I want to do off-screen image processing on Android in native code, so I need create the openGL context in native code by EGL.
By EGL, we can create EGLSurface, I can see there are three choices there:
* EGL_WINDOW_BIT
* EGL_PIXMAP_BIT
* EGL_BUFFER_BIT
The first one is for on-screen processing, the second one is for off-screen, so I use EGL_PIXMAP_BIT like this:
// Step 1 - Get the default display.
EGLDisplay eglDisplay = eglGetDisplay((EGLNativeDisplayType) 0);
if ((eglDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY)) == EGL_NO_DISPLAY) {
LOGH("eglGetDisplay() returned error %d", eglGetError());
exit(-1);
}
// Step 2 - Initialize EGL.
if (!eglInitialize(eglDisplay, 0, 0)) {
LOGH("eglInitialize() returned error %d", eglGetError());
exit(-1);
}
// Step 3 - Make OpenGL ES the current API.
eglBindAPI(EGL_OPENGL_ES_API);
// Step 4 - Specify the required configuration attributes.
EGLint pi32ConfigAttribs[] = { EGL_SURFACE_TYPE, EGL_PIXMAP_BIT,
EGL_BLUE_SIZE, 8, EGL_GREEN_SIZE, 8, EGL_RED_SIZE, 8, EGL_NONE,
EGL_BIND_TO_TEXTURE_RGBA, EGL_TRUE };
// Step 5 - Find a config that matches all requirements.
int iConfigs;
EGLConfig eglConfig;
eglChooseConfig(eglDisplay, pi32ConfigAttribs, &eglConfig, 1, &iConfigs);
if (iConfigs != 1) {
LOGH(
"Error: eglChooseConfig(): config not found %d - %d.\n", eglGetError(), iConfigs);
exit(-1);
}
// Step 6 - Create a surface to draw to.
EGLSurface eglSurface = eglCreatePbufferSurface(eglDisplay, eglConfig,
NULL);
// Step 7 - Create a context.
EGLContext eglContext = eglCreateContext(eglDisplay, eglConfig, NULL,
ai32ContextAttribs);
// Step 8 - Bind the context to the current thread
eglMakeCurrent(eglDisplay, eglSurface, eglSurface, eglContext);
The code failed at step 5, it seems Android doesn't support off screen processing? EGL_PIXMAP_BIT type is not supported.!
You are trying to use EGL options that just don't work on Android and pbuffers only work on some GPUs - not Nvidia Tegra. pi32ConfigAttribs[] should look like this regardless of whether it will be on-screen or off-screen:
EGLint pi32ConfigAttribs[] =
{
EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
EGL_RED_SIZE, 8,
EGL_GREEN_SIZE, 8,
EGL_BLUE_SIZE, 8,
EGL_ALPHA_SIZE, 8,
EGL_DEPTH_SIZE, 0,
EGL_STENCIL_SIZE, 0,
EGL_NONE
};
Android is very inflexible in how they support off-screen EGLSurfaces. They defined their own pixmap type named EGL_NATIVE_BUFFER_ANDROID.
