Im implementing Render to texture Using FBOs in android, as first step im creating a texture, but i get error 1280 by calling GLES20.glGenTextures method.
the Texture Creator function is bellow:
public int CreateTexture(int w, int h){
final int[] textureId = new int[1];
int i;
//ijad mikonim 1 Adad texturte ro rooye textureID
GLES20.glGenTextures(1, textureId,0);
i = GLES20.glGetError();
//BindTexture miad texturo ro baraaye call shodan amaade mikone
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId[0]);
//texture nahaE ro ijaad mikonim
GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGBA, w, h, 0, GLES20.GL_RGBA, GLES20.GL_FLOAT, null);
//in null tooye voroodie akharie bala, mige ke fazaa ro baraye texture ijad kon vali ba hichi poresh nakon hanooz
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_NEAREST);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);
if(i!=0){
Log.d("ERROR", "ERROR Happend"+i+"");
return i;
}
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
return textureId[0];
}
when i call this method it returns error 1280.
You got a GL_INVALID_ENUM error, which means you passed an unsupported enum value to a GL function. error is not in CreateTexture function , it is probably in function call before CreateTexture or in your opengl init function
Related
How I can load an image as a texture and rendering it through GLES to use the MediaCodec Surface input approach?
I was started from EncodeAndMuxTest example.
Thank you in advance.
Look at sample from grafika ,it will give you insight about how you should do it
Here is code to load bitmap into texture
int mTextureId = -1;
public void loadTexture(Bitmap bitmap)
{
if (mTextureId != -1) {
int[] textureHandle = new int[1];
GLES20.glGenTextures(1, textureHandle, 0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureId);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,
GLES20.GL_TEXTURE_MIN_FILTER,
GLES20.GL_NEAREST);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,
GLES20.GL_TEXTURE_MAG_FILTER,
GLES20.GL_LINEAR);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D,
GLES20.GL_TEXTURE_WRAP_S,
GLES20.GL_CLAMP_TO_EDGE);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D,
GLES20.GL_TEXTURE_WRAP_T,
GLES20.GL_CLAMP_TO_EDGE);
} else {
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureId);
}
GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);
}
and here is how you can render it to inputsurface
// Create Fullframe rectangle (a class from grafika),
mInputSurface.makeCurrent();
mFullFrameRect = new FullFrameRect(new Texture2dProgram(Texture2dProgram.ProgramType.TEXTURE_2D));
....
// And when you want to draw it
mInputSurface.makeCurrent(); // if its not already current
loadTexture(bitmap);
GLES20.glViewport(0, 0, viewWidth, viewHeight);
mFullFrameRect.drawFrame(mTextureId, GlUtil.IDENTITY_MATRIX);
mInputSurface.setPresentationTime(pts);
mInputSurface.swapBuffers();
FullFrameRect, Texture2dProgram, GlUtil are classes from Grafika, so you should copy it or implement similar functionality by yourself
Can someone please help me figure out what is the problem with my code? I am trying to load an image from the native side and send the texture to Unity. I am using Unity Pro 5.0.2f1.
Unity Side:
void Start () {
AndroidJavaObject mImageLoader = new AndroidJavaObject("com.saeid.android.LoadTexture2D");
Texture2D texture2D = new Texture2D(1920, 1080, TextureFormat.ARGB32, false);
Int32 texPtr = mImageLoader.Call <Int32> ("loadImageReturnTexturePtr", "/storage/sdcard0/Images/test.jpg");
Debug.Log("texture pointer? " + texPtr);
Texture2D nativeTexture = Texture2D.CreateExternalTexture (1920, 1080, TextureFormat.ARGB32 , false, false, (IntPtr)texPtr);
texture2D.UpdateExternalTexture(nativeTexture.GetNativeTexturePtr());
gameObject.GetComponent<Renderer>().material.mainTexture = texture2D;
}
Java Side:
public int loadImageReturnTexturePtr(String imagePath) {
Log.d(LOGTAG, "loading image1: " + imagePath);
Bitmap bitmap = BitmapFactory.decodeFile(imagePath);
Log.d(LOGTAG, "Bitmap is: " + bitmap);
ByteBuffer buffer = ByteBuffer.allocate(bitmap.getByteCount());
bitmap.copyPixelsToBuffer(buffer);
int textures[] = new int[1];
GLES20.glGenTextures(1, textures, 0);
int textureId = textures[0];
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId);
GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGBA, 1920, 1080, 0, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, buffer);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S,
GLES20.GL_CLAMP_TO_EDGE);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T,
GLES20.GL_CLAMP_TO_EDGE);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
Log.d(LOGTAG, "texture id returned: " + textureId);
return textureId;
}
So, I figured it out... The code is actually correct. except the texture format in both side should be the same.
In my case, I have TextureFormat.ARGB32 (in unity side) and GLES20.GL_RGBA (in Java side) which don't match. Also somehow GLES20.glTexImage2D(...) didn't work for me. I replaced it with
GLUtils.texImage2D(GLES20.GL_TEXTURE_2D,0, bitmap,0); and finally I noticed the same code works on same Unity versions and doesn't work on some other. for example it is not working in 5.0.2f1 but it works in 5.0.3.
