chi*_*hin 6 android opengl-es egl
我需要在一个线程中创建纹理,然后在另一个线程中使用它。我尝试使用共享上下文,但是纹理似乎没有共享。我尝试使用eglCreateImageKHR使用 该样本(代码张贴由Wiktor的)
eglCreateImageKHR正在返回EGL_NO_IMAGE_KHR。
同样,在使用扩展名时,我必须先定义#define EGL_EGLEXT_PROTOTYPES并且
#define GL_GLEXT_PROTOTYPES在包含eglext.h和gl2ext.h之前才能进行编译。这是错的吗?是否应该在其他标头中定义它们?
如果有帮助,这是我创建纹理的线程的代码。我认为我做错了是将OpenGL返回的纹理句柄传递给,eglCreateImageKHR然后将其转换为EGLClientBuffer。(此外,我不知道reinterpret_cast的作用,只是从示例中复制了它。但是该示例对此部分并不十分清楚。)
GLuint framebuffer;
GLuint depthRenderbuffer;
GLuint texture;
GLint texWidth = 256, texHeight = 256;
const EGLint attribs[] = {
EGL_SURFACE_TYPE, EGL_PBUFFER_BIT,
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, 8,
EGL_STENCIL_SIZE, 0,
EGL_NONE
};
const EGLint pbuf_attribs[] = {
EGL_WIDTH, 512,
EGL_HEIGHT, 512,
EGL_NONE};
EGLSurface psurface;
EGLContext context;
EGLConfig config;
EGLint numConfigs;
EGLDisplay display;
const EGLint contextAttribs[] = {EGL_CONTEXT_CLIENT_VERSION,2, EGL_NONE };
if ((display = eglGetDisplay(EGL_DEFAULT_DISPLAY)) == EGL_NO_DISPLAY) {
LOG_ERROR("Tex eglGetDisplay() returned error %d", eglGetError());
return false;
}
if (!eglChooseConfig(display, attribs, &config, 1, &numConfigs)) {
LOG_ERROR("eglChooseConfig() returned error %d", eglGetError());
destroy();
return false;
}
if (!(context = eglCreateContext(display, config, 0, contextAttribs))) {
LOG_ERROR("Tex eglCreateContext() returned error %d", eglGetError());
destroy();
return false;
}
if (!(psurface = eglCreatePbufferSurface(display, config, pbuf_attribs))) {
LOG_ERROR("Tex eglCreatePbufferSurface() returned error %d", eglGetError());
destroy();
return false;
}
LOGI("About to make current. Display %p surface %p context %p",display, psurface, context);
if (!eglMakeCurrent(display, psurface, psurface, context)) {
LOG_ERROR("Tex eglMakeCurrent() returned error %d", eglGetError());
destroy();
return false;
}
checkGlError("make current");
glGenFramebuffers(1, &framebuffer);
glGenRenderbuffers(1, &depthRenderbuffer);
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, texWidth, texHeight,
0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, NULL);
glBindTexture(GL_TEXTURE_2D, 0); //FIXME Should this be here?? Tried with and without
EGLint imageAttributes[] = { EGL_GL_TEXTURE_LEVEL_KHR, 0,
EGL_IMAGE_PRESERVED_KHR, EGL_FALSE, EGL_NONE };
LOGI("Before CreateImage display %p context %p texture %d",display, context, texture);
_eglImage = eglCreateImageKHR(display, context,
EGL_GL_TEXTURE_2D_KHR, reinterpret_cast<EGLClientBuffer>(texture),
0);
if(_eglImage == EGL_NO_IMAGE_KHR){
LOGE("eglCreateImageKHR failed");
}
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