无法从外部纹理blit到android

时间:2015-11-21 16:43:38

标签: android opengl-es egl grafika

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。

0 个答案:

没有答案
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