To create an EGL surface that is off-screen on Android, construct a SurfaceTexture and pass that to eglCreateWindowSurface(). You should also look at using the EGL Image Extension and EGL_NATIVE_BUFFER_ANDROID, as discussed here:
http://software.intel.com/en-us/articles/using-opengl-es-to-accelerate-apps-with-legacy-2d-guis
http://software.intel.com/en-us/articles/porting-opengl-games-to-android-on-intel-atom-processors-part-1
UPDATE:
Here is some sample code that creates an off-screen surface:
private EGL10 mEgl;
private EGLConfig[] maEGLconfigs;
private EGLDisplay mEglDisplay = null;
private EGLContext mEglContext = null;
private EGLSurface mEglSurface = null;
private EGLSurface[] maEglSurfaces = new EGLSurface[MAX_SURFACES];
#Override
public void onSurfaceTextureAvailable(SurfaceTexture surfaceTexture, int width, int height)
{
InitializeEGL();
CreateSurfaceEGL(surfaceTexture, width, height);
}
private void InitializeEGL()
{
mEgl = (EGL10)EGLContext.getEGL();
mEglDisplay = mEgl.eglGetDisplay(EGL10.EGL_DEFAULT_DISPLAY);
if (mEglDisplay == EGL10.EGL_NO_DISPLAY)
throw new RuntimeException("Error: eglGetDisplay() Failed " + GLUtils.getEGLErrorString(mEgl.eglGetError()));
int[] version = new int[2];
if (!mEgl.eglInitialize(mEglDisplay, version))
throw new RuntimeException("Error: eglInitialize() Failed " + GLUtils.getEGLErrorString(mEgl.eglGetError()));
maEGLconfigs = new EGLConfig[1];
int[] configsCount = new int[1];
int[] configSpec = 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
};
if ((!mEgl.eglChooseConfig(mEglDisplay, configSpec, maEGLconfigs, 1, configsCount)) || (configsCount[0] == 0))
throw new IllegalArgumentException("Error: eglChooseConfig() Failed " + GLUtils.getEGLErrorString(mEgl.eglGetError()));
if (maEGLconfigs[0] == null)
throw new RuntimeException("Error: eglConfig() not Initialized");
int[] attrib_list = { EGL_CONTEXT_CLIENT_VERSION, 2, EGL10.EGL_NONE };
mEglContext = mEgl.eglCreateContext(mEglDisplay, maEGLconfigs[0], EGL10.EGL_NO_CONTEXT, attrib_list);
}
private void CreateSurfaceEGL(SurfaceTexture surfaceTexture, int width, int height)
{
surfaceTexture.setDefaultBufferSize(width, height);
mEglSurface = mEgl.eglCreateWindowSurface(mEglDisplay, maEGLconfigs[0], surfaceTexture, null);
if (mEglSurface == null || mEglSurface == EGL10.EGL_NO_SURFACE)
{
int error = mEgl.eglGetError();
if (error == EGL10.EGL_BAD_NATIVE_WINDOW)
{
Log.e(LOG_TAG, "Error: createWindowSurface() Returned EGL_BAD_NATIVE_WINDOW.");
return;
}
throw new RuntimeException("Error: createWindowSurface() Failed " + GLUtils.getEGLErrorString(error));
}
if (!mEgl.eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface, mEglContext))
throw new RuntimeException("Error: eglMakeCurrent() Failed " + GLUtils.getEGLErrorString(mEgl.eglGetError()));
int[] widthResult = new int[1];
int[] heightResult = new int[1];
mEgl.eglQuerySurface(mEglDisplay, mEglSurface, EGL10.EGL_WIDTH, widthResult);
mEgl.eglQuerySurface(mEglDisplay, mEglSurface, EGL10.EGL_HEIGHT, heightResult);
Log.i(LOG_TAG, "EGL Surface Dimensions:" + widthResult[0] + " " + heightResult[0]);
}
private void DeleteSurfaceEGL(EGLSurface eglSurface)
{
if (eglSurface != EGL10.EGL_NO_SURFACE)
mEgl.eglDestroySurface(mEglDisplay, eglSurface);
}
Related
I'm having issues when trying to initialize the EGLContext only on Android emulators.
For a strange reason, when I try to get the EGL3 Config it doesn't find anything...
This is the logic that I'm using:
EGL14.eglInitialize(mEGLDisplay, version, 0, version, 1)
EGLConfig config = getConfig(flags, 3);
if (config != null) {
int[] attrib3_list = {
EGL14.EGL_CONTEXT_CLIENT_VERSION, 3,
EGL14.EGL_NONE
};
EGLContext context = EGL14.eglCreateContext(mEGLDisplay, config, sharedContext,
attrib3_list, 0);
if (EGL14.eglGetError() == EGL14.EGL_SUCCESS) {
//Log.d(TAG, "Got GLES 3 config");
mEGLConfig = config;
mEGLContext = context;
mGlVersion = 3;
}
}
And here is the getConfig method
/**
* Finds a suitable EGLConfig.
*
* #param flags Bit flags from constructor.
* #param version Must be 2 or 3.
