问题。
我有特定的Android设备的问题。我使用原生C ++库在我的应用中绘制内容。长期以来,我使用的解决方案在不同设备上运行良好,直到我收到三星Galaxy S4用户(GT-I9500,Android 4.4.2,Exynos 5410)的负面反馈。我的OpenGL绘图的结果已损坏。在这种情况下,通常绘制全屏的纹理缩小到屏幕空间的四分之一并与右上角对齐。用glClearColor绘制的背景填满了全屏幕。我能够检查其他三个S4--在我的应用程序总共四部手机中,绘图仅在Exynos设备上损坏。另外两个人有Snapdragon,他们没有任何问题。
代码。
我稍微简化了代码,所以我可以在这里展示它。任务是基本的:在它上面绘制红色背景和黑色全屏矩形。
下面你可以看到我的绘图方法。传递给着色器的数据不会影响此简化案例中的任何内容。
// Use program
glUseProgram(_shaderProgram);
ERROR_STATUS
//bind quad mesh buffer
glBindBuffer(GL_ARRAY_BUFFER, _vbo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _ibo);
ERROR_STATUS
//set attribs
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void *) (2 * sizeof(float)));
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
ERROR_STATUS
// Clear background to red
glClear(GL_COLOR_BUFFER_BIT);
glClearColor(1, 0, 0, 1);
glUniform2fv(_scaleUniform, 1, _eyes[0].scale.data);
glUniform1f(_offsetUniform, _eyes[0].offset);
glUniform1f(_offsetYUniform, _eyes[0].offsetY);
BindTextures(TEX);
// Draw
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, NULL);
ERROR_STATUS
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
ERROR_STATUS
这是我的ConfigChooser(grafika在这里很有帮助)。
private static class ConfigChooser implements GLSurfaceView.EGLConfigChooser {
public ConfigChooser(int r, int g, int b, int a, int depth, int stencil) {
mRedSize = r;
mGreenSize = g;
mBlueSize = b;
mAlphaSize = a;
mDepthSize = depth;
mStencilSize = stencil;
}
/* This EGL config specification is used to specify 2.0 rendering.
* We use a minimum size of 4 bits for red/green/blue, but will
* perform actual matching in chooseConfig() below.
*/
private static int EGL_OPENGL_ES2_BIT = 4;
private static int[] s_configAttribs2 =
{
EGL10.EGL_RED_SIZE, 4,
EGL10.EGL_GREEN_SIZE, 4,
EGL10.EGL_BLUE_SIZE, 4,
EGL10.EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
EGL10.EGL_NONE
};
public EGLConfig chooseConfig(EGL10 egl, EGLDisplay display) {
/* Get the number of minimally matching EGL configurations
*/
int[] num_config = new int[1];
egl.eglChooseConfig(display, s_configAttribs2, null, 0, num_config);
int numConfigs = num_config[0];
if (numConfigs <= 0) {
throw new IllegalArgumentException("No configs match configSpec");
}
/* Allocate then read the array of minimally matching EGL configs
*/
EGLConfig[] configs = new EGLConfig[numConfigs];
egl.eglChooseConfig(display, s_configAttribs2, configs, numConfigs, num_config);
if (DEBUG) {
printConfigs(egl, display, configs);
}
/* Now return the "best" one
*/
return chooseConfig(egl, display, configs);
}
public EGLConfig chooseConfig(EGL10 egl, EGLDisplay display,
EGLConfig[] configs) {
for(EGLConfig config : configs) {
int d = findConfigAttrib(egl, display, config,
EGL10.EGL_DEPTH_SIZE, 0);
int s = findConfigAttrib(egl, display, config,
EGL10.EGL_STENCIL_SIZE, 0);
// We need at least mDepthSize and mStencilSize bits
if (d < mDepthSize || s < mStencilSize)
continue;
// We want an *exact* match for red/green/blue/alpha
int r = findConfigAttrib(egl, display, config,
EGL10.EGL_RED_SIZE, 0);
int g = findConfigAttrib(egl, display, config,
EGL10.EGL_GREEN_SIZE, 0);
int b = findConfigAttrib(egl, display, config,
EGL10.EGL_BLUE_SIZE, 0);
int a = findConfigAttrib(egl, display, config,
EGL10.EGL_ALPHA_SIZE, 0);
if (r == mRedSize && g == mGreenSize && b == mBlueSize && a == mAlphaSize)
return config;
}
return null;
}
private int findConfigAttrib(EGL10 egl, EGLDisplay display,
EGLConfig config, int attribute, int defaultValue) {
if (egl.eglGetConfigAttrib(display, config, attribute, mValue)) {
return mValue[0];
}
return defaultValue;
}
private void printConfigs(EGL10 egl, EGLDisplay display,
EGLConfig[] configs) {
int numConfigs = configs.length;
Log.w(TAG, String.format("%d configurations", numConfigs));
for (int i = 0; i < numConfigs; i++) {
