GLSurfaceView onDrawFrame清算行为 [英] GLSurfaceView onDrawFrame clearing behavior
问题描述
我跑进与GLSurfaceView不同的行为。
AFAIK它是程序清除缓冲器(颜色和深度)每个帧的责任。这意味着,如果我不清除缓冲区我得到的最后一帧(或一前,对于双缓冲)的内容。
看来虽然好像缓冲区无论什么清除某些设备上。我跑了你好三角计划的以下修改从不同结果一些测试设备Addison Wesley出版OpenglES2.0编程指南:
- 宏碁Iconia A500(4.0.3):不可以清除(预期的行为)
- 索尼XPERIA围棋(4.0.4):清除
- 银河S3(4.1.1):清除
- LG擎天柱4X HD(4.0.3):不可以清除
- 三星Galaxy Tab 20.1(4.0.4):不可以清除
- 摩托罗拉Xoom(3.2):不可以清除
- 银河S2(4.1.2 - 植根):清除
有没有办法来强制得到一个不变的缓冲区每次抽签回调?
与清除屏幕上的设备,结果如下:
该测试活动是这样的:
包com.example.glcleartest;进口java.nio.Buffer中;
进口java.nio.ByteBuffer中;
进口java.nio.ByteOrder中;
进口java.nio.FloatBuffer中;进口javax.microedition.khronos.egl.EGLConfig;
进口javax.microedition.khronos.opengles.GL10;进口android.opengl.GLES20;
进口android.opengl.GLSurfaceView;
进口android.opengl.GLSurfaceView.Renderer;
进口android.os.Bundle;
进口android.app.Activity;
进口android.util.Log;公共类MainActivity延伸活动{受保护的静态最终诠释为num_vertices = 3;@覆盖
保护无效的onCreate(捆绑savedInstanceState){
super.onCreate(savedInstanceState);
的setContentView(R.layout.activity_main); GLSurfaceView glview =(GLSurfaceView)findViewById(R.id.glview);
glview.setEGLConfigChooser(假);
glview.setEGLContextClientVersion(2);
glview.setRenderer(新渲染器(){ 私人诠释programObject;
私人FloatBuffer vertexBuffer; @覆盖
公共无效onSurfaceCreated(GL10 GL,EGLConfig配置){
} @覆盖
公共无效onSurfaceChanged(GL10 GL,诠释的宽度,高度INT){
GLES20.glViewport(0,0,宽度,高度);
在里面();
} @覆盖
公共无效onDrawFrame(GL10 GL){
浮动X = 0.1F *(浮点)Math.sin(System.currentTimeMillis的()/ 1000.0);
浮动[] = vVertices新的浮动[] {X,0.5F,0.0,
的X 0.5F,-0.5f,0.0,
X + 0.5F,-0.5f,0.0};
vertexBuffer.rewind();
vertexBuffer.put(vVertices);
vertexBuffer.rewind();
//使用程序对象
GLES20.glUseProgram(programObject);
INT手柄= GLES20.glGetUniformLocation(programObjectuColor);
浮动R =(浮点)(0.5F + Math.sin(System.currentTimeMillis的()/ 1000.0));
浮G =(浮点)(0.5F + Math.sin(System.currentTimeMillis的()/ 300.0));
GLES20.glUniform4f(手柄,R,G,0,1); //加载顶点数据
GLES20.glVertexAttribPointer(0,3,GLES20.GL_FLOAT,假,0,vertexBuffer);
GLES20.glEnableVertexAttribArray(0);
GLES20.glDrawArrays(GLES20.GL_TRIANGLES,0,3);
} 私人无效错误(String s)将{
Log.e(GLTEST,S);
} 私人诠释loadShader(INT shaderType,弦乐源){
如果(shaderType = GLES20.GL_FRAGMENT_SHADER和放大器;!&安培;!shaderType = GLES20.GL_VERTEX_SHADER){
抛出新的RuntimeException(非法着色器类型);
} INT着色器= GLES20.glCreateShader(shaderType);
如果(着色!= 0){
GLES20.glShaderSource(着色器,源);
GLES20.glCompileShader(着色器);
INT []编译=新INT [1];
GLES20.glGetShaderiv(着色,GLES20.GL_COMPILE_STATUS,编译,0);
