eglChooseConfig failed

博客指出Android模拟器不支持opengl es3,需将其更改为2,涉及移动开发和图像处理AR特效相关信息技术内容。
SUPPORTED_64_BIT_ABIS=[Ljava.lang.String;@bb0e606
versionCode=1
BOARD=unknown
BOOTLOADER=unknown
TYPE=userdebug
ID=MASTER
TIME=1595298178000
BRAND=Android
TAG=Build
SERIAL=EMULATOR30X2X5X0
HARDWARE=ranchu
SUPPORTED_ABIS=[Ljava.lang.String;@f0bf4c7
CPU_ABI=x86
RADIO=unknown
IS_DEBUGGABLE=true
MANUFACTURER=unknown
SUPPORTED_32_BIT_ABIS=[Ljava.lang.String;@abfe8e1
TAGS=test-keys
CPU_ABI2=
UNKNOWN=unknown
USER=android-build
FINGERPRINT=Android/sdk_google_phone_x86/generic_x86:6.0/MASTER/6695544:userdebug/test-keys
HOST=abfarm-01141
PRODUCT=sdk_google_phone_x86
versionName=1.0
DISPLAY=sdk_google_phone_x86-userdebug 6.0 MASTER 6695544 test-keys
MODEL=Android SDK built for x86
DEVICE=generic_x86
2021-04-26 02:03:51  java.lang.IllegalArgumentException: eglChooseConfig failed
   at android.opengl.GLSurfaceView$BaseConfigChooser.chooseConfig(GLSurfaceView.java:853)
   at android.opengl.GLSurfaceView$EglHelper.start(GLSurfaceView.java:1024)
   at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1401)
   at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1240)

原因是Android模拟器不支持opengl es3,所以要更改为2

glsvMap.setEGLContextClientVersion(2);

 

 

#include "DisplayHandler.h" //加入三维顶点数据 两个三角形组成正方形 const float vers[] = { 1.0f, -1.0f, 0.0f, -1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 0.0f, -1.0f, 1.0f, 0.0f, }; //加入材质坐标数据 const float txts[] = { 1.0f, 0.0f,//右下 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f }; #define GET_STR(x) #x //顶点着色器 glsl static const char *vertexShader = GET_STR( attribute vec4 aPosition;//顶点坐标 attribute vec2 aTexCoord;//材质顶点坐标 varying vec2 vTexCoord;//输出的材质坐标 输出给片元着色器 void main() { vTexCoord = vec2(aTexCoord.x, 1.0 - aTexCoord.y); gl_Position = aPosition;//显示顶点 } ); //片元着色器 NV12 // // glsl static const char *fragYUV = GET_STR( precision mediump float;//精度 varying vec2 vTexCoord;//顶点着色器传递的坐标 uniform sampler2D yTexture;//输入材质参数(不透明灰度,单像素) uniform sampler2D uvTexture;//输入材质参数 void main() { vec3 yuv; vec3 rgb; yuv.r = texture2D(yTexture, vTexCoord).r; yuv.g = texture2D(uvTexture, vTexCoord).r - 0.5; yuv.b = texture2D(uvTexture, vTexCoord).a - 0.5; rgb = mat3(1.0, 1.0, 1.0, 0.0, 0.39465, 2.03211, 1.13983, -0.5806, 0.0) * yuv; //输出像素颜色 gl_FragColor = vec4(rgb, 1.0); } ); DisplayHandler::DisplayHandler() { videoWidth = 1920; videoHeight = 1080; glProgram = 0; eglSurface = nullptr; eglContext = nullptr; eglDisplay = nullptr; } bool DisplayHandler::initEGL(EGLNativeWindowType *nwin) { //EGL //1 eglDisplay 显示 eglDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY); if (eglDisplay == EGL_NO_DISPLAY) { printf("get eglDisplay failed!"); return false; } //初始化 后面两个参数是版本号 if (EGL_TRUE != eglInitialize(eglDisplay, 0, 0)) { printf("eglInitialize failed!"); return false; } //2 surface (关联原始窗口) //surface 配置 //输出配置 EGLConfig config; EGLint configNum; //输入配置 EGLint configSpec[] = { EGL_RED_SIZE, 8, EGL_GREEN_SIZE, 8, EGL_BLUE_SIZE, 8, EGL_SURFACE_TYPE, EGL_WINDOW_BIT, EGL_NONE }; if (EGL_TRUE != eglChooseConfig(eglDisplay, configSpec, &config, 1, &configNum)) { printf("eglChooseConfig failed!"); return false; } //创建surface (关联原始窗口) eglSurface = eglCreateWindowSurface(eglDisplay, config, nwin, 0); if (eglSurface == EGL_NO_SURFACE) { printf("eglCreateWindowSurface failed!"); return false; } //3 context 创建关联上下文 const EGLint ctxAttr[] = { EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE }; eglContext = eglCreateContext(eglDisplay, config, EGL_NO_CONTEXT, ctxAttr); if (eglContext == EGL_NO_CONTEXT) { printf("eglCreateContext failed!"); return false; } //egl 关联 openGL if (EGL_TRUE != eglMakeCurrent(eglDisplay, eglSurface, eglSurface, eglContext)) { printf("eglMakeCurrent failed!"); return false; } printf("EGL init success"); return true; } void DisplayHandler::deinitEGL() { EGLBoolean success; if (eglDisplay != nullptr && eglSurface != nullptr) { success = eglDestroySurface(eglDisplay, eglSurface); if (!success) { printf("eglDestroySurface failure."); } eglSurface = nullptr; } if (eglDisplay != nullptr && eglContext != nullptr) { success = eglDestroyContext(eglDisplay, eglContext); if (!success) { printf("eglDestroyContext failure."); } eglContext = nullptr; success = eglTerminate(eglDisplay); if (!success) { printf("eglTerminate failure."); } eglDisplay = nullptr; } if (glProgram != 0) { glDeleteProgram(glProgram); glProgram = 0; } } //初始化着色器 GLint DisplayHandler::initShader(const char *code, GLint type) { GLuint shader; GLint compiled; // Create an empty shader object, which maintain the source code strings that define a shader shader = glCreateShader(type); if (shader == 0) { return 0; } // Replaces the source code in a shader object glShaderSource(shader, 1, &code, nullptr); // Compile the shader object glCompileShader(shader); // Check the shader object compile status glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); if (!compiled) { GLint infoLen = 0; glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen); if (infoLen > 1) { GLchar *infoLog = (GLchar *) malloc(sizeof(GLchar) * infoLen); glGetShaderInfoLog(shader, infoLen, nullptr, infoLog); printf("Error compiling shader:\n%s\n", infoLog); free(infoLog); } glDeleteShader(shader); return 0; } return shader; } GLuint DisplayHandler::loadProgram(const char *vShaderStr, const char *fShaderStr) { GLuint vertexShader; GLuint fragmentShader; GLuint programObject; GLint linked; // Load the vertex/fragment shaders vertexShader = initShader(vShaderStr, GL_VERTEX_SHADER); fragmentShader = initShader(fShaderStr, GL_FRAGMENT_SHADER); // Create the program object programObject = glCreateProgram(); if (programObject == 0) { return 0; } // Attaches a shader object to a program object glAttachShader(programObject, vertexShader); glAttachShader(programObject, fragmentShader); // Bind vPosition to attribute 0 glBindAttribLocation(programObject, 0, "vPosition"); // Link the program object glLinkProgram(programObject); // Check the link status glGetProgramiv(programObject, GL_LINK_STATUS, &linked); if (!linked) { GLint infoLen = 0; glGetProgramiv(programObject, GL_INFO_LOG_LENGTH, &infoLen); if (infoLen > 1) { GLchar *infoLog = (GLchar *) malloc(sizeof(GLchar) * infoLen); glGetProgramInfoLog(programObject, infoLen, NULL, infoLog); printf("Error linking program:\n%s\n", infoLog); free(infoLog); } glDeleteProgram(programObject); return GL_FALSE; } // Free no longer needed shader resources glDeleteShader(vertexShader); glDeleteShader(fragmentShader); return programObject; } GLint DisplayHandler::createProgram() { GLuint programObject; // Load the shaders and get a linked program object programObject = loadProgram((const char *) vertexShader, (const char *) fragYUV); if (programObject == 0) { return GL_FALSE; } // Store the program object glProgram = programObject; glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glGenTextures(TEXTURE_NUM, mTextureID); for (int i = 0; i < TEXTURE_NUM; i++) { glBindTexture(GL_TEXTURE_2D, mTextureID[i]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); } //激活渲染程序 glUseProgram(glProgram); //获取shader中的顶点变量 GLuint apos = (GLuint) glGetAttribLocation(glProgram, "aPosition"); glEnableVertexAttribArray(apos); //传递顶点 /* * apos 传到哪 * 每一个点有多少个数据 * 格式 * 是否有法线向量 * 一个数据的偏移量 * 12 顶点有三个值(x,y,z)float存储 每个有4个字节 每一个值的间隔是 3*4 = 12 * ver 顶点数据 * */ glVertexAttribPointer(apos, 3, GL_FLOAT, GL_FALSE, 12, vers); GLuint atex = (GLuint) glGetAttribLocation(glProgram, "aTexCoord"); glEnableVertexAttribArray(atex); glVertexAttribPointer(atex, 2, GL_FLOAT, GL_FLOAT, 8, txts); //设置纹理层 glUniform1i(glGetUniformLocation(glProgram, "yTexture"), 0);//对于纹理第1层 glUniform1i(glGetUniformLocation(glProgram, "uvTexture"), 1);//对于纹理第2层 return 0; } void DisplayHandler::setVideoWH(int width, int height) { videoWidth = width; videoHeight = height; } int DisplayHandler::getVideoWidth() const { return videoWidth; } int DisplayHandler::getVideoHeight() const { return videoHeight; } void DisplayHandler::update(unsigned char *yuvBuf) { glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, mTextureID[0]);//绑定纹理,下面的属性针对这个纹理设置 //设置纹理的格式和大小 /* * GL_TEXTURE_2D * 显示细节的级别 * 内部gpu 格式 亮度 灰度图 * 宽 * 高 * 边框 * 数据的像素格式 * 像素的数据类型 * 纹理数据 * */ glTexImage2D(GL_TEXTURE_2D, 0,//默认 GL_LUMINANCE, videoWidth, videoHeight, //尺寸要是2的次方 拉伸到全屏 0, GL_LUMINANCE,//数据的像素格式,要与上面一致 GL_UNSIGNED_BYTE,// 像素的数据类型 yuvBuf ); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, mTextureID[1]); glTexImage2D(GL_TEXTURE_2D, 0,//默认 GL_LUMINANCE_ALPHA, videoWidth / 2, videoHeight / 2, //尺寸要是2的次方 拉伸到全屏 0, GL_LUMINANCE_ALPHA,//数据的像素格式,要与上面一致 GL_UNSIGNED_BYTE,// 像素的数据类型 yuvBuf + (videoWidth * videoHeight) ); //三维绘制 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);//从0顶点开始 一共4个顶点 //窗口显示 eglSwapBuffers(eglDisplay, eglSurface);//交换buf } 上述代码是正确,在main函数如何调用
最新发布
07-13
评论 2
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值