*/
private EGLConfig getConfig(int flags, int version) {
int renderableType = EGL14.EGL_OPENGL_ES2_BIT;
if (version >= 3) {
renderableType |= EGLExt.EGL_OPENGL_ES3_BIT_KHR;
}
// The actual surface is generally RGBA or RGBX, so situationally omitting alpha
// doesn't really help. It can also lead to a huge performance hit on glReadPixels()
// when reading into a GL_RGBA buffer.
int[] attribList = {
EGL14.EGL_RED_SIZE, 8,
EGL14.EGL_GREEN_SIZE, 8,
EGL14.EGL_BLUE_SIZE, 8,
EGL14.EGL_ALPHA_SIZE, 8,
EGL14.EGL_SAMPLES, 4,
//EGL14.EGL_DEPTH_SIZE, 16,
//EGL14.EGL_STENCIL_SIZE, 8,
EGL14.EGL_RENDERABLE_TYPE, renderableType,
EGL14.EGL_NONE, 0, // placeholder for recordable [#-3]
EGL14.EGL_NONE
};
if ((flags & FLAG_RECORDABLE) != 0) {
attribList[attribList.length - 3] = EGL_RECORDABLE_ANDROID;
attribList[attribList.length - 2] = 1;
}
EGLConfig[] configs = new EGLConfig[1];
int[] numConfigs = new int[1];
if (!EGL14.eglChooseConfig(mEGLDisplay, attribList, 0, configs, 0, configs.length,
numConfigs, 0)) {
Log.w(TAG, "unable to find RGB8888 / " + version + " EGLConfig");
return null;
}
return configs[0];
}
The emulator it's already compatible with EGL3; since I'm getting the following log: D/EGL_emulation: eglMakeCurrent: 0xe7205360: ver 3 0 (tinfo 0xe72031f0)
I'm out of ideas here...
Finally! I was able to get a valid configuration. So the problem was given by the following if
if (!EGL14.eglChooseConfig(mEGLDisplay, attribList, 0, configs, 0, configs.length,
numConfigs, 0)) {
Log.w(TAG, "unable to find RGB8888 / " + version + " EGLConfig");
return null;
}
Only on emulators eglChooseConfig will always return false, even if it found a valid configuration...
So I ended up with the following logic:
EGL14.eglChooseConfig(mEGLDisplay, attribList, 0, configs, 0, configs.length,
numConfigs, 0);
if (EGL14.eglGetError() != EGL14.EGL_SUCCESS) {
Log.w(TAG, "unable to find RGB8888 / " + version + " EGLConfig " + EGL14.eglGetError());
return null;
}
I know it's a bit of a Hack, but for the time being "it works"
I made android camera app and I need to use Pbuffer for rendering captured
image.
I got a crash when initialize OpenGL.
Actually This crash occur when Users use my app, I got this messages from Fabric
So, I can't reproduce a crash... and don't know why it happen
Maybe I did something wrong.
Please review my code
private void initGL(int width, int height) {
egl10 = (EGL10) EGLContext.getEGL();
eglDisplay = egl10.eglGetDisplay(EGL10.EGL_DEFAULT_DISPLAY);
if (eglDisplay == EGL10.EGL_NO_DISPLAY) {
throw new RuntimeException("eglGetDisplay failed " +
android.opengl.GLUtils.getEGLErrorString(egl10.eglGetError()));
}
int[] version = new int[2];
if (!egl10.eglInitialize(eglDisplay, version)) {
throw new RuntimeException("eglInitialize failed " +
android.opengl.GLUtils.getEGLErrorString(egl10.eglGetError()));
}
int[] configsCount = new int[1];
EGLConfig[] configs = new EGLConfig[1];
int[] configSpec = {
EGL10.EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
EGL10.EGL_SURFACE_TYPE, EGL_PBUFFER_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
};
EGLConfig eglConfig = null;
if (!egl10.eglChooseConfig(eglDisplay, configSpec, configs, 1, configsCount)) {
throw new IllegalArgumentException("eglChooseConfig failed " +
android.opengl.GLUtils.getEGLErrorString(egl10.eglGetError()));
} else if (configsCount[0] > 0) {
eglConfig = configs[0];
}
if (eglConfig == null) {
throw new RuntimeException("eglConfig not initialized");
}
int[] attrib_list = {EGL_CONTEXT_CLIENT_VERSION, 2, EGL10.EGL_NONE};
eglContext = egl10.eglCreateContext(eglDisplay, eglConfig, EGL10.EGL_NO_CONTEXT, attrib_list);
int[] surfaceAttr = {
EGL10.EGL_WIDTH, width,
EGL10.EGL_HEIGHT, height,
