当我尝试将纹理和变换矩阵渲染到EGLSurface时,视图中看不到任何显示。
作为对此issue的跟进,我稍微修改了代码,方法是遵循grafika / fadden示例代码continuous capture
这是我的代码:
这是一个在RenderThread上运行的draw方法。
从本机代码生成器端生成数据后,将正确调用此draw方法。
public void drawFrame() {
mOffScreenSurface.makeCurrent();
mCameraTexture.updateTexImage();
mCameraTexture.getTransformMatrix(mTmpMatrix);
mSurfaceWindowUser.makeCurrent();
mFullFrameBlit.drawFrame(mTextureId, mTmpMatrix);
mSurfaceWindowUser.swapBuffers();
}
run method of RenderThread ->
public void run() {
Looper.prepare();
mHandler = new RenderHandler(this);
mEglCore = new EglCore(null, EglCore.FLAG_RECORDABLE);
mOffScreenSurface = new OffscreenSurface(mEglCore, 640, 480);
mOffScreenSurface.makeCurrent();
mFullFrameBlit = new FullFrameRect(
new Texture2dProgram(Texture2dProgram.ProgramType.TEXTURE_EXT));
mTextureId = mFullFrameBlit.createTextureObject();
mCameraTexture = new SurfaceTexture(mTextureId);
mCameraSurface = new Surface (mCameraTexture); // This surface i am sending to Native Code where i use ANativeWindow reference and copy the data using post method. {producer}
mCameraTexture.setOnFrameAvailableListener(new SurfaceTexture.OnFrameAvailableListener() {
@Override
public void onFrameAvailable(SurfaceTexture surfaceTexture) {
Log.d (TAG, "Long breath.. data is pumbed by Native Layer producer..");
mHandler.frameReceivedFromProducer();
}
});
mSurfaceWindowUser = new WindowSurface(mEglCore, mSurfaceUser, false); // this mSurfaceUser is a surface received from MainActivity TextureView.
}
要确认本机侧的产品是否产生数据,如果我直接传递用户表面而没有任何EGL配置,则会将帧渲染到屏幕中。
在原生水平,
geometryResult = ANativeWindow_setBuffersGeometry(userNaiveWindow,640, 480, WINDOW_FORMAT_RGBA_8888);
使用
渲染帧 ANativeWindow_lock and ANativeWindow_unlockAndPost() to render directly frame into buffer.
我无法想到可能出现的问题以及我需要挖掘的更多内容?
感谢fadden的帮助。