如果(编译[0] == 0){
错误(无法编译着色器:);
错误(GLES20.glGetShaderInfoLog(着色));
GLES20.glDeleteShader(着色器);
着色器= 0;
抛出新的RuntimeException(语法着色器/编译错误);
}
}
返回着色器;
} 私人无效的init(){
字符串vShaderStr =属性vec4 vPosition; \\ n+
无效的主要()\\ n+{\\ n+
GL_POSITION = vPosition; \\ n+
} \\ n;
字符串fShaderStr =precision mediump浮动; \\ n+
统一vec4 uColor; +
无效的主要()\\ n+
{\\ n+
gl_FragColor = uColor; \\ n+
} \\ n; 的ByteBuffer VBB = ByteBuffer.allocateDirect(为num_vertices * 3 * 4);
vbb.order(ByteOrder.nativeOrder());
vertexBuffer = vbb.asFloatBuffer(); INT vertexShader;
INT fragmentShader; //加载顶点/片段着色
vertexShader = loadShader(GLES20.GL_VERTEX_SHADER,vShaderStr);
fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER,fShaderStr); //创建程序对象
programObject = GLES20.glCreateProgram();
如果(programObject == 0)
返回; GLES20.glAttachShader(programObject,vertexShader);
GLES20.glAttachShader(programObject,fragmentShader);
//绑定vPosition归因0
GLES20.glBindAttribLocation(programObject,0,vPosition);
//链接程序
GLES20.glLinkProgram(programObject);
INT [] linkStatus =新INT [1];
GLES20.glGetProgramiv(programObject,GLES20.GL_LINK_STATUS,linkStatus,0); 如果(linkStatus [0]!= GLES20.GL_TRUE){
错误(无法链接程序:);
错误(GLES20.glGetProgramInfoLog(programObject));
GLES20.glDeleteProgram(programObject);
programObject = 0;
}
}
});
}
}
如果你想让你的后备缓冲区的内容交换后,你必须设置的 EGL_SWAP_BEHAVIOR
属性您互换表面 EGL_BUFFER_ preSERVED
,由的 EGL API 。的确意识到尽管这在大多数平台上,这将是一个相当的大的性能损失。你刚才关闭重绘在大多数情况下框架要好得多。
对于一些历史:见 http://www.khronos.org /registry/egl/specs/EGLTechNote0001.html
I ran into different behaviors with the GLSurfaceView. AFAIK it is the responsibility of the program to clear the buffer (color and depth ) each frame. Which means that if I don't clear the buffer I get the content of the last frame ( or the one before that for double buffering ).
It seems though as if the buffer is cleared no matter what on some devices. I ran the following modification of the "Hello Triangle" program from the Addison Wesley OpenglES2.0 Programming Guide on some test devices with different results:
- Acer Iconia A500 (4.0.3): not cleared (expected behavior)
- Sony XPERIA Go (4.0.4): cleared
- Galaxy S3 (4.1.1): cleared
- LG Optimus 4x HD (4.0.3): not cleared
- Samsung Galaxy Tab 20.1 (4.0.4): not cleared
- Motorola Xoom ( 3.2): not cleared
- Galaxy S2 (4.1.2 - rooted): cleared
Is there a way to force getting an unchanged buffer with each draw callback?