EGL10.EGL_NONE
};
eglSurface = egl10.eglCreatePbufferSurface(eglDisplay, eglConfig, surfaceAttr);
if (eglSurface == null || eglSurface == EGL10.EGL_NO_SURFACE) {
throw new RuntimeException("eglCreatePbufferSurface failed " +
android.opengl.GLUtils.getEGLErrorString(egl10.eglGetError()));
}
if (!egl10.eglMakeCurrent(eglDisplay, eglSurface, eglSurface, eglContext)) {
throw new RuntimeException("eglMakeCurrent failed " +
android.opengl.GLUtils.getEGLErrorString(egl10.eglGetError()));
}
}
And this is error messa
Fatal Exception: java.lang.RuntimeException: eglCreatePbufferSurface failed EGL_BAD_ALLOC
at com.teambartender3.filters.FilterableCamera.FCameraCapture.initGL(FCameraCapture.java:307)
at com.teambartender3.filters.FilterableCamera.FCameraCapture.access$200(FCameraCapture.java:48)
at com.teambartender3.filters.FilterableCamera.FCameraCapture$1.run(FCameraCapture.java:141)
at android.os.Handler.handleCallback(Handler.java:751)
at android.os.Handler.dispatchMessage(Handler.java:95)
at android.os.Looper.loop(Looper.java:154)
at android.os.HandlerThread.run(HandlerThread.java:61)
If you want to review full version of my code, you can visit my GitHub Repo
... and the specification says ...
https://www.khronos.org/registry/EGL/sdk/docs/man/html/eglCreatePbufferSurface.xhtml
EGL_BAD_ALLOC is generated if there are not enough resources to
allocate the new surface.
Basically, you're not gracefully handling out-of-memory scenarios.
Problem.
I have a problem with specific android devices. I'm using native C++ library to draw stuff in my app. For a long time the solution I use worked well on different devices, until I received a negative feedback from Samsung Galaxy S4 user (GT-I9500, Android 4.4.2, Exynos 5410). The result of my OpenGL drawing was corrupted. The texture that usually draw fullscreen in this case was shrinked to a quarter of the screen space and aligned to upper right corner. The background drawn with glClearColor was filling full screen tho. I was able to check on three other S4s - out of total four phones my app the drawing is corrupted only on Exynos devices. The other two had Snapdragon and there were no problems on them.
Code.
I've simmplified the code a bit so I can show it here. The task is basic: draw red background and black fullscreen rectangle on top of it.
Below you can see my drawing method. Data I pass to the shaders don't affect anything in this simplified case.
// Use program
glUseProgram(_shaderProgram);
ERROR_STATUS
//bind quad mesh buffer
glBindBuffer(GL_ARRAY_BUFFER, _vbo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _ibo);
ERROR_STATUS
//set attribs
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void *) (2 * sizeof(float)));
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
ERROR_STATUS
// Clear background to red
glClear(GL_COLOR_BUFFER_BIT);
glClearColor(1, 0, 0, 1);
glUniform2fv(_scaleUniform, 1, _eyes[0].scale.data);
glUniform1f(_offsetUniform, _eyes[0].offset);
glUniform1f(_offsetYUniform, _eyes[0].offsetY);
BindTextures(TEX);
// Draw
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, NULL);
ERROR_STATUS
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
ERROR_STATUS
And here is my ConfigChooser(grafika was great help here).
private static class ConfigChooser implements GLSurfaceView.EGLConfigChooser {
public ConfigChooser(int r, int g, int b, int a, int depth, int stencil) {
mRedSize = r;
mGreenSize = g;
mBlueSize = b;
mAlphaSize = a;
mDepthSize = depth;
mStencilSize = stencil;
}
/* This EGL config specification is used to specify 2.0 rendering.
* We use a minimum size of 4 bits for red/green/blue, but will
* perform actual matching in chooseConfig() below.
