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("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.!
回答1:
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);
}
来源:https://stackoverflow.com/questions/18529021/android-initialise-opengl2-0-context-with-egl