Determining the maximum / minimum texture size in Android OpenGLES

I was assigned to create the open source Java port of this Objective-C GPUImage Framework so that it can be used in an Android expression. I have to recreate it as close as I can, with all variable names, function names, etc. Does not matter. I am in the initial stages and I am trying to pass GPUImageOpenGLESContext.h and GPUImageOpenGLESContext.m (Sorry, I would provide links, but as new users I can not add any links).

I'm having difficulty with these methods

+ (GLint)maximumTextureSizeForThisDevice; { GLint maxTextureSize; glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTextureSize); return maxTextureSize; } + (GLint)maximumTextureUnitsForThisDevice; { GLint maxTextureUnits; glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &maxTextureUnits); return maxTextureUnits; } 

It seems that in Objective-C you can simply call these methods, but in Java you cannot. I did some searches and found that most people said to use GLSurfaceView, but that would require activity, right? I was very excited when I found this Maximum OpenGL ES 2.0 font size on Android , but the answer states that the code will not work.

So my question is: how can I get the minimum and maximum texture in a class that is not an activity? Using GLSurfaceView?

I also thank any suggestions on how to port this. I have never ported anything from Objective-C to Java, so any advice would be appreciated!

If this were useful, here is my current code:

 public class GPUImageOpenGLESContext { private static GPUImageOpenGLESContext instance = null; EGLContext context; protected GPUImageOpenGLESContext() { // This is a protected empty method // that exists only to prevent // this singleton object from // multiple instantiation return; } public enum GPUImageRotationMode { kGPUImageNoRotation, kGPUImageRotateLeft, kGPUImageRotateRight, kGPUImageFlipVertical, kGPUImageFlipHorizontal, kGPUImageRotateRightFlipVertical, kGPUImageRotate180 } public GPUImageRotationMode GPUImageRotationSwapsWidthAndHeight(GPUImageRotationMode rotation) { // TODO: Implement GPUImageRotationSwapsWidthAndHeight macro as method //rotation = ((rotation) == kGPUImageRotateLeft || (rotation) == kGPUImageRotateRight || (rotation) == kGPUImageRotateRightFlipVertical) return rotation; } public static GPUImageOpenGLESContext sharedImageProcessingOpenGLESContext() { if (instance == null) { instance = new GPUImageOpenGLESContext(); } return instance; } public static void useImageProcessingContext() { EGLContext imageProcessingContext = GPUImageOpenGLESContext.sharedImageProcessingOpenGLESContext().context; if (EGLContext.getEGL() != imageProcessingContext) { // In Objective C, this call would be here: // [EAGLContext setCurrentContext:imageProcessingContext] // Cannot figure out how to handle this. For now, throws an exception. throw new RuntimeException("useImageProcessingContext not equal to EGLContext"); } return; } public static int maximumTextureSizeForThisDevice() { int[] maxTextureSize = new int[1]; // TODO: See if you can use gl. without an activity //GL10 gl = new GL10(); //EGL gl = EGLContext.getEGL(); //gl.glGetIntegerv(GL10.GL_MAX_TEXTURE_SIZE, maxTextureSize, 0); return maxTextureSize[0]; } public static int maximumTextureUnitsForThisDevice() { // TODO: Implement maximumTextureUnitsForThisDevice(); return -1; } public static CGSize sizeThatFitsWithinATextureForSize(CGSize inputSize) { int maxTextureSize = maximumTextureSizeForThisDevice(); if ((inputSize.width < maxTextureSize) && (inputSize.height < maxTextureSize)) { return inputSize; } CGSize adjustedSize = new CGSize(); if (inputSize.width > inputSize.height) { adjustedSize.width = (float)maxTextureSize; adjustedSize.height = ((float)maxTextureSize / inputSize.width) * inputSize.height; } else { adjustedSize.height = (float)maxTextureSize; adjustedSize.width = ((float)maxTextureSize / inputSize.height) * inputSize.width; } return adjustedSize; } public EGLContext getContext() { if (context == null) { // TODO: Implement getContext() } } public interface GPUImageInput { public void newFrameReadyAtTime(Time frameTime); public void setInputTextureAtIndex(int newInputTexture, int textureIndex); public int nextAvailableTextureIndex(); public void setInputSizeAtIndex(CGSize newSize, int textureIndex); public void setInputRotationAtIndex(GPUImageRotationMode newInputRotation, int textureIndex); public CGSize maximumOutputSize(); public void endProcessing(); public boolean shouldIgnoreUpdatesToThisTarget(); } } 
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I understand this is an old post, but your problem is that you incorrectly initialized the EGLContext.

Usually you want to use GLSurfaceView or TextureView to actually include your GL content in the View hierarchy. GLSurfaceView will handle a lot of things for you on how to properly create an EGLContext and control the rendering flow. TextureView requires a bit more manual work.

Once you have a context using any of these methods, you can use:

 GLES20.glGetIntegerv(GLES20.GL_MAX_TEXTURE_SIZE, size, 0); 

Assuming you have linked the OpenGL ES 2.0 API. First, make sure that you have created your EGLContext correctly and can make EGL and GLES calls, then you can request the maximum texture size.

