我试图通过openGL过滤器运行来自相机硬件的流,然后将其显示在GLSurfaceView中。当openGL用于渲染帧时,LogCat会反复发出错误:
[unnamed-3314-0] updateTexImage:清除GL错误:0x502
0x502是一个通用的openGL错误,并没有真正帮助我追踪问题。这是一个代码如何工作的序列(或者至少应该像我脑中一样工作),并且我已经将代码复制到了下面。我希望别人能看出我的问题是什么。
- 创建新的MyGLSurfaceView。这也在内部创建了新的MyGL20Renderer对象。此MyGLSurfaceView设置为内容视图。
- 完成MyGLSurfaceView膨胀/初始化后,此完成事件会触发渲染器创建DirectVideo绘图对象,该对象编译/链接定义的着色器并将它们添加到openGL程序中。然后它创建一个新的openGL纹理对象,然后使用纹理对象ID回调到MainActivity。
- 从渲染器调用MainActivity方法时,它会使用传递的openGL纹理对象创建一个新的SurfaceTexture对象。然后它将自己设置为表面的onFrameListener。然后创建/打开相机对象,将创建的SurfaceTexture设置为视频流的目标,然后启动相机输入。
- 当Feed中有一个框架时,onFrameAvailable会向渲染器发送渲染请求。这是在openGL线程上获取的,该线程调用SurfaceTexture的updateTexImage(),它将帧内存加载到openGL纹理中。然后它调用DirectVideo的绘图对象,并运行openGL程序序列。 如果我注释掉这个.draw()行,上面提到的错误消失了,所以看起来问题可能就在这里的某个地方,但我并不是因为链接/创建不正确而造成的。< / em>的
醇>
MainActivity.java
public class MainActivity extends Activity implements SurfaceTexture.OnFrameAvailableListener
{
private Camera mCamera;
private MyGLSurfaceView glSurfaceView;
private SurfaceTexture surface;
MyGL20Renderer renderer;
@Override
public void onCreate(Bundle savedInstanceState)
{
super.onCreate(savedInstanceState);
glSurfaceView = new MyGLSurfaceView(this);
renderer = glSurfaceView.getRenderer();
setContentView(glSurfaceView);
}
public void startCamera(int texture)
{
surface = new SurfaceTexture(texture);
surface.setOnFrameAvailableListener(this);
renderer.setSurface(surface);
mCamera = Camera.open();
try
{
mCamera.setPreviewTexture(surface);
mCamera.startPreview();
}
catch (IOException ioe)
{
Log.w("MainActivity","CAM LAUNCH FAILED");
}
}
public void onFrameAvailable(SurfaceTexture surfaceTexture)
{
glSurfaceView.requestRender();
}
@Override
public void onPause()
{
mCamera.stopPreview();
mCamera.release();
System.exit(0);
}
MyGLSurfaceView.java
class MyGLSurfaceView extends GLSurfaceView
{
MyGL20Renderer renderer;
public MyGLSurfaceView(Context context)
{
super(context);
setEGLContextClientVersion(2);
renderer = new MyGL20Renderer((MainActivity)context);
setRenderer(renderer);
setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);
}
public MyGL20Renderer getRenderer()
{
return renderer;
}
}
MyGL20Renderer.java
public class MyGL20Renderer implements GLSurfaceView.Renderer
{
DirectVideo mDirectVideo;
int texture;
private SurfaceTexture surface;
MainActivity delegate;
public MyGL20Renderer(MainActivity _delegate)
{
delegate = _delegate;
}
public void onSurfaceCreated(GL10 unused, EGLConfig config)
{
mDirectVideo = new DirectVideo(texture);
texture = createTexture();
GLES20.glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
delegate.startCamera(texture);
}
public void onDrawFrame(GL10 unused)
{
float[] mtx = new float[16];
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);
surface.updateTexImage();
surface.getTransformMatrix(mtx);
mDirectVideo.draw();
}
public void onSurfaceChanged(GL10 unused, int width, int height)
{
GLES20.glViewport(0, 0, width, height);
}
static public int loadShader(int type, String shaderCode)
{
int shader = GLES20.glCreateShader(type);
GLES20.glShaderSource(shader, shaderCode);
GLES20.glCompileShader(shader);
return shader;
}
static private int createTexture()
{
int[] texture = new int[1];
GLES20.glGenTextures(1,texture, 0);
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, texture[0]);
GLES20.glTexParameterf(GLES11Ext.GL_TEXTURE_EXTERNAL_OES,
GL10.GL_TEXTURE_MIN_FILTER,GL10.GL_LINEAR);
GLES20.glTexParameterf(GLES11Ext.GL_TEXTURE_EXTERNAL_OES,
GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);
GLES20.glTexParameteri(GLES11Ext.GL_TEXTURE_EXTERNAL_OES,
GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE);
GLES20.glTexParameteri(GLES11Ext.GL_TEXTURE_EXTERNAL_OES,
GL10.GL_TEXTURE_WRAP_T, GL10.GL_CLAMP_TO_EDGE);
return texture[0];
}
public void setSurface(SurfaceTexture _surface)
{
surface = _surface;
}
}
DirectVideo.java
public class DirectVideo {
private final String vertexShaderCode =
"#extension GL_OES_EGL_image_external : require\n"+
"attribute vec4 position;" +
"attribute vec4 inputTextureCoordinate;" +
"varying vec2 textureCoordinate;" +
"void main()" +
"{"+
"gl_Position = position;"+
"textureCoordinate = inputTextureCoordinate.xy;" +