*/
private static int EGL_OPENGL_ES2_BIT = 4;
private static int[] s_configAttribs2 =
{
EGL10.EGL_RED_SIZE, 4,
EGL10.EGL_GREEN_SIZE, 4,
EGL10.EGL_BLUE_SIZE, 4,
EGL10.EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
EGL10.EGL_NONE
};
public EGLConfig chooseConfig(EGL10 egl, EGLDisplay display) {
/* Get the number of minimally matching EGL configurations
*/
int[] num_config = new int[1];
egl.eglChooseConfig(display, s_configAttribs2, null, 0, num_config);
int numConfigs = num_config[0];
if (numConfigs <= 0) {
throw new IllegalArgumentException("No configs match configSpec");
}
/* Allocate then read the array of minimally matching EGL configs
*/
EGLConfig[] configs = new EGLConfig[numConfigs];
egl.eglChooseConfig(display, s_configAttribs2, configs, numConfigs, num_config);
if (DEBUG) {
printConfigs(egl, display, configs);
}
/* Now return the "best" one
*/
return chooseConfig(egl, display, configs);
}
public EGLConfig chooseConfig(EGL10 egl, EGLDisplay display,
EGLConfig[] configs) {
for(EGLConfig config : configs) {
int d = findConfigAttrib(egl, display, config,
EGL10.EGL_DEPTH_SIZE, 0);
int s = findConfigAttrib(egl, display, config,
EGL10.EGL_STENCIL_SIZE, 0);
// We need at least mDepthSize and mStencilSize bits
if (d < mDepthSize || s < mStencilSize)
continue;
// We want an *exact* match for red/green/blue/alpha
int r = findConfigAttrib(egl, display, config,
EGL10.EGL_RED_SIZE, 0);
int g = findConfigAttrib(egl, display, config,
EGL10.EGL_GREEN_SIZE, 0);
int b = findConfigAttrib(egl, display, config,
EGL10.EGL_BLUE_SIZE, 0);
int a = findConfigAttrib(egl, display, config,
EGL10.EGL_ALPHA_SIZE, 0);
if (r == mRedSize && g == mGreenSize && b == mBlueSize && a == mAlphaSize)
return config;
}
return null;
}
private int findConfigAttrib(EGL10 egl, EGLDisplay display,
EGLConfig config, int attribute, int defaultValue) {
if (egl.eglGetConfigAttrib(display, config, attribute, mValue)) {
return mValue[0];
}
return defaultValue;
}
private void printConfigs(EGL10 egl, EGLDisplay display,
EGLConfig[] configs) {
int numConfigs = configs.length;
Log.w(TAG, String.format("%d configurations", numConfigs));
for (int i = 0; i < numConfigs; i++) {
Log.w(TAG, String.format("Configuration %d:\n", i));
printConfig(egl, display, configs[i]);
}
}
private void printConfig(EGL10 egl, EGLDisplay display,
EGLConfig config) {
int[] attributes = {
EGL10.EGL_BUFFER_SIZE,
EGL10.EGL_ALPHA_SIZE,
EGL10.EGL_BLUE_SIZE,
EGL10.EGL_GREEN_SIZE,
EGL10.EGL_RED_SIZE,
EGL10.EGL_DEPTH_SIZE,
EGL10.EGL_STENCIL_SIZE,
EGL10.EGL_CONFIG_CAVEAT,
EGL10.EGL_CONFIG_ID,
EGL10.EGL_LEVEL,
EGL10.EGL_MAX_PBUFFER_HEIGHT,
EGL10.EGL_MAX_PBUFFER_PIXELS,
EGL10.EGL_MAX_PBUFFER_WIDTH,
EGL10.EGL_NATIVE_RENDERABLE,
EGL10.EGL_NATIVE_VISUAL_ID,
