目前,似乎所有的 Vulkan 教程和示例都在 Android 平台上使用 NativeActivity。我想知道我们是否可以在 Android 上将 Vulkan 与 Java Activity 一起使用?
假设您有一个 C++ 类,它封装了 Vulkan 绘图逻辑:
// File: AndroidGraphicsApplication.hpp
#include <android/asset_manager.h>
#include <android/native_window.h>
#include "GraphicsApplication.h" // Base class shared with iOS/macOS/...
class AndroidGraphicsApplication : public GraphicsApplication {
public:
AndroidGraphicsApplication(AAssetManager* assetManager, ANativeWindow* window): GraphicsApplication() {
mAssetManager = assetManager;
mWindow = window;
// ... Vulkan initialisation code.
}
~AndroidGraphicsApplication() {
// ... Vulkan cleanup code.
}
void createSurface() {
VkAndroidSurfaceCreateInfoKHR surface_info;
surface_info.sType = VK_STRUCTURE_TYPE_ANDROID_SURFACE_CREATE_INFO_KHR;
surface_info.pNext = NULL;
surface_info.flags = 0;
surface_info.window = mWindow;
if(vkCreateAndroidSurfaceKHR(instance, &surface_info, NULL, &surface) != VK_SUCCESS) {
throw std::runtime_error("failed to create window surface!");
}
}
// Used to setup shaders.
std::vector<char> readFile(const std::string& filename) {
AAsset* file = AAssetManager_open(mAssetManager, filename.c_str(), AASSET_MODE_BUFFER);
size_t size = AAsset_getLength(file);
std::vector<char> data(size);
AAsset_read(file, data.data(), size);
AAsset_close(file);
return data;
}
void setSize(uint32_t w, uint32_t h) {
width = w;
height = h;
}
private:
AAssetManager* mAssetManager;
ANativeWindow* mWindow;
uint32_t width;
uint32_t height;
};
Run Code Online (Sandbox Code Playgroud)
你有 JNI 桥,如下所示:
// File: VulkanAppBridge.cpp
#include <android/log.h>
#include <android/native_window_jni.h>
#include <android/asset_manager_jni.h>
#include "AndroidGraphicsApplication.hpp"
AndroidGraphicsApplication *mApplicationInstance = NULL;
extern "C" {
JNIEXPORT void JNICALL
Java_com_mc_demo_vulkan_VulkanAppBridge_nativeCreate(JNIEnv *env, jobject vulkanAppBridge,
jobject surface, jobject pAssetManager) {
if (mApplicationInstance) {
delete mApplicationInstance;
mApplicationInstance = NULL;
}
__android_log_print(ANDROID_LOG_DEBUG, "mc-native-VulkanAppBridge", "create");
auto window = ANativeWindow_fromSurface(env, surface);
auto assetManager = AAssetManager_fromJava(env, pAssetManager);
mApplicationInstance = new AndroidGraphicsApplication(assetManager, window);
}
JNIEXPORT void JNICALL
Java_com_mc_demo_vulkan_VulkanAppBridge_nativeDestroy(JNIEnv *env, jobject vulkanAppBridge) {
__android_log_print(ANDROID_LOG_DEBUG, "mc-native-VulkanAppBridge", "destroy");
if (mApplicationInstance) {
delete mApplicationInstance;
mApplicationInstance = NULL;
}
}
JNIEXPORT void JNICALL
Java_com_mc_demo_vulkan_VulkanAppBridge_nativeResize(JNIEnv *env, jobject vulkanAppBridge, jint width, jint height) {
__android_log_print(ANDROID_LOG_DEBUG, "mc-native-VulkanAppBridge", "resize: %dx%d", width, height);
if (mApplicationInstance) {
mApplicationInstance->setSize(width, height);
mApplicationInstance->isResizeNeeded = true;
}
}
JNIEXPORT void JNICALL
Java_com_mc_demo_vulkan_VulkanAppBridge_nativeDraw(JNIEnv *env, jobject vulkanAppBridge) {
__android_log_print(ANDROID_LOG_DEBUG, "mc-native-VulkanAppBridge", "draw");
if (mApplicationInstance) {