"}";
private final String fragmentShaderCode =
"#extension GL_OES_EGL_image_external : require\n"+
"precision mediump float;" +
"uniform vec4 vColor;" +
"void main() {" +
" gl_FragColor = vColor;" +
"}";
private FloatBuffer vertexBuffer, textureVerticesBuffer;
private ShortBuffer drawListBuffer;
private final int mProgram;
private int mPositionHandle;
private int mColorHandle;
private int mTextureCoordHandle;
// number of coordinates per vertex in this array
static final int COORDS_PER_VERTEX = 2;
static float squareVertices[] = { // in counterclockwise order:
-1.0f, 1.0f,
-1.0f, -1.0f,
1.0f, -1.0f,
1.0f, 1.0f
};
private short drawOrder[] = { 0, 1, 2, 0, 2, 3 }; // order to draw vertices
static float textureVertices[] = { // in counterclockwise order:
1.0f, 1.0f,
1.0f, 0.0f,
0.0f, 1.0f,
0.0f, 0.0f
};
private final int vertexStride = COORDS_PER_VERTEX * 4; // 4 bytes per vertex
private int texture;
public DirectVideo(int _texture)
{
texture = _texture;
ByteBuffer bb = ByteBuffer.allocateDirect(squareVertices.length * 4);
bb.order(ByteOrder.nativeOrder());
vertexBuffer = bb.asFloatBuffer();
vertexBuffer.put(squareVertices);
vertexBuffer.position(0);
ByteBuffer dlb = ByteBuffer.allocateDirect(drawOrder.length * 2);
dlb.order(ByteOrder.nativeOrder());
drawListBuffer = dlb.asShortBuffer();
drawListBuffer.put(drawOrder);
drawListBuffer.position(0);
ByteBuffer bb2 = ByteBuffer.allocateDirect(textureVertices.length * 4);
bb2.order(ByteOrder.nativeOrder());
textureVerticesBuffer = bb2.asFloatBuffer();
textureVerticesBuffer.put(textureVertices);
textureVerticesBuffer.position(0);
int vertexShader = MyGL20Renderer.loadShader(GLES20.GL_VERTEX_SHADER, vertexShaderCode);
int fragmentShader = MyGL20Renderer.loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode);
mProgram = GLES20.glCreateProgram(); // create empty OpenGL ES Program
GLES20.glAttachShader(mProgram, vertexShader); // add the vertex shader to program
GLES20.glAttachShader(mProgram, fragmentShader); // add the fragment shader to program
GLES20.glLinkProgram(mProgram);
}
public void draw()
{
GLES20.glUseProgram(mProgram);
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, texture);
mPositionHandle = GLES20.glGetAttribLocation(mProgram, "position");
GLES20.glEnableVertexAttribArray(mPositionHandle);
GLES20.glVertexAttribPointer(mPositionHandle, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false,vertexStride, vertexBuffer);
mTextureCoordHandle = GLES20.glGetAttribLocation(mProgram, "inputTextureCoordinate");
GLES20.glEnableVertexAttribArray(mTextureCoordHandle);
GLES20.glVertexAttribPointer(mTextureCoordHandle, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false,vertexStride, textureVerticesBuffer);
mColorHandle = GLES20.glGetUniformLocation(mProgram, "vColor");
GLES20.glDrawElements(GLES20.GL_TRIANGLES, drawOrder.length,
GLES20.GL_UNSIGNED_SHORT, drawListBuffer);
// Disable vertex array
GLES20.glDisableVertexAttribArray(mPositionHandle);
GLES20.glDisableVertexAttribArray(mTextureCoordHandle);
}
}
答案 0 :(得分:35)
mDirectVideo = new DirectVideo(texture);
texture = createTexture();
应该是
texture = createTexture();
mDirectVideo = new DirectVideo(texture);
Shader
private final String vertexShaderCode =
"attribute vec4 position;" +
"attribute vec2 inputTextureCoordinate;" +
"varying vec2 textureCoordinate;" +
"void main()" +
"{"+
"gl_Position = position;"+
"textureCoordinate = inputTextureCoordinate;" +
"}";
private final String fragmentShaderCode =
"#extension GL_OES_EGL_image_external : require\n"+
"precision mediump float;" +
"varying vec2 textureCoordinate; \n" +
"uniform samplerExternalOES s_texture; \n" +
"void main() {" +
" gl_FragColor = texture2D( s_texture, textureCoordinate );\n" +
"}";
mColorHandle = GLES20.glGetUniformLocation(mProgram, "vColor");
应该是
mColorHandle = GLES20.glGetAttribLocation(mProgram, "s_texture");
从DirectVideo draw.glVertexAttribPointer等中删除初始化内容。将它放在某个init函数中。
public void draw()
{
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, texture);
GLES20.glDrawElements(GLES20.GL_TRIANGLES, drawOrder.length,
GLES20.GL_UNSIGNED_SHORT, drawListBuffer);
}