Log.w(TAG, String.format("Configuration %d:\n", i));
printConfig(egl, display, configs[i]);
}
}
private void printConfig(EGL10 egl, EGLDisplay display,
EGLConfig config) {
int[] attributes = {
EGL10.EGL_BUFFER_SIZE,
EGL10.EGL_ALPHA_SIZE,
EGL10.EGL_BLUE_SIZE,
EGL10.EGL_GREEN_SIZE,
EGL10.EGL_RED_SIZE,
EGL10.EGL_DEPTH_SIZE,
EGL10.EGL_STENCIL_SIZE,
EGL10.EGL_CONFIG_CAVEAT,
EGL10.EGL_CONFIG_ID,
EGL10.EGL_LEVEL,
EGL10.EGL_MAX_PBUFFER_HEIGHT,
EGL10.EGL_MAX_PBUFFER_PIXELS,
EGL10.EGL_MAX_PBUFFER_WIDTH,
EGL10.EGL_NATIVE_RENDERABLE,
EGL10.EGL_NATIVE_VISUAL_ID,
EGL10.EGL_NATIVE_VISUAL_TYPE,
0x3030, // EGL10.EGL_PRESERVED_RESOURCES,
EGL10.EGL_SAMPLES,
EGL10.EGL_SAMPLE_BUFFERS,
EGL10.EGL_SURFACE_TYPE,
EGL10.EGL_TRANSPARENT_TYPE,
EGL10.EGL_TRANSPARENT_RED_VALUE,
EGL10.EGL_TRANSPARENT_GREEN_VALUE,
EGL10.EGL_TRANSPARENT_BLUE_VALUE,
0x3039, // EGL10.EGL_BIND_TO_TEXTURE_RGB,
0x303A, // EGL10.EGL_BIND_TO_TEXTURE_RGBA,
0x303B, // EGL10.EGL_MIN_SWAP_INTERVAL,
0x303C, // EGL10.EGL_MAX_SWAP_INTERVAL,
EGL10.EGL_LUMINANCE_SIZE,
EGL10.EGL_ALPHA_MASK_SIZE,
EGL10.EGL_COLOR_BUFFER_TYPE,
EGL10.EGL_RENDERABLE_TYPE,
0x3042 // EGL10.EGL_CONFORMANT
};
String[] names = {
"EGL_BUFFER_SIZE",
"EGL_ALPHA_SIZE",
"EGL_BLUE_SIZE",
"EGL_GREEN_SIZE",
"EGL_RED_SIZE",
"EGL_DEPTH_SIZE",
"EGL_STENCIL_SIZE",
"EGL_CONFIG_CAVEAT",
"EGL_CONFIG_ID",
"EGL_LEVEL",
"EGL_MAX_PBUFFER_HEIGHT",
"EGL_MAX_PBUFFER_PIXELS",
"EGL_MAX_PBUFFER_WIDTH",
"EGL_NATIVE_RENDERABLE",
"EGL_NATIVE_VISUAL_ID",
"EGL_NATIVE_VISUAL_TYPE",
"EGL_PRESERVED_RESOURCES",
"EGL_SAMPLES",
"EGL_SAMPLE_BUFFERS",
"EGL_SURFACE_TYPE",
"EGL_TRANSPARENT_TYPE",
"EGL_TRANSPARENT_RED_VALUE",
"EGL_TRANSPARENT_GREEN_VALUE",
"EGL_TRANSPARENT_BLUE_VALUE",
"EGL_BIND_TO_TEXTURE_RGB",
"EGL_BIND_TO_TEXTURE_RGBA",
"EGL_MIN_SWAP_INTERVAL",
"EGL_MAX_SWAP_INTERVAL",
"EGL_LUMINANCE_SIZE",
"EGL_ALPHA_MASK_SIZE",
"EGL_COLOR_BUFFER_TYPE",
"EGL_RENDERABLE_TYPE",
"EGL_CONFORMANT"
};
int[] value = new int[1];
for (int i = 0; i < attributes.length; i++) {
int attribute = attributes[i];
String name = names[i];
if ( egl.eglGetConfigAttrib(display, config, attribute, value)) {
Log.w(TAG, String.format(" %s: %d\n", name, value[0]));
} else {
// Log.w(TAG, String.format(" %s: failed\n", name));
while (egl.eglGetError() != EGL10.EGL_SUCCESS);
}
}
}
// Subclasses can adjust these values:
protected int mRedSize;
protected int mGreenSize;
protected int mBlueSize;
protected int mAlphaSize;
protected int mDepthSize;
protected int mStencilSize;
private int[] mValue = new int[1];
}
我附上setEGLConfigChooser(new ConfigChooser(5, 6, 5, 0, 0, 0))
。
背景工厂:
private static class ContextFactory implements GLSurfaceView.EGLContextFactory {
private static int EGL_CONTEXT_CLIENT_VERSION = 0x3098;
public EGLContext createContext(EGL10 egl, EGLDisplay display, EGLConfig eglConfig) {
Log.w(TAG, "creating OpenGL ES 2.0 context");
checkEglError("Before eglCreateContext", egl);
int[] attrib_list = {EGL_CONTEXT_CLIENT_VERSION, 2, EGL10.EGL_NONE };
EGLContext context = egl.eglCreateContext(display, eglConfig, EGL10.EGL_NO_CONTEXT, attrib_list);
checkEglError("After eglCreateContext", egl);
return context;
}
public void destroyContext(EGL10 egl, EGLDisplay display, EGLContext context) {
egl.eglDestroyContext(display, context);
}
}
如有必要,我可以提供代码的其他部分。
的结果。
虽然通常有效的结果只是黑屏(黑色,空纹理与红色背景重叠),在S4 Exynos上,屏幕看起来像这样(右边的箭头只是系统按钮):
所以这就是问题所在。如何解决问题,所以应用程序显示不同设备的相同内容?
答案 0 :(得分:0)
由于RetoKoradi的建议,我能够修复我的代码。
问题是我在着色器(0和1)中使用了制服的固定位置。我不确定为什么这对大多数人来说都是有效的,而有些则不是。
因此,而不是像:
这样的电话glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0);
glEnableVertexAttribArray(0);
我现在正在使用:
_posAttribLocation = glGetAttribLocation(_shaderProgram, "a_position");
在着色器程序准备好后使用它而不是固定的一个来存储制服的位置:
glVertexAttribPointer(_posAttribLocation, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0);
glEnableVertexAttribArray(_posAttribLocation);