mApplicationInstance->drawFrame();
}
}
}
Run Code Online (Sandbox Code Playgroud)
并且您有 JNI 桥的相应 Java/Kotlin 部分:
// File: VulkanAppBridge.kt
class VulkanAppBridge {
init {
System.loadLibrary("myApplication")
}
private external fun nativeCreate(surface: Surface, assetManager: AssetManager)
private external fun nativeDestroy()
private external fun nativeResize(width: Int, height: Int)
private external fun nativeDraw()
fun create(surface: Surface, assetManager: AssetManager) {
nativeCreate(surface, assetManager)
}
fun destroy() {
nativeDestroy()
}
fun resize(width: Int, height: Int) {
nativeResize(width, height)
}
fun draw() {
nativeDraw()
}
}
Run Code Online (Sandbox Code Playgroud)
你有一个自定义的子类SurfaceView
:
// File: VulkanSurfaceView.kt
class VulkanSurfaceView: SurfaceView, SurfaceHolder.Callback2 {
private var vulkanApp = VulkanAppBridge()
constructor(context: Context): super(context) {
}
constructor(context: Context, attrs: AttributeSet): super(context, attrs) {
}
constructor(context: Context, attrs: AttributeSet, defStyle: Int): super(context, attrs, defStyle) {
}
constructor(context: Context, attrs: AttributeSet, defStyle: Int, defStyleRes: Int): super(context, attrs, defStyle, defStyleRes) {
}
init {
alpha = 1F
holder.addCallback(this)
}
// ...
// Implementation code similar to one in GLSurfaceView is skipped.
// See: https://android.googlesource.com/platform/frameworks/base/+/master/opengl/java/android/opengl/GLSurfaceView.java
// ...
override fun surfaceChanged(holder: SurfaceHolder?, format: Int, width: Int, height: Int) {
vulkanApp.resize(width, height)
}
override fun surfaceDestroyed(holder: SurfaceHolder?) {
vulkanApp.destroy()
}
override fun surfaceCreated(holder: SurfaceHolder?) {
holder?.let { h ->
vulkanApp.create(h.surface, resources.assets)
}
}
override fun surfaceRedrawNeeded(holder: SurfaceHolder?) {
vulkanApp.draw()
}
}
Run Code Online (Sandbox Code Playgroud)
然后,您可以使用VulkanSurfaceView
具有自定义大小的自定义内部布局以及其他视图:
// File: VulkanAppBridge.kt
class VulkanAppBridge {
init {
System.loadLibrary("myApplication")
}
private external fun nativeCreate(surface: Surface, assetManager: AssetManager)
private external fun nativeDestroy()
private external fun nativeResize(width: Int, height: Int)
private external fun nativeDraw()
fun create(surface: Surface, assetManager: AssetManager) {
nativeCreate(surface, assetManager)
}
fun destroy() {
nativeDestroy()
}
fun resize(width: Int, height: Int) {
nativeResize(width, height)
}
fun draw() {
nativeDraw()
}
}
Run Code Online (Sandbox Code Playgroud)
结果:
这是“Vulkan 案例研究”的链接,其中包含 Android 使用示例:https : //www.khronos.org/assets/uploads/developers/library/2016-vulkan-devu-seoul/2-Vulkan-Case-Study。 pdf
是的,您可以将 Vulkan 与您自己的 Activity 子类一起使用。由于 Android 没有 Vulkan 的 Java 语言绑定,因此您需要使用 JNI 或第三方 Java Vulkan 库(它只是为您执行 JNI)。
您的 View 层次结构需要包含一个SurfaceView,当您获得 Surfaceholder.Callback#surfaceChanged 回调时,您可以获得 Surface。如果您自己执行 JNI,则可以调用ANativeWindow_fromSurface从 Surface 获取 ANativeWindow,并使用它来创建 VkSurfaceKHR/VkSwapchainKHR。
需要注意的一件事是避免在调用 VkAcquireNextImageKHR 时阻塞主 UI 线程。要么进行安排,以便仅在它不会长时间阻塞时调用它,要么将帧循环放在单独的线程上。
归档时间: |
|
查看次数: |
2131 次 |
最近记录: |