In addition to ensuring that both Unity and the native plugin expect the same image format, an issue I've experienced is that creating the texture on the CPU thread fails because the thread doesn't have access to the opengl context.
My solution to the problem was to instead create the texture on the render thread, using Unity's GL.IssuePluginEvent.
I develop video app on Android and use OpenGL for render and filtering video from camera via shaders. One of my shaders use two textures - one is live frame from camera and another is the previous render pass result. So I need to render picture twice - to screen for preview and to separate Texture for next render pass. To achieve it I use Frame Buffer object. Here is my code:
For init frame buffer:
private void initPredrawBuffer() {
GLES20.glActiveTexture(GLES20.GL_TEXTURE1);
prevBuffer = new int[1];
GLES20.glGenFramebuffers(1, prevBuffer, 0);
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, prevBuffer[0]);
prevTexture = new int[1];
GLES20.glGenTextures(1, prevTexture, 0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, prevTexture[0]);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER,
GLES20.GL_NEAREST);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER,
GLES20.GL_LINEAR);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S,
GLES20.GL_CLAMP_TO_EDGE);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T,
GLES20.GL_CLAMP_TO_EDGE);
GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGBA, mFrameWidth, mFrameHeight, 0, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, null);
GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0, GLES20.GL_TEXTURE_2D, prevTexture[0], 0);
int[] depthRenderbuffers = new int[1];
GLES20.glGenRenderbuffers(1, depthRenderbuffers, 0);
GLES20.glBindRenderbuffer(GLES20.GL_RENDERBUFFER, depthRenderbuffers[0]);
GLES20.glRenderbufferStorage(GLES20.GL_RENDERBUFFER, GLES20.GL_DEPTH_COMPONENT16, mFrameWidth, mFrameHeight);
GLES20.glFramebufferRenderbuffer(GLES20.GL_FRAMEBUFFER, GLES20.GL_DEPTH_ATTACHMENT, GLES20.GL_RENDERBUFFER, depthRenderbuffers[0]);
int status = GLES20.glCheckFramebufferStatus(GLES20.GL_FRAMEBUFFER);
if (status != GLES20.GL_FRAMEBUFFER_COMPLETE) {
throw new RuntimeException("Incomplete buffer");
}
}
and for render:
private void draw(boolean offScreen, float[] mvpMatrix, FloatBuffer vertexBuffer, int firstVertex,
int vertexCount, int coordsPerVertex, int vertexStride,
float[] texMatrix, FloatBuffer texBuffer, int textureId, int texStride) {
GlUtil.checkGlError("draw start");
if (offScreen)
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, prevBuffer[0]);
else
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
// Select the program.
GLES20.glUseProgram(firstFrame && firstFrameProgram > 0 ? firstFrameProgram : mProgramHandle);
GlUtil.checkGlError("glUseProgram");
// Set the texture.
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, textureId);
// Copy the model / view / projection matrix over.
GLES20.glUniformMatrix4fv(muMVPMatrixLoc, 1, false, mvpMatrix, 0);
GlUtil.checkGlError("glUniformMatrix4fv");
// Copy the texture transformation matrix over.
GLES20.glUniformMatrix4fv(muTexMatrixLoc, 1, false, texMatrix, 0);
GlUtil.checkGlError("glUniformMatrix4fv");
// Enable the "aPosition" vertex attribute.
GLES20.glEnableVertexAttribArray(maPositionLoc);
GlUtil.checkGlError("glEnableVertexAttribArray");
// Connect vertexBuffer to "aPosition".
GLES20.glVertexAttribPointer(maPositionLoc, coordsPerVertex,
GLES20.GL_FLOAT, false, vertexStride, vertexBuffer);
GlUtil.checkGlError("glVertexAttribPointer");
// Enable the "aTextureCoord" vertex attribute.
GLES20.glEnableVertexAttribArray(maTextureCoordLoc);
GlUtil.checkGlError("glEnableVertexAttribArray");
// Connect texBuffer to "aTextureCoord".
GLES20.glVertexAttribPointer(maTextureCoordLoc, 2,
GLES20.GL_FLOAT, false, texStride, texBuffer);
GlUtil.checkGlError("glVertexAttribPointer");
// Setting Light Trails filter params
if (mProgramType == ProgramType.TEXTURE_LIGHT_TRAILS && !firstFrame) {
GLES20.glUniform1i(muTextureNew, 0);
GlUtil.checkGlError("glUniform1i muTextureNew");
GLES20.glActiveTexture(GLES20.GL_TEXTURE1);
GlUtil.checkGlError("temp glActiveTexture");
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, prevTexture[0]);
GlUtil.checkGlError("temp glBindTexture");
GLES20.glUniform1i(muTexturePrev, 1);
GlUtil.checkGlError("glUniform1i muTexturePrev");
GLES20.glUniform1f(muLightTrailsExposure, lightTrailsKernel[0]);
GlUtil.checkGlError("glUniform1f muLightTrailsExposure");
GLES20.glUniform1f(muLightTrailsEcho, lightTrailsKernel[1]);
GlUtil.checkGlError("glUniform1f muLightTrailsEcho");
GLES20.glUniform1f(muLightTrailsLimit, lightTrailsKernel[2]);
GlUtil.checkGlError("glUniform1f muLightTrailsLimit");
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GlUtil.checkGlError("temp glActiveTexture");
}
// Draw the rect.