EGL10.EGL_NATIVE_VISUAL_TYPE,
0x3030, // EGL10.EGL_PRESERVED_RESOURCES,
EGL10.EGL_SAMPLES,
EGL10.EGL_SAMPLE_BUFFERS,
EGL10.EGL_SURFACE_TYPE,
EGL10.EGL_TRANSPARENT_TYPE,
EGL10.EGL_TRANSPARENT_RED_VALUE,
EGL10.EGL_TRANSPARENT_GREEN_VALUE,
EGL10.EGL_TRANSPARENT_BLUE_VALUE,
0x3039, // EGL10.EGL_BIND_TO_TEXTURE_RGB,
0x303A, // EGL10.EGL_BIND_TO_TEXTURE_RGBA,
0x303B, // EGL10.EGL_MIN_SWAP_INTERVAL,
0x303C, // EGL10.EGL_MAX_SWAP_INTERVAL,
EGL10.EGL_LUMINANCE_SIZE,
EGL10.EGL_ALPHA_MASK_SIZE,
EGL10.EGL_COLOR_BUFFER_TYPE,
EGL10.EGL_RENDERABLE_TYPE,
0x3042 // EGL10.EGL_CONFORMANT
};
String[] names = {
"EGL_BUFFER_SIZE",
"EGL_ALPHA_SIZE",
"EGL_BLUE_SIZE",
"EGL_GREEN_SIZE",
"EGL_RED_SIZE",
"EGL_DEPTH_SIZE",
"EGL_STENCIL_SIZE",
"EGL_CONFIG_CAVEAT",
"EGL_CONFIG_ID",
"EGL_LEVEL",
"EGL_MAX_PBUFFER_HEIGHT",
"EGL_MAX_PBUFFER_PIXELS",
"EGL_MAX_PBUFFER_WIDTH",
"EGL_NATIVE_RENDERABLE",
"EGL_NATIVE_VISUAL_ID",
"EGL_NATIVE_VISUAL_TYPE",
"EGL_PRESERVED_RESOURCES",
"EGL_SAMPLES",
"EGL_SAMPLE_BUFFERS",
"EGL_SURFACE_TYPE",
"EGL_TRANSPARENT_TYPE",
"EGL_TRANSPARENT_RED_VALUE",
"EGL_TRANSPARENT_GREEN_VALUE",
"EGL_TRANSPARENT_BLUE_VALUE",
"EGL_BIND_TO_TEXTURE_RGB",
"EGL_BIND_TO_TEXTURE_RGBA",
"EGL_MIN_SWAP_INTERVAL",
"EGL_MAX_SWAP_INTERVAL",
"EGL_LUMINANCE_SIZE",
"EGL_ALPHA_MASK_SIZE",
"EGL_COLOR_BUFFER_TYPE",
"EGL_RENDERABLE_TYPE",
"EGL_CONFORMANT"
};
int[] value = new int[1];
for (int i = 0; i < attributes.length; i++) {
int attribute = attributes[i];
String name = names[i];
if ( egl.eglGetConfigAttrib(display, config, attribute, value)) {
Log.w(TAG, String.format(" %s: %d\n", name, value[0]));
} else {
// Log.w(TAG, String.format(" %s: failed\n", name));
while (egl.eglGetError() != EGL10.EGL_SUCCESS);
}
}
}
// Subclasses can adjust these values:
protected int mRedSize;
protected int mGreenSize;
protected int mBlueSize;
protected int mAlphaSize;
protected int mDepthSize;
protected int mStencilSize;
private int[] mValue = new int[1];
}
I attach it with setEGLConfigChooser(new ConfigChooser(5, 6, 5, 0, 0, 0)).Context factory:
private static class ContextFactory implements GLSurfaceView.EGLContextFactory {
private static int EGL_CONTEXT_CLIENT_VERSION = 0x3098;
public EGLContext createContext(EGL10 egl, EGLDisplay display, EGLConfig eglConfig) {
Log.w(TAG, "creating OpenGL ES 2.0 context");
checkEglError("Before eglCreateContext", egl);
int[] attrib_list = {EGL_CONTEXT_CLIENT_VERSION, 2, EGL10.EGL_NONE };
EGLContext context = egl.eglCreateContext(display, eglConfig, EGL10.EGL_NO_CONTEXT, attrib_list);
checkEglError("After eglCreateContext", egl);
return context;
}
public void destroyContext(EGL10 egl, EGLDisplay display, EGLContext context) {
egl.eglDestroyContext(display, context);
}
}
I can provide other parts of my code if necessary.
