egl

texture for YUV420 to RGB conversion in OpenGL ES

ε祈祈猫儿з 提交于 2019-12-06 01:54:23
问题 I have to convert and display YUV420P images to RGB colorspace using the AMD GPU on a Freescale iMX53 processor (OpenGL ES 2.0, EGL). Linux OS, no X11. To achieve this I should be able to create an appropriate image holding the YUV420P data: this could be either a YUV420P/YV12 image type or 3 simple 8-bit images, one for each component (Y, U, V). glTexImage2D is excluded, because it's slow, the YUV420P frames are the results of a real time video decoding @25FPS and with glTexImage2D we can't

EGL linker errors

感情迁移 提交于 2019-12-05 20:20:53
I'm trying to link a really simple GLES2 & EGL program using g++ 4.9.1, on a Ubuntu Trusty system. I'm using the mesa libraries. I'm getting linker errors for EGL functions: test.cpp:(.text+0x342): undefined reference to `eglGetDisplay' test.cpp:(.text+0x389): undefined reference to `eglInitialize' test.cpp:(.text+0x40f): undefined reference to `eglCreateContext' test.cpp:(.text+0x458): undefined reference to `eglCreatePbufferSurface' test.cpp:(.text+0x49e): undefined reference to `eglMakeCurrent' I am compiling test.cpp with g++ -std=c++0x -Wall -Werror -lEGL -lGLESv2 -o test test.cpp I've

Issue in passing Egl configured surface to native and push the data

£可爱£侵袭症+ 提交于 2019-12-04 20:24:08
First, thanks to fadden for your wonderful examples. I tried following this ContinuousCapture.java example, and produced the below program. 1) I am trying to display the image into TextureView in the native layer by getting its ANativeWwindow reference, and using ANative lock and unlockpost methods to acquire the BufferQueue and to fill the data. Ie: ANativeWindow_lock(*window, &buffer, NULL) ANativeWindow_unlockAndPost(*window); 2) At the same time i want to retrieve the data from this Surface and pass it to the encoder. Or, display it into another surface. As a first step, I have created the

Android initialise openGL2.0 context with EGL

风流意气都作罢 提交于 2019-12-04 10:48:37
问题 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 =

texture for YUV420 to RGB conversion in OpenGL ES

狂风中的少年 提交于 2019-12-04 05:37:32
I have to convert and display YUV420P images to RGB colorspace using the AMD GPU on a Freescale iMX53 processor (OpenGL ES 2.0, EGL). Linux OS, no X11. To achieve this I should be able to create an appropriate image holding the YUV420P data: this could be either a YUV420P/YV12 image type or 3 simple 8-bit images, one for each component (Y, U, V). glTexImage2D is excluded, because it's slow, the YUV420P frames are the results of a real time video decoding @25FPS and with glTexImage2D we can't keep the desired framerate. There's an alternative: eglCreateImageKHR/glEGLImageTargetTexture2DOES. The

OPENGL ES not working : no Current context

拈花ヽ惹草 提交于 2019-12-03 10:56:22
I tried the program as shown in book OpenGL ES2 for Android, but it's not working!! I have tested in Odroid E, samsung s3, samsung y, samsung star!! the gl version suported returns 2, but i get 11-22 15:09:45.804: E/oGl-es v(9047): 2.0:131072 11-22 15:09:45.804: E/libEGL(9047): call to OpenGL ES API with no current context (logged once per thread) 11-22 15:09:45.804: E/unable to(9047): createShader 11-22 15:09:45.804: E/libEGL(9047): call to OpenGL ES API with no current context (logged once per thread) 11-22 15:09:45.804: E/unable to(9047): createShader 11-22 15:09:45.804: E/libEGL(9047):

Android initialise openGL2.0 context with EGL

匿名 (未验证) 提交于 2019-12-03 08:44:33
可以将文章内容翻译成中文,广告屏蔽插件可能会导致该功能失效(如失效,请关闭广告屏蔽插件后再试): 问题: 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(

eglMakeCurrent failed EGL_BAD_ALLOC

匿名 (未验证) 提交于 2019-12-03 02:45:02
可以将文章内容翻译成中文,广告屏蔽插件可能会导致该功能失效(如失效,请关闭广告屏蔽插件后再试): 问题: I keep on getting this error report Fatal Exception: java.lang.IllegalStateException eglMakeCurrent failed EGL_BAD_ALLOC android.view.HardwareRenderer$GlRenderer.createSurface on my app that is on Play Store. What causes this crash and how can it be fixed? Below is the full error log. java.lang.IllegalStateException: eglMakeCurrent failed EGL_BAD_ALLOC at android.view.HardwareRenderer$GlRenderer.createSurface(HardwareRenderer.java:1354) at android.view.HardwareRenderer$GlRenderer.createEglSurface(HardwareRenderer.java:1241) at android.view

Android: GLES20: Called unimplemented OpenGL ES API

匿名 (未验证) 提交于 2019-12-03 02:03:01
可以将文章内容翻译成中文,广告屏蔽插件可能会导致该功能失效(如失效,请关闭广告屏蔽插件后再试): 问题: I am getting a "Called unimplemented OpenGL ES API" error, when trying the GLES20 Sample, provided by developer.android.com. I modified the sample, though. The reason was because I got an IllegalArgumentException in GLSurfaceView.BaseConfigChooser.chooseconfig, so i replaced mGLSurfaceView.setEGLContextClientVersion( 2 ); The new OnCreateMethod: protected void onCreate( Bundle savedInstanceState ) { super.onCreate( savedInstanceState ); mGLSurfaceView = new GLSurfaceView( this ); mGLSurfaceView.setEGLConfigChooser( new EGLConfigChooser() {

How to use GraphicBuffer in android ndk

匿名 (未验证) 提交于 2019-12-03 01:48:02
可以将文章内容翻译成中文,广告屏蔽插件可能会导致该功能失效(如失效,请关闭广告屏蔽插件后再试): 问题: I am asking this with reference to an answer for my question at How to improve opengl es display performance in android . I was trying to build the code which uses GraphicBuffer with ndk-r9d. but It is saying GraphicBuffer is not declared in this scope. The same comments for eglCreateImageKHR and glEGLImageTargetTexture2DOES. I have added EGL/eglext.h and GLES2/gl2ext.h . I tried to include ui/GraphicBuffer.h but it is not taking it. Is there another header file to be added ? The code given below I have added to avoid use of glTexSubImage2D(