The result for the devices with cleared screen looks like this:
The test activity looks like this:
package com.example.glcleartest;
import java.nio.Buffer;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import android.opengl.GLES20;
import android.opengl.GLSurfaceView;
import android.opengl.GLSurfaceView.Renderer;
import android.os.Bundle;
import android.app.Activity;
import android.util.Log;
public class MainActivity extends Activity {
protected static final int NUM_VERTICES = 3;
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
GLSurfaceView glview = (GLSurfaceView) findViewById(R.id.glview);
glview.setEGLConfigChooser(false);
glview.setEGLContextClientVersion(2);
glview.setRenderer(new Renderer() {
private int programObject;
private FloatBuffer vertexBuffer;
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
}
@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
GLES20.glViewport(0, 0, width, height);
init();
}
@Override
public void onDrawFrame(GL10 gl) {
float x = 0.1f*(float) Math.sin(System.currentTimeMillis()/1000.0);
float[] vVertices = new float[]{x, 0.5f, 0.0f,
x-0.5f, -0.5f, 0.0f,
x+0.5f, -0.5f, 0.0f};
vertexBuffer.rewind();
vertexBuffer.put(vVertices);
vertexBuffer.rewind();
// Use the program object
GLES20.glUseProgram(programObject);
int handle = GLES20.glGetUniformLocation(programObject, "uColor");
float r = (float) (0.5f+Math.sin(System.currentTimeMillis()/1000.0));
float g = (float) (0.5f+Math.sin(System.currentTimeMillis()/300.0));
GLES20.glUniform4f(handle, r, g,0,1);
// Load the vertex data
GLES20.glVertexAttribPointer(0, 3, GLES20.GL_FLOAT, false, 0, vertexBuffer);
GLES20.glEnableVertexAttribArray(0);
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, 3);
}
private void error(String s) {
Log.e("GLTEST", s);
}
private int loadShader(int shaderType, String source) {
if (shaderType != GLES20.GL_FRAGMENT_SHADER && shaderType != GLES20.GL_VERTEX_SHADER) {
throw new RuntimeException("Illegal shader type");
}
int shader = GLES20.glCreateShader(shaderType);
if (shader != 0) {
GLES20.glShaderSource(shader, source);
GLES20.glCompileShader(shader);
int[] compiled = new int[1];
GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
if (compiled[0] == 0) {
error("Could not compile shader :");
error(GLES20.glGetShaderInfoLog(shader));
GLES20.glDeleteShader(shader);
shader = 0;
throw new RuntimeException("Shader Syntax / compilation error");
}
}
return shader;
}
private void init() {
String vShaderStr = "attribute vec4 vPosition; \n" +
"void main() \n" + "{ \n" +
" gl_Position = vPosition; \n" +
"} \n";
String fShaderStr = "precision mediump float; \n" +
"uniform vec4 uColor;" +
"void main() \n" +
"{ \n" +
" gl_FragColor = uColor; \n" +
"} \n";
ByteBuffer vbb = ByteBuffer.allocateDirect(NUM_VERTICES*3*4);
vbb.order(ByteOrder.nativeOrder());
vertexBuffer = vbb.asFloatBuffer();
int vertexShader;
int fragmentShader;
// Load the vertex/fragment shaders
vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vShaderStr);
fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fShaderStr);
// Create the program object
programObject = GLES20.glCreateProgram();
if (programObject == 0)
return;
GLES20.glAttachShader(programObject, vertexShader);
GLES20.glAttachShader(programObject, fragmentShader);
// Bind vPosition to attribute 0
GLES20.glBindAttribLocation(programObject, 0, "vPosition");
// Link the program
GLES20.glLinkProgram(programObject);
int[] linkStatus = new int[1];
GLES20.glGetProgramiv(programObject, GLES20.GL_LINK_STATUS, linkStatus, 0);
if (linkStatus[0] != GLES20.GL_TRUE) {
error("Could not link program: ");
error(GLES20.glGetProgramInfoLog(programObject));
GLES20.glDeleteProgram(programObject);
programObject = 0;
}
}
});
}
}
If you want to keep your backbuffer contents after swapping, you have to set the EGL_SWAP_BEHAVIOR
attribute of your swap surface to EGL_BUFFER_PRESERVED
, as documented by the EGL API. Do realize though that on most platforms, this will be a fairly large performance hit. You're much better off just redrawing the frame in most cases.
For a bit of history: see http://www.khronos.org/registry/egl/specs/EGLTechNote0001.html
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