You can see Romain Guy's message about using TextureView, like GLSurfaceView, to see detailed details on managing your own EGLContext here ( https://groups.google.com/d/msg/android-developers/U5RXFGpAHPE/IqHeIeGXhr0J ):

GLSurfaceView handles the GL setting for you, which TextureView will not do. TextureView can be used as a native window when creating an EGL surface. Here is an example (the interesting part is a call to eglCreateWindowSurface ()):

 @Override public void onSurfaceTextureAvailable(SurfaceTexture surface, int width, int height) { mRenderThread = new RenderThread(getResources(), surface); mRenderThread.start(); } private static class RenderThread extends Thread { private static final String LOG_TAG = "GLTextureView"; static final int EGL_CONTEXT_CLIENT_VERSION = 0x3098; static final int EGL_OPENGL_ES2_BIT = 4; private volatile boolean mFinished; private final Resources mResources; private final SurfaceTexture mSurface; private EGL10 mEgl; private EGLDisplay mEglDisplay; private EGLConfig mEglConfig; private EGLContext mEglContext; private EGLSurface mEglSurface; private GL mGL; RenderThread(Resources resources, SurfaceTexture surface) { mResources = resources; mSurface = surface; } private static final String sSimpleVS = "attribute vec4 position;\n" + "attribute vec2 texCoords;\n" + "varying vec2 outTexCoords;\n" + "\nvoid main(void) {\n" + " outTexCoords = texCoords;\n" + " gl_Position = position;\n" + "}\n\n"; private static final String sSimpleFS = "precision mediump float;\n\n" + "varying vec2 outTexCoords;\n" + "uniform sampler2D texture;\n" + "\nvoid main(void) {\n" + " gl_FragColor = texture2D(texture, outTexCoords);\n" + "}\n\n"; private static final int FLOAT_SIZE_BYTES = 4; private static final int TRIANGLE_VERTICES_DATA_STRIDE_BYTES = 5 * FLOAT_SIZE_BYTES; private static final int TRIANGLE_VERTICES_DATA_POS_OFFSET = 0; private static final int TRIANGLE_VERTICES_DATA_UV_OFFSET = 3; private final float[] mTriangleVerticesData = { // X, Y, Z, U, V -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, }; @Override public void run() { initGL(); FloatBuffer triangleVertices = ByteBuffer.allocateDirect(mTriangleVerticesData.length * FLOAT_SIZE_BYTES).order(ByteOrder.nativeOrder()).asFloatBuffer(); triangleVertices.put(mTriangleVerticesData).position(0); int texture = loadTexture(R.drawable.large_photo); int program = buildProgram(sSimpleVS, sSimpleFS); int attribPosition = glGetAttribLocation(program, "position"); checkGlError(); int attribTexCoords = glGetAttribLocation(program, "texCoords"); checkGlError(); int uniformTexture = glGetUniformLocation(program, "texture"); checkGlError(); glBindTexture(GL_TEXTURE_2D, texture); checkGlError(); glUseProgram(program); checkGlError(); glEnableVertexAttribArray(attribPosition); checkGlError(); glEnableVertexAttribArray(attribTexCoords); checkGlError(); glUniform1i(uniformTexture, texture); checkGlError(); while (!mFinished) { checkCurrent(); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); checkGlError(); glClear(GL_COLOR_BUFFER_BIT); checkGlError(); // drawQuad triangleVertices.position(TRIANGLE_VERTICES_DATA_POS_OFFSET); glVertexAttribPointer(attribPosition, 3, GL_FLOAT, false, TRIANGLE_VERTICES_DATA_STRIDE_BYTES, triangleVertices); triangleVertices.position(TRIANGLE_VERTICES_DATA_UV_OFFSET); glVertexAttribPointer(attribTexCoords, 3, GL_FLOAT, false, TRIANGLE_VERTICES_DATA_STRIDE_BYTES, triangleVertices); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); if (!mEgl.eglSwapBuffers(mEglDisplay, mEglSurface)) { throw new RuntimeException("Cannot swap buffers"); } checkEglError(); try { Thread.sleep(2000); } catch (InterruptedException e) { // Ignore } } finishGL(); } private int loadTexture(int resource) { int[] textures = new int[1]; glActiveTexture(GL_TEXTURE0); glGenTextures(1, textures, 0); checkGlError(); int texture = textures[0]; glBindTexture(GL_TEXTURE_2D, texture); checkGlError(); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_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); Bitmap bitmap = BitmapFactory.decodeResource(mResources, resource); GLUtils.texImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bitmap, GL_UNSIGNED_BYTE, 0); checkGlError(); bitmap.recycle(); return texture; } private int buildProgram(String vertex, String fragment) { int vertexShader = buildShader(vertex, GL_VERTEX_SHADER); if (vertexShader == 0) return 0; int fragmentShader = buildShader(fragment, GL_FRAGMENT_SHADER); if (fragmentShader == 0) return 0; int program = glCreateProgram(); glAttachShader(program, vertexShader); checkGlError(); glAttachShader(program, fragmentShader); checkGlError(); glLinkProgram(program); checkGlError(); int[] status = new int[1]; glGetProgramiv(program, GL_LINK_STATUS, status, 0); if (status[0] != GL_TRUE) { String error = glGetProgramInfoLog(program); Log.d(LOG_TAG, "Error while linking program:\n" + error); glDeleteShader(vertexShader); glDeleteShader(fragmentShader); glDeleteProgram(program); return 0; } return program; } private int buildShader(String source, int type) { int shader = glCreateShader(type); glShaderSource(shader, source); checkGlError(); glCompileShader(shader); checkGlError(); int[] status = new int[1]; glGetShaderiv(shader, GL_COMPILE_STATUS, status, 0); if (status[0] != GL_TRUE) { String error = glGetShaderInfoLog(shader); Log.d(LOG_TAG, "Error while compiling shader:\n" + error); glDeleteShader(shader); return 0; } return shader; } private void checkEglError() { int error = mEgl.eglGetError(); if (error != EGL10.EGL_SUCCESS) { Log.w(LOG_TAG, "EGL error = 0x" + Integer.toHexString(error)); } } private void checkGlError() { int error = glGetError(); if (error != GL_NO_ERROR) { Log.w(LOG_TAG, "GL error = 0x" + Integer.toHexString(error)); } } private void finishGL() { mEgl.eglDestroyContext(mEglDisplay, mEglContext); mEgl.eglDestroySurface(mEglDisplay, mEglSurface); } private void checkCurrent() { if (!mEglContext.equals(mEgl.eglGetCurrentContext()) || !mEglSurface.equals(mEgl.eglGetCurrentSurface(EGL10.EGL_DRAW))) { if (!mEgl.eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface, mEglContext)) { throw new RuntimeException("eglMakeCurrent failed " + GLUtils.getEGLErrorString(mEgl.eglGetError())); } } } private void initGL() { mEgl = (EGL10) EGLContext.getEGL(); mEglDisplay = mEgl.eglGetDisplay(EGL10.EGL_DEFAULT_DISPLAY); if (mEglDisplay == EGL10.EGL_NO_DISPLAY) { throw new RuntimeException("eglGetDisplay failed " + GLUtils.getEGLErrorString(mEgl.eglGetError())); } int[] version = new int[2]; if (!mEgl.eglInitialize(mEglDisplay, version)) { throw new RuntimeException("eglInitialize failed " + GLUtils.getEGLErrorString(mEgl.eglGetError())); } mEglConfig = chooseEglConfig(); if (mEglConfig == null) { throw new RuntimeException("eglConfig not initialized"); } mEglContext = createContext(mEgl, mEglDisplay, mEglConfig); mEglSurface = mEgl.eglCreateWindowSurface(mEglDisplay, mEglConfig, mSurface, null); if (mEglSurface == null || mEglSurface == EGL10.EGL_NO_SURFACE) { int error = mEgl.eglGetError(); if (error == EGL10.EGL_BAD_NATIVE_WINDOW) { Log.e(LOG_TAG, "createWindowSurface returned EGL_BAD_NATIVE_WINDOW."); return; } throw new RuntimeException("createWindowSurface failed " + GLUtils.getEGLErrorString(error)); } if (!mEgl.eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface, mEglContext)) { throw new RuntimeException("eglMakeCurrent failed " + GLUtils.getEGLErrorString(mEgl.eglGetError())); } mGL = mEglContext.getGL(); } EGLContext createContext(EGL10 egl, EGLDisplay eglDisplay, EGLConfig eglConfig) { int[] attrib_list = { EGL_CONTEXT_CLIENT_VERSION, 2, EGL10.EGL_NONE }; return egl.eglCreateContext(eglDisplay, eglConfig, EGL10.EGL_NO_CONTEXT, attrib_list); } private EGLConfig chooseEglConfig() { int[] configsCount = new int[1]; EGLConfig[] configs = new EGLConfig[1]; int[] configSpec = getConfig(); if (!mEgl.eglChooseConfig(mEglDisplay, configSpec, configs, 1, configsCount)) { throw new IllegalArgumentException("eglChooseConfig failed " + GLUtils.getEGLErrorString(mEgl.eglGetError())); } else if (configsCount[0] > 0) { return configs[0]; } return null; } private int[] getConfig() { return new int[] { EGL10.EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, EGL10.EGL_RED_SIZE, 8, EGL10.EGL_GREEN_SIZE, 8, EGL10.EGL_BLUE_SIZE, 8, EGL10.EGL_ALPHA_SIZE, 8, EGL10.EGL_DEPTH_SIZE, 0, EGL10.EGL_STENCIL_SIZE, 0, EGL10.EGL_NONE }; } void finish() { mFinished = true; } } 

You could also go the NDK route and probably it would be a simpler transition from Objective C.

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Source: https://habr.com/ru/post/920272/


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