egl

How to use GraphicBuffer in android ndk

陌路散爱 提交于 2019-11-30 13:43:36
I am asking this with reference to an answer for my question at How to improve opengl es display performance in android . I was trying to build the code which uses GraphicBuffer with ndk-r9d. but It is saying GraphicBuffer is not declared in this scope. The same comments for eglCreateImageKHR and glEGLImageTargetTexture2DOES. I have added EGL/eglext.h and GLES2/gl2ext.h . I tried to include ui/GraphicBuffer.h but it is not taking it. Is there another header file to be added ? The code given below I have added to avoid use of glTexSubImage2D(). GraphicBuffer * pGraphicBuffer = new GraphicBuffer

createWindowSurface failed: EGL_BAD_MATCH?

自古美人都是妖i 提交于 2019-11-30 12:49:10
the version android is 2.2.1 the device is a samsung galaxy II the full crash log is: java.lang.RuntimeException: createWindowSurface failed: EGL_BAD_MATCH at android.opengl.GLSurfaceView$EglHelper.throwEglException(GLSurfaceView.java:1077) at android.opengl.GLSurfaceView$EglHelper.createSurface(GLSurfaceView.java:981) at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1304) at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1116) this is the relevant code to the crash: @Override public void onCreate(Bundle savedInstanceState) { super.onCreate

Android: Is it possible to create a SurfaceTexture without a SurfaceView?

半世苍凉 提交于 2019-11-30 09:07:12
I want to create a SurfaceTexture with an OpenGL texture that I can manage, in a setup similar to this answer . (Quoted here:) Create a texture through OpenGL Pass this texture to the constructor of new SurfaceTexture. Give this new SurfaceTexture to the camera. Make sure you are using OES_External (see documentation for details). However, creating an OpenGL texture (as in step 1 of the answer), requires an EGL context , which requires a EGLSurface to be made current, which requires a SurfaceTexture. It seems the only way of creating the EGL context is by creating a SurfaceView (or another

ijkplayer系列12:video_refresh_thread

江枫思渺然 提交于 2019-11-30 04:26:35
video_refresh_thread 该线程负责图像的渲染,先来看下整体流程: 从上面的流程图可以得知,最终根据格式的差异分成了三个分支,我们先来看下func_display_overlay_l()的源码,然后再继续深入三个分支中。 static int func_display_overlay_l(SDL_Vout *vout, SDL_VoutOverlay *overlay) { SDL_Vout_Opaque *opaque = vout->opaque; ANativeWindow *native_window = opaque->native_window; if (!native_window) { if (!opaque->null_native_window_warned) { opaque->null_native_window_warned = 1; ALOGW("func_display_overlay_l: NULL native_window"); } return -1; } else { opaque->null_native_window_warned = 1; } if (!overlay) { ALOGE("func_display_overlay_l: NULL overlay"); return -1; } if (overlay->w

What is the relationship between EGL and OpenGL?

烂漫一生 提交于 2019-11-30 03:31:32
I'm writing an implementation for OpenVG and OpenGL|ES in Go , both of which depend on the Khronos EGL API , supposedly to ease portability I guess. I'm writing an implementation of OpenVG on top of OpenGL ES for fun and educational reasons - I haven't done a lot of rendering work and I'd like to learn more about the open APIs and practice implementing well defined standards (easier to see if I got the right results). As I understand it, EGL provides a standard API for retrieving a drawing context (or what ever it's rightly called,) instead of using one of the multiple OS provided APIs (GLX,

Fedora 19 using rpmfussion's NVIDIA driver: libGL error: failed to load driver: swrast

不想你离开。 提交于 2019-11-29 23:31:27
问题 When running an app that uses Qt 4.7 on my Fedora 19 box I am getting the following errors from the application: libGL: screen 0 does not appear to be DRI2 capable libGL: OpenDriver: trying /usr/lib64/dri/tls/swrast_dri.so libGL: OpenDriver: trying /usr/lib64/dri/swrast_dri.so libGL: Can't open configuration file /home/Matthew.Hoggan/.drirc: No such file or directory. libGL error: failed to load driver: swrast ERROR: Error failed to create progam. I do not see these errors in a stock X11

eglSwapBuffers is erratic/slow

孤者浪人 提交于 2019-11-29 19:35:36
问题 I have a problem with very low rendering time on an android tablet using the NDK and the egl commands. I have timed calls to eglSwapBuffers and is taking a variable amount of time, frequently exceeded the device frame rate. I know it synchronizes to the refresh, but that is around 60FPS, and the times here drop well below that. The only command I issue between calls to swap is glClear , so I know it isn't anything that I'm drawing causing the problem. Even just by clearing the frame rate

Android: Is it possible to create a SurfaceTexture without a SurfaceView?

。_饼干妹妹 提交于 2019-11-29 12:39:56
问题 I want to create a SurfaceTexture with an OpenGL texture that I can manage, in a setup similar to this answer. (Quoted here:) Create a texture through OpenGL Pass this texture to the constructor of new SurfaceTexture. Give this new SurfaceTexture to the camera. Make sure you are using OES_External (see documentation for details). However, creating an OpenGL texture (as in step 1 of the answer), requires an EGL context , which requires a EGLSurface to be made current, which requires a

What is EGL And How Can I Use It

一笑奈何 提交于 2019-11-28 23:27:27
Can Anybody explain me what is EGL and what it does? How can i use EGL with OpenGL-ES On Linux? Is EGL a Layer Between Hardware And Operating System? EGL is a window system-independent equivalent to the GLX and WGL APIs, which respectively enable OpenGL support in X and Microsoft Windows. It is an interface between Khronos rendering APIs such as OpenGL ES or OpenVG and the underlying native platform window system. It handles graphics context management, surface/buffer binding, and rendering synchronization and enables high-performance, accelerated, mixed-mode 2D and 3D rendering using other

What is the relationship between EGL and OpenGL?

≡放荡痞女 提交于 2019-11-28 21:05:33
问题 I'm writing an implementation for OpenVG and OpenGL|ES in Go, both of which depend on the Khronos EGL API, supposedly to ease portability I guess. I'm writing an implementation of OpenVG on top of OpenGL ES for fun and educational reasons - I haven't done a lot of rendering work and I'd like to learn more about the open APIs and practice implementing well defined standards (easier to see if I got the right results). As I understand it, EGL provides a standard API for retrieving a drawing