Hi
I need some help with the following problem.
I took the hello-gl2 example from the android-ndk and rewrote a bit to
suite my needs.
The GL2JNIView class is the same except the init function where I added
setRenderMode(RENDERMODE_WHEN_DIRTY);
In the Render class onSurfaceChanged function I call the native
method setupGraphics(int w, int h) (see attached file)
In the Render class onDrawFrame function i call the native method void
render(jbyteArray bArray) (bArray contains a jpg image with some other data)
I'm using the GL2JNIView inside a Fragment that is displayed at user
request. The GL2JNIView is created in the Fragments onCreateView and added
to a FrameLayout.
This all works fine except the first time the Fragment is displayed I get
the following error:
after glUseProgram() glError (0x501)
eglSwapBuffers failed: EGL_BAD_SURFACE
The error is thrown in native render function after the line
glUseProgram(gProgram).
If I remove the Fragment (with FragmentManager) and display it again there
is no error and all working fine.
I did a small hack that actually fixes this but I don't like it:
After calling first time the render function (calling requestRender() on
GL2JNIView) I remove the GL2JNIView from layout, create it again and add it
again to FrameLayout.
I try this on Nexus 7 running latest stock Android and on Samsung Galaxy S2
runing CM9.1. Same result on both devices.
Is there someone who could help me with this.
Thanks
Zoltan
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http://groups.google.com/group/android-developers?hl=enint screenWidth;
int screenHeight;
GLuint gProgram;
GLuint gvPositionHandle;
GLuint gvTexCoordHandle;
GLuint gvSamplerHandle;
GLfloat vVertices[] = { -1.0f, 1.0f, 0.0f, // Position 0
0.0f, 0.0f, // TexCoord 0
-1.0f, -1.0f, 0.0f, // Position 1
0.0f, 1.0f, // TexCoord 1
1.0f, -1.0f, 0.0f, // Position 2
1.0f, 1.0f, // TexCoord 2
1.0f, 1.0f, 0.0f, // Position 3
1.0f, 0.0f // TexCoord 3
};
GLushort indices[] = { 0, 1, 2, 0, 2, 3 };
GLsizei stride = 5 * sizeof(GLfloat); // 3 for position, 2 for texture
static const char gVertexShader[] = "attribute vec4 a_position; \n"
"attribute vec2 a_texCoord; \n"
"varying vec2 v_texCoord; \n"
"void main() \n"
"{ \n"
" gl_Position = a_position; \n"
" v_texCoord = a_texCoord; \n"
"} \n";
static const char gFragmentShader[] =
"precision mediump float; \n"
"varying vec2 v_texCoord; \n"
"uniform sampler2D s_texture; \n"
"void main() \n"
"{ \n"
" gl_FragColor = texture2D( s_texture, v_texCoord );\n"
"} \n";
GLuint loadShader(GLenum shaderType, const char* pSource) {
GLuint shader = glCreateShader(shaderType);
if (shader) {
glShaderSource(shader, 1, &pSource, NULL);
glCompileShader(shader);
GLint compiled = 0;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
if (!compiled) {
GLint infoLen = 0;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
if (infoLen) {
char* buf = (char*) malloc(infoLen);
if (buf) {
glGetShaderInfoLog(shader, infoLen, NULL, buf);
LOGE("Could not compile shader %d:\n%s\n",
shaderType, buf);
free(buf);
}
glDeleteShader(shader);
shader = 0;
}
}
}
return shader;
}
GLuint createProgram(const char* pVertexSource, const char* pFragmentSource) {
GLuint vertexShader = loadShader(GL_VERTEX_SHADER, pVertexSource);
if (!vertexShader) {
return 0;
}
GLuint pixelShader = loadShader(GL_FRAGMENT_SHADER, pFragmentSource);
if (!pixelShader) {
return 0;
}
GLuint program = glCreateProgram();
if (program) {
glAttachShader(program, vertexShader);
checkGlError("glAttachShader");
glAttachShader(program, pixelShader);
checkGlError("glAttachShader");
glLinkProgram(program);
GLint linkStatus = GL_FALSE;
glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
if (linkStatus != GL_TRUE) {
GLint bufLength = 0;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &bufLength);
if (bufLength) {
char* buf = (char*) malloc(bufLength);
if (buf) {
glGetProgramInfoLog(program, bufLength, NULL, buf);
LOGE("Could not link program:\n%s\n", buf);
free(buf);
}
}
glDeleteProgram(program);
program = 0;
}
}
return program;
}
bool setupGraphics(int w, int h) {
LOGI("setupGraphics");
screenWidth = w;
screenHeight = h;
printGLString("Version", GL_VERSION);
printGLString("Vendor", GL_VENDOR);
printGLString("Renderer", GL_RENDERER);
printGLString("Extensions", GL_EXTENSIONS);
LOGI("setupGraphics(%d, %d)", w, h);
gProgram = createProgram(gVertexShader, gFragmentShader);
if (!gProgram) {
LOGE("Could not create program.");
return false;
}
gvPositionHandle = glGetAttribLocation(gProgram, "a_position");
gvTexCoordHandle = glGetAttribLocation(gProgram, "a_texCoord");
gvSamplerHandle = glGetAttribLocation(gProgram, "s_texture");
// Use tightly packed data
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
checkGlError("glGetAttribLocation");
LOGI("glGetAttribLocation(\"vPosition\") = %d\n",
gvPositionHandle);
glViewport(0, 0, w, h);
checkGlError("glViewport");
return true;
}
// convert the Mat to a texture
GLuint createSimpleTexture2D(GLubyte* pixels,
int width, int height, int channels) {
// Generate a number for our textureID's unique handle
GLuint tmpTextureId;
glGenTextures(1, &tmpTextureId);
// Bind the texture
glActiveTexture(GL_TEXTURE0);
checkGlError("glActiveTexture");
// Bind to our texture handle
glBindTexture(GL_TEXTURE_2D, tmpTextureId);
checkGlError("glBindTexture");
GLenum format;
switch (channels) {
case 3:
//format = 0x80e0; // GL_BGR
format = GL_RGB;
break;
case 1:
format = GL_LUMINANCE;
break;
case 4:
format = GL_RGBA;
break;
}
// Load the texture
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0,
format,GL_UNSIGNED_BYTE, pixels);
checkGlError("glTexImage2D");
// Set the filtering mode
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// Set texture clamping method
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
return tmpTextureId;
}
void render(jbyteArray bArray)
{
// here is the bArray conversion to OpenCV Mat
// after processing oirg contains the the image
Mat dest;
// resize
cv::resize(orig, dest, Size(512,512), 0, 0, cv::INTER_NEAREST);
// convert from BGR to RGB
cv::cvtColor(dest, dest, CV_BGR2RGB);
// create texture
GLuint matText = createSimpleTexture2D(dest.data, dest.cols, dest.rows,
dest.channels());
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
checkGlError("glClearColor");
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
checkGlError("glClear");
glUseProgram(gProgram);
checkGlError("glUseProgram");
// Load the vertex position
glVertexAttribPointer(gvPositionHandle, 3, GL_FLOAT, GL_FALSE, stride,
vVertices);
// Load the texture coordinate
glVertexAttribPointer(gvTexCoordHandle, 2, GL_FLOAT, GL_FALSE, stride,
&vVertices[3]);
glEnableVertexAttribArray(gvPositionHandle);
glEnableVertexAttribArray(gvTexCoordHandle);
// Bind the texture
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, matText);
// Set the sampler texture unit to 0
glUniform1i(gvSamplerHandle, 0);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
glDeleteTextures(1, &matText);
}