Results.
While the usual, valid result is just black screen (the black, empty texture is overlapping the red background), on S4 Exynos the screen looks like this (the arrow on the right is just system button):
So here is the question. How to fix the problem, so the app is displaying the same thing different devices?
I was able to fix my code thanks to RetoKoradi suggestion. The problem was that I've used fixed locations of uniforms in shaders (0 and 1). I'm not sure why this worked on most of deviced and on some not tho.
So instead of calls like:
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0);
glEnableVertexAttribArray(0);
I'm now using:
_posAttribLocation = glGetAttribLocation(_shaderProgram, "a_position");
to store location of uniform after shader program is ready and using it instead of fixed one:
glVertexAttribPointer(_posAttribLocation, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0);
glEnableVertexAttribArray(_posAttribLocation);
I'm facing a problem with some opengl ES drivers, when calling glReadPixels for a Pbuffer some devices will just kill the app with no message at all. Others will give me the next trace and then freeze for around 10 seconds before killing the app.
Unable to Find Phys Addr for 0
So far the affected devices where the problem is reproducible are:
Galaxy Y, Galaxy Ace, Galaxy Mini, Galaxy Young
I've also tested the code in the next devices where it works correctly as expected, no problems at all:
Nexy 4, Nexus 7, Nexus Galaxy, SGI, SGII, SGIII, Motorola Mini-Defy, and some others more.
I've put together a quick test function which reproduces the problem. Maybe someone can spot the issue. Please this is only a test method, no reviews about it are necessary as I just put it together to allow testing the bug, if I missed something let me know.
private static void bugTest()
{
EGL10 egl = (EGL10)EGLContext.getEGL();
EGLDisplay eglDisplay = egl.eglGetDisplay(EGL10.EGL_DEFAULT_DISPLAY);
// Initialize
int[] version = new int[2];
egl.eglInitialize(eglDisplay, version);
// Query total number of configurations
int[] totalConfigurations = new int[1];
egl.eglGetConfigs(eglDisplay, null, 0, totalConfigurations);
EGLConfig[] configurationsList = new EGLConfig[totalConfigurations[0]];
int attribs[] = { EGL10.EGL_RENDERABLE_TYPE, 4 /* EGL_OPENGL_ES2_BIT */, EGL10.EGL_RED_SIZE, 1, EGL10.EGL_GREEN_SIZE, 1, EGL10.EGL_BLUE_SIZE, 1, EGL10.EGL_NONE };
if (egl.eglChooseConfig(eglDisplay, attribs, configurationsList, 1, totalConfigurations) == false)
{
Log.e(TAG, "Could not find config for GLES2");
egl.eglTerminate(eglDisplay);
return;
}
// Create the PBuffer
EGLSurface eglSurface = null;
final int surfaceWidth = 512;
final int surfaceHeight = 512;
try
{
int[] attribList = new int[] { EGL10.EGL_WIDTH, surfaceWidth, EGL10.EGL_HEIGHT, surfaceHeight, EGL10.EGL_NONE };
eglSurface = egl.eglCreatePbufferSurface(eglDisplay, configurationsList[0], attribList);
}
catch (Exception ex)
{
Log.e(TAG, "Failed to create surface");
egl.eglTerminate(eglDisplay);
return;
}
// BUG Test for glReadPixels
if (eglSurface != null)
{
// Create context
final int EGL_CONTEXT_CLIENT_VERSION = 0x3098;
final int GLES_VERSION = 2;
int[] attribList = { EGL_CONTEXT_CLIENT_VERSION, GLES_VERSION, EGL10.EGL_NONE };
EGLContext eglContext = egl.eglCreateContext(eglDisplay, configurationsList[0], EGL10.EGL_NO_CONTEXT, attribList);
if (eglContext != null)
{
// Attach context to surface
if (egl.eglMakeCurrent(eglDisplay, eglSurface, eglSurface, eglContext) == true)
{
// Perform the actual bug test
GL10 gl = (GL10)eglContext.getGL();
int buffer[] = new int[surfaceWidth * surfaceHeight];
IntBuffer wrappedBuffer = IntBuffer.wrap(buffer);
wrappedBuffer.position(0);
// BUG: Line of failure
gl.glReadPixels(0, 0, surfaceWidth, surfaceHeight, GL10.GL_RGB, GL10.GL_UNSIGNED_BYTE, wrappedBuffer);
// Also fails when using RGBA
//gl.glReadPixels(0, 0, surfaceWidth, surfaceHeight, GL10.GL_RGBA, GL10.GL_UNSIGNED_BYTE, wrappedBuffer);
}
egl.eglDestroyContext(eglDisplay, eglContext);
}
egl.eglDestroySurface(display, eglSurface);
}
egl.eglTerminate(eglDisplay);
}
Pbuffers are not supported on devices with Nvidia Tegra GPUs. The problem is their EGL driver, not your code. But there is really no good reason to use pbuffers anyway. They are obsolete. You should use FBOs instead, especially on Android. This article explains in detail why:
http://processors.wiki.ti.com/index.php/Render_to_Texture_with_OpenGL_ES
The best way to create an off-screen surface on Android is to construct a new SurfaceTexture() and pass that to eglCreateWindowSurface().
