我在嵌入式平台Mali400GPU,Ubuntu上。我正在尝试使用EGL像素缓冲区,将使用片段着色器渲染的纹理复制到像素缓冲区,以便我可以在CPU上对该缓冲区进行一些处理。我已经完成了以下代码,但是当尝试使用缓冲区对象并在四边形上绘制时,四边形有一个扭曲的纹理,我不知道为什么。
这是在Init函数
// EGL variables
EGLDisplay eglDisplay = 0;
EGLConfig eglConfigWindow = 0;
EGLConfig eglConfigPbuffer = 0;
EGLSurface eglSurfaceWindow = 0;
EGLSurface eglSurfacePbuffer = 0;
EGLContext eglContext = 0;
const EGLint attribListWindow[] =
{
EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
EGL_RED_SIZE, 5,
EGL_GREEN_SIZE, 6,
EGL_BLUE_SIZE, 5,
EGL_ALPHA_SIZE, 0,
EGL_DEPTH_SIZE, 16,
EGL_STENCIL_SIZE, 0,
EGL_NONE
};
const EGLint attribListPbuffer[] =
{
EGL_SURFACE_TYPE, EGL_PBUFFER_BIT,
EGL_RED_SIZE, 5,
EGL_GREEN_SIZE, 6,
EGL_BLUE_SIZE, 5,
EGL_ALPHA_SIZE, 0,
EGL_DEPTH_SIZE, 16,
EGL_STENCIL_SIZE, 0,
EGL_NONE
};
const EGLint srfPbufferAttr[] =
{
EGL_WIDTH, 1024,
EGL_HEIGHT, 1024,
EGL_COLORSPACE, GL_RGB,
EGL_TEXTURE_FORMAT, EGL_TEXTURE_RGB,
EGL_TEXTURE_TARGET, EGL_TEXTURE_2D,
EGL_LARGEST_PBUFFER, EGL_TRUE,
EGL_NONE
};
EGLint iMajorVersion, iMinorVersion;
int iConfigs;
eglDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY);
eglInitialize(eglDisplay, &iMajorVersion, &iMinorVersion);
eglChooseConfig(eglDisplay, attribListWindow,
&eglConfigWindow, 1, &iConfigs);
eglContext = eglCreateContext(eglDisplay,
eglConfigWindow, NULL, NULL);
eglSurfaceWindow = eglGetCurrentSurface(EGL_DRAW);
eglSurfacePbuffer = eglCreatePbufferSurface(eglDisplay,
eglConfigPbuffer,srfPbufferAttr);
eglMakeCurrent(eglDisplay, eglSurfacePbuffer, eglSurfacePbuffer, eglContext);
glGenTextures(1, &theSource);
glBindTexture(GL_TEXTURE_2D, theSource);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 1024,
1024, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glTexParameterf(GL_TEXTURE_2D,
GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D,
GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D,
GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D,
GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
在绘图中:
UserData *userData = (UserData*)esContext->userData;
GLfloat vVertices[] = { -1.0f, -1.0f, 0.0f, // Position 0
0.0f, 0.0f, // TexCoord 0
-1.0f, 1.0f, 0.0f, // Position 1
0.0f, 1.0f, // TexCoord 1
1.0f, 1.0f, 0.0f, // Position 2
1.0f, 1.0f, // TexCoord 2
1.0f, -1.0f, 0.0f, // Position 3
1.0f, 0.0f // TexCoord 3
};
GLushort indices[] = { 0, 1, 2, 0, 2, 3 };
// Set the viewport
glViewport ( 0, 0, esContext->width, esContext->height );
// Clear the color buffer
glClear ( GL_COLOR_BUFFER_BIT| GL_DEPTH_BUFFER_BIT);
// Use the program object
glUseProgram ( userData->programObject );
// Load the vertex position
glVertexAttribPointer ( userData->positionLoc, 3, GL_FLOAT,
GL_FALSE, 5 * sizeof(GLfloat), vVertices );
// Load the texture coordinate
glVertexAttribPointer ( userData->texCoordLoc, 2, GL_FLOAT,
GL_FALSE, 5 * sizeof(GLfloat), &vVertices[3] );
glEnableVertexAttribArray ( userData->positionLoc );
glEnableVertexAttribArray ( userData->texCoordLoc );
// Bind the base map
glUniform1i ( userData->baseMapLoc, 0 );
glActiveTexture ( GL_TEXTURE0 );
glBindTexture ( GL_TEXTURE_2D, userData->baseMapTexId );
glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
//glCopyTexImage2D(GL_TEXTURE_2D,0,0,0,0,0, 1024, 1024);
glDrawElements ( GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices );
eglMakeCurrent(eglDisplay, eglSurfacePbuffer, eglSurfacePbuffer, eglContext);
eglBindTexImage(eglDisplay, eglSurfacePbuffer, EGL_BACK_BUFFER);
glBindTexture(GL_TEXTURE_2D, theSource);
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, 1024, 1024, 0);
glDrawElements ( GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices );