安卓下模拟渲染EGLImageKHR

创建AHardwareBuffer并填充颜色

	AHardwareBuffer_Desc desc = {
			static_cast<uint32_t>(screenW),
			static_cast<uint32_t>(screenH),
			1,
			AHARDWAREBUFFER_FORMAT_R8G8B8A8_UNORM,
			AHARDWAREBUFFER_USAGE_CPU_READ_NEVER | AHARDWAREBUFFER_USAGE_CPU_WRITE_NEVER |
			AHARDWAREBUFFER_USAGE_GPU_SAMPLED_IMAGE | AHARDWAREBUFFER_USAGE_GPU_COLOR_OUTPUT,
			0,
			0,
			0};
	int errCode = AHardwareBuffer_allocate(&desc, &mAHardwareBuffer);
	//
	unsigned char *ptrReader = nullptr;
	AHardwareBuffer_lock(mAHardwareBuffer, AHARDWAREBUFFER_USAGE_CPU_READ_OFTEN, -1, nullptr,
						 (void **) &ptrReader);
//	memset(ptrReader, 123456 ,screenW*screenH * sizeof(uint32_t));
	unsigned int* mysurface=(unsigned int*)ptrReader;
	for(int i=0;i<screenH;i++)
		for(int j=0;j<screenW;j++){
			unsigned int color=(16<<(i%255))|(8<<(j%255))|((j*i)%255)|0xff000000;
			mysurface[i*screenW+j]=color;
		}
	int32_t fence = -1;
	AHardwareBuffer_unlock(mAHardwareBuffer, &fence);

从AHardwareBuffer创建EGLImageKHR并填充到纹理

bool EGLImageTest::bindEGLImage(GLenum type,GLuint texId) {
	if (!mAHardwareBuffer || texId == 0) {
		LOGE("bindTexture failed: buffer_ or texId null");
		return false;
	}

	EGLClientBuffer clientBuffer = eglGetNativeClientBufferANDROID(mAHardwareBuffer);
	if (!clientBuffer) {
		LOGE("bindTexture failed: clientBuffer null");
		return false;
	}

	EGLDisplay display = eglGetDisplay(EGL_DEFAULT_DISPLAY);

	if (image_ != EGL_NO_IMAGE_KHR) {
		eglDestroyImageKHR(display, image_);
	}

	EGLint eglImageAttributes[] = { EGL_IMAGE_PRESERVED, EGL_TRUE, EGL_NONE};
	image_ = eglCreateImageKHR(mEglCore->getEGLDisplay(), mEglCore->getEGLContext(), EGL_NATIVE_BUFFER_ANDROID,
										 clientBuffer, eglImageAttributes);
	if (image_ == EGL_NO_IMAGE_KHR) {
		LOGE("bindTexture failed: eglCreateImageKHR null");
		GLUtils::CheckGLError("bindTexture failed: eglCreateImageKHR null");
		return false;
	}

	glBindTexture(type, texId);
	glEGLImageTargetTexture2DOES(type, (GLeglImageOES) image_);
	return true;
}

演示使用GL_TEXTURE_EXTERNAL_OES纹理渲染

    readTextureOES = GLUtils::createTextureOES(screenW,screenH);
	bindEGLImage(GL_TEXTURE_EXTERNAL_OES,readTextureOES);
    ///
    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_EXTERNAL_OES,readTextureOES);
    glUniform1i(glGetUniformLocation(m_ProgramObj,"mainTexture"), 0);

片段着色器

#version 320 es
#ifdef GL_OES_EGL_image_external
    #extension GL_OES_EGL_image_external : require
#else
	#extension GL_OES_EGL_image_external_essl3 : require
#endif
precision highp float;
layout(std140, column_major) uniform;
uniform samplerExternalOES mainTexture;
uniform sampler2D srcTexture;
in vec2 aOutTexCoord;

out vec4 FragColor;
void main()
{
    vec4 color = texture(mainTexture,aOutTexCoord).rgba;
    FragColor = vec4(color.rgb,0.5);
//                FragColor = vec4(aOutTexCoord,0.0,0.5);
}

如果使用GL_TEXTURE_EXTERNAL_OES纹理,在片段着色器中要用这句声明:
#extension GL_OES_EGL_image_external : require

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