Logo Questions Linux Laravel Mysql Ubuntu Git Menu
 

Android initialise openGL2.0 context with EGL

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.!

like image 357
John Avatar asked Aug 30 '13 09:08

John


People also ask

Does Android use EGL?

Android uses the OpenGL ES (GLES) API to render graphics. To create GLES contexts and provide a windowing system for GLES renderings, Android uses the EGL library. GLES calls render textured polygons, while EGL calls put renderings on screens.

What is EGL context?

An EGL rendering context may be bound to one or two EGL surfaces by calling eglMakeCurrent. This context/surface(s) association specifies the current context and current surface, and is used by all client API rendering commands for the bound context until eglMakeCurrent is called with different arguments.

What is OpenGL and EGL?

EGL (Native Platform Graphics Interface)EGL Native Platform Graphics Interface is an interface portable layer for graphics resource management - and works between rendering APIs such as OpenGL ES or OpenVG and the underlying native platform window system. Learn More...

What is OpenGL ES 2. 0?

OpenGL ES provides a fast way to display the camera images, possibly after some image processing, and allows building simple user interfaces. In this section, we only cover 2D graphics using OpenGL ES 2.0.


Video Answer


1 Answers

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);
}
like image 167
ClayMontgomery Avatar answered Oct 19 '22 23:10

ClayMontgomery