I would like to mix camera preview SurfaceTexture
with some overlay texture. I am using these shaders for processing:
private final String vss =
Referring to user1924406's post (https://stackoverflow.com/a/14050597/3250829) on splitting up accessing a sampler2D texture and samplerExternalOES texture, this is what I had to do because the application that I am developing is reading from a file or streaming from a server instead of using the Camera that is on the device. Using both textures in the same shader resulted in very weird colourization artifacts (the case on a Galaxy S3) or saturation and contrast issues (the case on a Nexus 4).
As such, the only way to work around the samplerExternalOES texture bug (from what I've seen so far) is to do the two shader programs: One that writes the content contained in the samplerExternalOES texture to a FBO and the other that takes the content from the FBO and writes it directly to the surface.
One thing that you need to check is that sometimes when you write to a FBO, the texture co-ordinates flip. In my case, the V (or T or Y) co-ordinate was flipped which resulted in a mirrored image across the horizontal axis. I had to take this into account when writing the fragment shader at the second stage.
This is a war story that I wanted to share in case there are some of you that may need to read from a file or stream from a server instead of taking directly from the Camera.
I might have the same problem as well. after days of trying, I am proposing my solutions here. Hoping this would help others.
firstly, problem statement. just like Lukáš Jezný, I have one preview texture and one overlay texture. it works fine for nexus 4/5 and most of other types, but shows nothing on OPPO find 5, Lenovo A820, Lenovo A720.
solution:
(1)just like Lukáš Jezný, use YUV data and transforming them to RGB in the shader.
(2)multipass drawing, draw the preview texture to the framebuffer once , and read it, then draw it again to the screen.
(3)use another program before you use your own program,
GLES20.glUseProgram(another one);
GLES20.glUseProgram(your "real" program);
and it just works for OPPO find 5, Lenovo A820, Lenovo A720 and others. No one knows why......
This is not an answer, but rather an elaboration of the question - maybe it will help an OpenGl ES expert to get an idea of the problem.
I have 3 textures used for overlay, and one external texture, used to capture output from media player. If I use only external texture, output is as expected, frames from MPlayer. The same full code works fine on Nexus4, Samsung Galaxy S3, S4, etc. (all devices use either adreno gpus, or Arm's Mali400) The difference in hardware is that Nexus 7 uses Nvidia Tegra 3 board.
Edit (how was solved on my side):
Nvidia Tegra 3 requires that external texture sampler is called with a name with lowest alphabetical ordering among samplers, while Adreno 220 seem to require the reverse. Also, T3 require that external texture is sampled last. With devices using Android 4.3 and newer, these bugs may be solved. On Nvidia side, it was a bug, solved long ago but Nexus drivers were updated only later. So I had to check which gpu was present, and adapt code accordingly.
I got the same issue on my Nexus 7 and it drove me crazy. Accessing either a samplerExternalOES or a sampler2D worked totally fine, but accessing them both in the same shader gave unexpected results. Sometimes the output would be black. Sometimes the output of one of the lookup would have bad quantization artifacts. The behaviour would also vary depending on the texture unit the samplers where bound to. I did check every opengl error and validateProgram results.
Eventually, what worked was to use a separate shader to simply access the camera output and render that into a texture. Then the resulting texture can be accessed through a regular sampler2D and everything works exactly as expected. I suspect there's a bug somewhere related to samplerExternalOES.
I imagine you have this problem because you are not setting the correct texture id on your code. This is a tipical error on assumptions which seem logical, but is actually not defined so on the documentation. If you check the documentation of this extension you see the following (edited) TEXT:
Each TEXTURE_EXTERNAL_OES texture object may require up to 3 texture image units for each texture unit to which it is bound. When is set to TEXTURE_EXTERNAL_OES this value will be between 1 and 3 (inclusive). For other valid texture targets this value will always be 1. Note that, when a TEXTURE_EXTERNAL_OES texture object is bound, the number of texture image units required by a single texture unit may be 1, 2, or 3, while for other texture objects each texture unit requires exactly 1 texture image unit.
This means that at leas one additional will work, provided that you use id 0 for it. In your case:
GLES20.glUniform1i(sTextureHandle, 1);
GLES20.glActiveTexture(GLES20.GL_TEXTURE1);
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES,
sTextureId);
For your 2D texture:
GLES20.glUniform1i(filterTextureHandle, 0);
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, filterTextureID);
I'm sure this will workout for you.
In order to convert an external texture (non-GPU) to a regular internal one, you have to
GLES20.GL_TEXTURE_2D
with GLES11Ext.GL_TEXTURE_EXTERNAL_OES
).SurfaceTexture
with the external texture.onFrameAvailable
of that SurfaceTexture and do the conversion here, supplying both the external texture to read from, and the internal texture to write to. getTransformMatrix
for corrections in coordinates (usually flip y axis) and supply it as well. Sometimes not... here's some example shaders:
Vertex-shdaer -
uniform mat4 transform; // might be needed, and might not
uniform mat4 modelview;
uniform mat4 projection;
attribute vec2 position;
varying vec2 vTexcoord;
void main() {
gl_Position = projection * modelview * vec4(position.xy, 0.0, 1.0);
// texture takes points in [0,1], while position is [-1,1];
vec4 newpos = (gl_Position + 1.0) * 0.5;
vTexcoord = (transform * newpos).xy ;
}
Fragment shader -
#extension GL_OES_EGL_image_external : require
precision mediump float;
uniform samplerExternalOES sTexture;
varying vec2 vTexcoord;
void main() {
gl_FragColor = texture2D(sTexture, vTexcoord);
}