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c++ - 为什么 eglMakeCurrent 因 EGL_BAD_ALLOC 而失败?

转载 作者:塔克拉玛干 更新时间:2023-11-03 00:11:53 26 4
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我正在使用 OpenGL ES 2.0 和 Android NDK r8b。我有一个用于工作线程的共享上下文。当我尝试使用 eglMakeCurrent 将共享上下文绑定(bind)到工作线程时,我收到错误 EGL_BAD_ALLOC。

现在让我感到困惑的是这段代码之前工作得很好......我不确定我做了什么来破坏它......EGL 文档说这个错误与资源不可用有关,但我正在运行曾经在这个完全相同的设备上完美运行的同一个应用程序,并且所有纹理都可以从主线程正常加载。


那么可能导致此错误的原因是什么?

这是我的egl初始化:

bool Initialize(void *displaySurface)
{
assert(displaySurface);
ANativeWindow *window = (ANativeWindow*)displaySurface;

EGLint dummy, format;

display = eglGetDisplay(EGL_DEFAULT_DISPLAY);

eglInitialize(display, 0, 0);

const EGLint configAttribs[] =
{
EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
EGL_BLUE_SIZE, 8,
EGL_GREEN_SIZE, 8,
EGL_RED_SIZE, 8,
EGL_ALPHA_SIZE, 8,
EGL_BUFFER_SIZE, 32,
EGL_DEPTH_SIZE, 24,
EGL_NONE
};

const EGLint auxConfigAttribs[] =
{
EGL_SURFACE_TYPE, EGL_PBUFFER_BIT,
EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
EGL_BLUE_SIZE, 8,
EGL_GREEN_SIZE, 8,
EGL_RED_SIZE, 8,
EGL_ALPHA_SIZE, 8,
EGL_BUFFER_SIZE, 32,
EGL_DEPTH_SIZE, 24,
EGL_NONE
};

EGLint contextAttribs[] =
{
EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE
};

EGLint numConfigs;
EGLConfig config;

//// create main context
eglChooseConfig(display, configAttribs, &config, 1, &numConfigs);
Trace("eglChooseConfig: " + GetEglError());

eglGetConfigAttrib(display, config, EGL_NATIVE_VISUAL_ID, &format);
Trace("eglGetConfigAttrib: " + GetEglError());

ANativeWindow_setBuffersGeometry(window, 0, 0, format);
Trace("ANativeWindow_setBuffersGeometry: " + GetEglError());

surface = eglCreateWindowSurface(display, config, window, NULL);
Trace("eglCreateWindowSurface: " + GetEglError());

context = eglCreateContext(display, config, EGL_NO_CONTEXT, contextAttribs);
Trace("eglCreateContext: " + GetEglError());

//// create auxiliary context
eglChooseConfig(display, auxConfigAttribs, &config, 1, &numConfigs);
Trace("AUX eglChooseConfig: " + GetEglError());

auxSurface = eglCreatePbufferSurface(display, config, NULL);
Trace("AUX eglCreatePbufferSurface: " + GetEglError());

auxContext = eglCreateContext(display, config, context, contextAttribs);
Trace("AUX eglCreateContext: " + GetEglError());

//// make main context current
eglMakeCurrent(display, surface, surface, context);
Trace("eglMakeCurrent: " + GetError());

eglQuerySurface(display, surface, EGL_WIDTH, &width);
eglQuerySurface(display, surface, EGL_HEIGHT, &height);

SetViewport(width, height);

EnableDepthBuffer(enableDepthTest);
EnableBackfaceCulling(enableBackfaceCull);
SetBackgroundColor(backgroundColor);

glDisable(GL_DITHER);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

Trace("finished" + GetEglError());

alive = true;

return true;
}

编辑: 我可能是错的,但这个错误似乎是在更新 ndk 工具链的同时出现的……但我无法检验这个理论,因为我没有任何旧的拷贝ndk 了..所以如果有人有我可以获得 NDK 7c 的链接,那也会有帮助。

最佳答案

好吧,问题似乎在于 PBuffer 至少需要 1x1 像素才能工作,EGL_WIDTH 和 EGL_HEIGHT 的默认值为 0。

获胜配置:

bool Initialize(void *displaySurface)
{
assert(displaySurface);
ANativeWindow *window = (ANativeWindow*)displaySurface;

EGLint dummy, format;

display = eglGetDisplay(EGL_DEFAULT_DISPLAY);

eglInitialize(display, 0, 0);

EGLint contextAttribs[] =
{
EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE
};

//// create main context
const EGLint configAttribs[] =
{
EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
EGL_BLUE_SIZE, 8,
EGL_GREEN_SIZE, 8,
EGL_RED_SIZE, 8,
EGL_ALPHA_SIZE, 8,
EGL_BUFFER_SIZE, 32,
EGL_DEPTH_SIZE, 24,
EGL_NONE
};

EGLint numConfigs;
EGLConfig config;

eglChooseConfig(display, configAttribs, &config, 1, &numConfigs);
Trace("eglChooseConfig: " + GetEglError());

eglGetConfigAttrib(display, config, EGL_NATIVE_VISUAL_ID, &format);
Trace("eglGetConfigAttrib: " + GetEglError());

ANativeWindow_setBuffersGeometry(window, 0, 0, format);
Trace("ANativeWindow_setBuffersGeometry: " + GetEglError());

surface = eglCreateWindowSurface(display, config, window, NULL);
Trace("eglCreateWindowSurface: " + GetEglError());

context = eglCreateContext(display, config, EGL_NO_CONTEXT, contextAttribs);
Trace("eglCreateContext: " + GetEglError());

//// create auxiliary context

const EGLint auxConfigAttribs[] =
{
EGL_SURFACE_TYPE, EGL_PBUFFER_BIT,
EGL_BLUE_SIZE, 8,
EGL_GREEN_SIZE, 8,
EGL_RED_SIZE, 8,
EGL_ALPHA_SIZE, 0,
EGL_DEPTH_SIZE, 0,
EGL_STENCIL_SIZE, 0,
EGL_NONE
};

EGLint pbufferAttribs[] =
{
EGL_WIDTH, 1,
EGL_HEIGHT, 1,
EGL_TEXTURE_TARGET, EGL_NO_TEXTURE,
EGL_TEXTURE_FORMAT, EGL_NO_TEXTURE,
EGL_NONE
};

EGLint auxNumConfigs;
EGLConfig auxConfig;

eglChooseConfig(display, auxConfigAttribs, &auxConfig, 1, &auxNumConfigs);
Trace("AUX eglChooseConfig: " + GetEglError());

auxSurface = eglCreatePbufferSurface(display, auxConfig, pbufferAttribs);
Trace("AUX eglCreatePbufferSurface: " + GetEglError());

auxContext = eglCreateContext(display, auxConfig, context, contextAttribs);
Trace("AUX eglCreateContext: " + GetEglError());

//// make main context current
eglMakeCurrent(display, surface, surface, context);
Trace("eglMakeCurrent main: " + GetError());

eglQuerySurface(display, surface, EGL_WIDTH, &width);
eglQuerySurface(display, surface, EGL_HEIGHT, &height);

SetViewport(width, height);

EnableDepthBuffer(enableDepthTest);
EnableBackfaceCulling(enableBackfaceCull);
SetBackgroundColor(backgroundColor);

glDisable(GL_DITHER);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

Trace("finished" + GetEglError());

alive = true;

return true;
}

关于c++ - 为什么 eglMakeCurrent 因 EGL_BAD_ALLOC 而失败?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/12443016/

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