I'm trying to create the EGL context to draw everything with OpenglES within a native function call. The problem is that I need access to the NativeWindowType instance, but I could only find a function to create one (which I can't find out how to link, anyway). However, even if I create one, I suspect that would be wrong, since what I really need is the one created by the SurfaceView instance from which I'm calling this native function.
Here is the code:
static int egl_init() {
const EGLint attribs[] = {
EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
EGL_BLUE_SIZE, 8,
EGL_GREEN_SIZE, 8,
EGL_RED_SIZE, 8,
EGL_NONE
};
EGLint w, h, dummy, format;
EGLint egl_major_version, egl_minor_version;
EGLint numConfigs;
EGLConfig egl_config;
EGLSurface egl_surface;
EGLContext egl_context;
EGLDisplay egl_display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
// v--------- This is where I should get the display window
NativeWindowType display_window;
display_window = android_createDisplaySurface();
eglInitialize(egl_display, &egl_major_version, &egl_minor_version);
printf("GL Version: %d.%d\n", egl_major_version, egl_minor_version);
if (!eglChooseConfig(egl_display, attribs, &egl_config, 1, &numConfigs))
{
printf("eglChooseConfig failed\n");
if (egl_context == 0) printf("Error code: %x\n", eglGetError());
}
eglGetConfigAttrib(egl_display, egl_config, EGL_NATIVE_VISUAL_ID, &format);
// v---------- This requires that I link libandroid, it is found in android/native_window.h
ANativeWindow_setBuffersGeometry(display_window, 0, 0, format);
egl_context = eglCreateContext(egl_display, egl_config, EGL_NO_CONTEXT, NULL);
if (egl_context == 0) LOGE("Error code: %x\n", eglGetError());
egl_surface = eglCreateWindowSurface(egl_display, egl_config, display_window, NULL);
if (egl_surface == 0) LOGE("Error code: %x\n", eglGetError());
if (eglMakeCurrent(egl_display, egl_surface, egl_surface, egl_context) == EGL_FALSE) {
LOGE("Unable to eglMakeCurrent");
return -1;
}
return 0;
}
Thanks for your help
The surface can not support the the requested egl config (red,green and blue being at least 8 bits).
const EGLint attribs[] = {
EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
EGL_BLUE_SIZE, 8,
EGL_GREEN_SIZE, 8,
EGL_RED_SIZE, 8,
EGL_NONE
};
Some phones, makes all surface buffers RGB_565 by default.
In Java to get more detailed colors or alpha you can getWindow and setFormat(). Like so:
getWindow().setFormat(PixelFormat.TRANSLUCENT);
To do something equivalent in a native-activity you must do something like the following.
ANativeWindow_setBuffersGeometry(display_window, 0, 0, 1);
as defined in android/native_window.h
/*
* Pixel formats that a window can use.
*/
enum {
WINDOW_FORMAT_RGBA_8888 = 1,
WINDOW_FORMAT_RGBX_8888 = 2,
WINDOW_FORMAT_RGB_565 = 4,
};
Hope this helps. I've seen this question around and I just figured it out.