERTICES_DATA_STRIDE_BYTES, triangleVertices); triangleVertices.position(TRIANGLE_VERTICES_DATA_UV_OFFSET); glVertexAttribPointer(attribTexCoords, 3, GL_FLOAT, false, TRIANGLE_VERTICES_DATA_STRIDE_BYTES, triangleVertices); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); if (!mEgl.eglSwapBuffers(mEglDisplay, mEglSurface)) { throw new RuntimeException("Cannot swap buffers"); } checkEglError(); try { Thread.sleep(2000); } catch (InterruptedException e) { // Ignore } } finishGL(); } private int loadTexture(int resource) { int[] textures = new int[1]; glActiveTexture(GL_TEXTURE0); glGenTextures(1, textures, 0); checkGlError(); int texture = textures[0]; glBindTexture(GL_TEXTURE_2D, texture); checkGlError(); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); Bitmap bitmap = BitmapFactory.decodeResource(mResources, resource); GLUtils.texImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bitmap, GL_UNSIGNED_BYTE, 0); checkGlError(); bitmap.recycle(); return texture; } private int buildProgram(String vertex, String fragment) { int vertexShader = buildShader(vertex, GL_VERTEX_SHADER); if (vertexShader == 0) return 0; int fragmentShader = buildShader(fragment, GL_FRAGMENT_SHADER); if (fragmentShader == 0) return 0; int program = glCreateProgram(); glAttachShader(program, vertexShader); checkGlError(); glAttachShader(program, fragmentShader); checkGlError(); glLinkProgram(program); checkGlError(); int[] status = new int[1]; glGetProgramiv(program, GL_LINK_STATUS, status, 0); if (status[0] != GL_TRUE) { String error = glGetProgramInfoLog(program); Log.d(LOG_TAG, "Error while linking program:\n" + error); glDeleteShader(vertexShader); glDeleteShader(fragmentShader); glDeleteProgram(program); return 0; } return program; } private int buildShader(String source, int type) { int shader = glCreateShader(type); glShaderSource(shader, source); checkGlError(); glCompileShader(shader); checkGlError(); int[] status = new int[1]; glGetShaderiv(shader, GL_COMPILE_STATUS, status, 0); if (status[0] != GL_TRUE) { String error = glGetShaderInfoLog(shader); Log.d(LOG_TAG, "Error while compiling shader:\n" + error); glDeleteShader(shader); return 0; } return shader; } private void checkEglError() { int error = mEgl.eglGetError(); if (error != EGL10.EGL_SUCCESS) { Log.w(LOG_TAG, "EGL error = 0x" + Integer.toHexString(error)); } } private void checkGlError() { int error = glGetError(); if (error != GL_NO_ERROR) { Log.w(LOG_TAG, "GL error = 0x" + Integer.toHexString(error)); } } private void finishGL() { mEgl.eglDestroyContext(mEglDisplay, mEglContext); mEgl.eglDestroySurface(mEglDisplay, mEglSurface); } private void checkCurrent() { if (!mEglContext.equals(mEgl.eglGetCurrentContext()) || !mEglSurface.equals(mEgl.eglGetCurrentSurface(EGL10.EGL_DRAW))) { if (!mEgl.eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface, mEglContext)) { throw new RuntimeException("eglMakeCurrent failed " + GLUtils.getEGLErrorString(mEgl.eglGetError())); } } } private void initGL() { mEgl = (EGL10) EGLContext.getEGL(); mEglDisplay = mEgl.eglGetDisplay(EGL10.EGL_DEFAULT_DISPLAY); if (mEglDisplay == EGL10.EGL_NO_DISPLAY) { throw new RuntimeException("eglGetDisplay failed " + GLUtils.getEGLErrorString(mEgl.eglGetError())); } int[] version = new int[2]; if (!mEgl.eglInitialize(mEglDisplay, version)) { throw new RuntimeException("eglInitialize failed " + GLUtils.getEGLErrorString(mEgl.eglGetError())); } mEglConfig = chooseEglConfig(); if (mEglConfig == null) { throw new RuntimeException("eglConfig not initialized"); } mEglContext = createContext(mEgl, mEglDisplay, mEglConfig); mEglSurface = mEgl.eglCreateWindowSurface(mEglDisplay, mEglConfig, mSurface, null); if (mEglSurface == null || mEglSurface == EGL10.EGL_NO_SURFACE) { int error = mEgl.eglGetError(); if (error == EGL10.EGL_BAD_NATIVE_WINDOW) { Log.e(LOG_TAG, "createWindowSurface returned EGL_BAD_NATIVE_WINDOW."); return; } throw new RuntimeException("createWindowSurface failed " + GLUtils.getEGLErrorString(error)); } if (!mEgl.eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface, mEglContext)) { throw new RuntimeException("eglMakeCurrent failed " + GLUtils.getEGLErrorString(mEgl.eglGetError())); } mGL = mEglContext.getGL(); } EGLContext createContext(EGL10 egl, EGLDisplay eglDisplay, EGLConfig eglConfig) { int[] attrib_list = { EGL_CONTEXT_CLIENT_VERSION, 2, EGL10.EGL_NONE }; return egl.eglCreateContext(eglDisplay, eglConfig, EGL10.EGL_NO_CONTEXT, attrib_list); } private EGLConfig chooseEglConfig() { int[] configsCount = new int[1]; EGLConfig[] configs = new EGLConfig[1]; int[] configSpec = getConfig(); if (!mEgl.eglChooseConfig(mEglDisplay, configSpec, configs, 1, configsCount)) { throw new IllegalArgumentException("eglChooseConfig failed " + GLUtils.getEGLErrorString(mEgl.eglGetError())); } else if (configsCount[0] > 0) { return configs[0]; } return null; } private int[] getConfig() { return new int[] { EGL10.EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, EGL10.EGL_RED_SIZE, 8, EGL10.EGL_GREEN_SIZE, 8, EGL10.EGL_BLUE_SIZE, 8, EGL10.EGL_ALPHA_SIZE, 8, EGL10.EGL_DEPTH_SIZE, 0, EGL10.EGL_STENCIL_SIZE, 0, EGL10.EGL_NONE }; } void finish() { mFinished = true; } }
You could also go the NDK route and probably it would be a simpler transition from Objective C.