JRo*_*wan 11 crash android egl
android的版本是2.2.1,该设备是三星galaxy II的完整崩溃日志是:
java.lang.RuntimeException: createWindowSurface failed: EGL_BAD_MATCH
at android.opengl.GLSurfaceView$EglHelper.throwEglException(GLSurfaceView.java:1077)
at android.opengl.GLSurfaceView$EglHelper.createSurface(GLSurfaceView.java:981)
at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1304)
at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1116)
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这是崩溃的相关代码:
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
requestWindowFeature(Window.FEATURE_NO_TITLE);
getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN,
WindowManager.LayoutParams.FLAG_FULLSCREEN);
glView = new GLSurfaceView(this);
glView.setEGLConfigChooser(8 , 8, 8, 8, 16, 0);
glView.setRenderer(this);
setContentView(glView);
\\etc..............}
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我使用了setEGLConfigChooser()因为应用程序会在API-17上崩溃,如果它不在那里那么对于这个特定的设备,它正在崩溃我一直在环顾四周,它与设备的PixelFormat有关.
我想知道的是我怎么能使用一些代码所以这不会在三星galaxy II安卓版2.2.1上崩溃,我不能在模拟器中测试这个并且我没有设备来测试它,我只需要确保代码我不知道如何改变它?
更新:我找到了解决此问题的方法,实际上它非常简单.
首先:Android的默认EGLConfigChooser实现会在某些设备上做出错误的决定.特别是较旧的Android设备似乎遇到了这个EGL_BAD_MATCH问题.在我的调试会话期间,我还发现那些较旧的故障排除设备具有相当有限的可用OpenGL ES配置集.
这种"不匹配"问题的原因不仅仅是GLSurfaceView的像素格式与OpenGL ES的颜色位深度设置不匹配.总的来说,我们必须处理以下问题:
在解释OpenGL ES API时,Android开发人员文档非常缺乏.因此,阅读Khronos.org上的原始文档非常重要.特别是关于eglChooseConfig的doc页面在这里很有帮助.
为了解决上面列出的问题,您必须确保指定以下最低配置:
EGL_RENDERABLE_TYPE必须与您正在使用的OpenGL ES API版本匹配.在OpenGL ES 2.x的可能情况下,您必须将该属性设置为4(请参阅egl.h)EGL_SURFACE_TYPE应该有这个EGL_WINDOW_BIT集合当然,您还需要设置一个OpenGL ES上下文,为您提供正确的颜色,深度和模板缓冲区设置.
不幸的是,不可能以直截了当的方式挑选这些配置选项.我们必须选择任何给定设备上的可用内容.这就是为什么有必要实现一个自定义EGLConfigChooser,它通过可用配置集列表并选择最符合给定条件的最合适的配置集.
无论如何,我为这样的配置选择器掀起了一个示例实现:
public class MyConfigChooser implements EGLConfigChooser {
final private static String TAG = "MyConfigChooser";
// This constant is not defined in the Android API, so we need to do that here:
final private static int EGL_OPENGL_ES2_BIT = 4;
// Our minimum requirements for the graphics context
private static int[] mMinimumSpec = {
// We want OpenGL ES 2 (or set it to any other version you wish)
EGL10.EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
// We want to render to a window
EGL10.EGL_SURFACE_TYPE, EGL10.EGL_WINDOW_BIT,
// We do not want a translucent window, otherwise the
// home screen or activity in the background may shine through
EGL10.EGL_TRANSPARENT_TYPE, EGL10.EGL_NONE,
// indicate that this list ends:
EGL10.EGL_NONE
};
private int[] mValue = new int[1];
protected int mAlphaSize;
protected int mBlueSize;
protected int mDepthSize;
protected int mGreenSize;
protected int mRedSize;
protected int mStencilSize;
/**
* The constructor lets you specify your minimum pixel format,
* depth and stencil buffer requirements.
*/
public MyConfigChooser(int r, int g, int b, int a, int depth, int
stencil) {
mRedSize = r;
mGreenSize = g;
mBlueSize = b;
mAlphaSize = a;
mDepthSize = depth;
mStencilSize = stencil;
}
@Override
public EGLConfig chooseConfig(EGL10 egl, EGLDisplay display) {
int[] arg = new int[1];
egl.eglChooseConfig(display, mMinimumSpec, null, 0, arg);
int numConfigs = arg[0];
Log.i(TAG, "%d configurations available", numConfigs);
if(numConfigs <= 0) {
// Ooops... even the minimum spec is not available here
return null;
}
EGLConfig[] configs = new EGLConfig[numConfigs];
egl.eglChooseConfig(display, mMinimumSpec, configs,
numConfigs, arg);
// Let's do the hard work now (see next method below)
EGLConfig chosen = chooseConfig(egl, display, configs);
if(chosen == null) {
throw new RuntimeException(
"Could not find a matching configuration out of "
+ configs.length + " available.",
configs);
}
// Success
return chosen;
}
/**
* This method iterates through the list of configurations that
* fulfill our minimum requirements and tries to pick one that matches best
* our requested color, depth and stencil buffer requirements that were set using
* the constructor of this class.
*/
public EGLConfig chooseConfig(EGL10 egl, EGLDisplay display,
EGLConfig[] configs) {
EGLConfig bestMatch = null;
int bestR = Integer.MAX_VALUE, bestG = Integer.MAX_VALUE,
bestB = Integer.MAX_VALUE, bestA = Integer.MAX_VALUE,
bestD = Integer.MAX_VALUE, bestS = Integer.MAX_VALUE;
for(EGLConfig config : configs) {
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);
int d = findConfigAttrib(egl, display, config,
EGL10.EGL_DEPTH_SIZE, 0);
int s = findConfigAttrib(egl, display, config,
EGL10.EGL_STENCIL_SIZE, 0);
if(r <= bestR && g <= bestG && b <= bestB && a <= bestA
&& d <= bestD && s <= bestS && r >= mRedSize
&& g >= mGreenSize && b >= mBlueSize
&& a >= mAlphaSize && d >= mDepthSize
&& s >= mStencilSize) {
bestR = r;
bestG = g;
bestB = b;
bestA = a;
bestD = d;
bestS = s;
bestMatch = config;
}
}
return bestMatch;
}
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;
}
}
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