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, firstVertex, vertexCount);
GlUtil.checkGlError("glDrawArrays");
GLES20.glFinish();
}
The problem is that render to frame buffer not working, and glReadPixels always return an empty array. Render to screen works fine.
I am rendering to a frame buffer, and then I want to use that as a texture.
I can save the frame buffer to a file using glReadPixels so I am sure that I am rendering OK.
I can bind to fixed texture and render that OK.
But I cannot bind to the frame buffer to render that in place of the fixed texture.
//setup:
private void setupRenderToTexture() {
fb = new int[numberOfBuffers];
depthRb = new int[numberOfBuffers];
renderTex = new int[numberOfBuffers];
texBuffer = new IntBuffer[numberOfBuffers];
// generate
GLES20.glGenFramebuffers(fb.length, fb, 0);
GLES20.glGenRenderbuffers(depthRb.length, depthRb, 0);
GLES20.glGenTextures(renderTex.length, renderTex, 0);
GLErrorHandler.checkGlError("glGenFramebuffers");
for (int i = 0; i < fb.length; i++) {
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, fb[i]);
// generate color texture
GLState.Instance.bindTexture(0, renderTex[i]);
// parameters
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D,
// GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE);
GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_REPEAT);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D,
// GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);
GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_REPEAT);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D,
GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D,
GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR);
// create it
// create an empty intbuffer first?
int[] fileData = new int[width * height];
texBuffer[i] = IntBuffer.wrap(fileData);
GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGBA, width,
height, 0, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE,
texBuffer[i]);
GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0, GLES20.GL_TEXTURE_2D,
renderTex[i], 0);
// create render buffer and bind 16-bit depth buffer
GLES20.glBindRenderbuffer(GLES20.GL_RENDERBUFFER, depthRb[i]);
GLES20.glRenderbufferStorage(GLES20.GL_RENDERBUFFER,
GLES20.GL_DEPTH_COMPONENT16, width, height);
GLErrorHandler.checkGlError("glRenderbufferStorage or above");
}
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
}
Use the frame buffer:
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, fb[0]);
Save the frame buffer (for testing):
GLES20.glReadPixels(sourceX, sourceY, width, height, GL10.GL_RGBA,
GL10.GL_UNSIGNED_BYTE, ib);
Then to render to screen:
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, fb[0]);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texture); //some simple texture works but:
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, renderTex[0]); //frame buffer texture does not work
All I get is a black screen if I bind to renderTex[0]
You are mis-using the FBO. You have to attach an empty texture so that it can render into it.
See this page
In my app I am trying to use textures but I am getting the errors
:0: SGXQueueTransfer: all paths failed
:0: HardwareMipGen: Failed to generate texture mipmap levels (error=3)
on my Galaxy Nexus. I don't get these errors on my EVO 4G.
Here is the relevant loading code.
private static int load(Context context, int resID) {
Bitmap bitmap = BitmapFactory.decodeResource(context.getResources(),
resID);
int[] texts = new int[1];
GLES20.glGenTextures(1, texts, 0);
int texID = texts[0];
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texID);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,
GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,
GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S,
GLES20.GL_CLAMP_TO_EDGE);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T,
GLES20.GL_REPEAT);
GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);
return texID;
}
private static int loadWithMipmap(Context context, int resID) {
int texID = load(context, resID);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,
GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR_MIPMAP_NEAREST);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,
GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR_MIPMAP_NEAREST);
GLES20.glGenerateMipmap(GLES20.GL_TEXTURE_2D);
return texID;
}
Any ideas what is going on and how I can fix it?
EDIT: There is only one image causing the error and it is a 1024x2048 png.
I saw this, and it worked once I squashed the image to be square. OpenGL doesn't give an error.
Frickin' scary. Tested on a Galaxy Nexus 7.
You need to do the following:
GLES20.glTexParameterf(
GLES20.GL_TEXTURE_2D,
GLES20.GL_TEXTURE_MIN_FILTER,
GLES20.GL_LINEAR_MIPMAP_NEAREST);
this.context.checkError("GL_TEXTURE_MIN_FILTER");
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,
GLES20.GL_TEXTURE_MAG_FILTER,
GLES20.GL_LINEAR);
Strictly speaking, I guess GL_LINEAR_MIPMAP_NEAREST isn't a valid MAG_FILTER. Nexus 7 thinks so anyway. And it mipmaps beautifully with the change made.
Wild guess, as I don't have any access to the hardware you're mentioning, but does the error occur with a texture that has non power of two dimensions ?