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opengl-es - eGL 离屏渲染中的 pbuffer 与 fbo

转载 作者:行者123 更新时间:2023-12-03 02:21:14 26 4
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我对egl pbuffer 表面非常困惑。在我看来,pbuffer 表面是一个独立于平台的表面,就像 windows 表面或 pixmap 表面一样。绘制到该表面的事物虽然不可见,但应该能够被读回。

这个问题的答案似乎证实了我的理解:

Difference from eglCreatePbufferSurface and eglCreatePixmapSurface with OpenGL ES(EGL)

但是,我的实验表明,除了使用 pbuffer 表面之外,我还需要创建一个 fbo 缓冲区。

这段代码似乎对我有用,它创建了一个 pbuffer 表面,然后创建了一个 fbo。

#include <GLES2/gl2.h>
#include <EGL/egl.h>

int main(int argc, char *argv[])
{
EGLint ai32ContextAttribs[] = { EGL_CONTEXT_CLIENT_VERSION, 2,
EGL_NONE };
// Step 1 - Get the default display.
EGLDisplay eglDisplay = eglGetDisplay((EGLNativeDisplayType)0);
// Step 2 - Initialize EGL.
eglInitialize(eglDisplay, 0, 0);
// Step 3 - Make OpenGL ES the current API.
eglBindAPI(EGL_OPENGL_ES_API);
// Step 4 - Specify the required configuration attributes.
EGLint pi32ConfigAttribs[5];
pi32ConfigAttribs[0] = EGL_SURFACE_TYPE;
pi32ConfigAttribs[1] = EGL_WINDOW_BIT;
pi32ConfigAttribs[2] = EGL_RENDERABLE_TYPE;
pi32ConfigAttribs[3] = EGL_OPENGL_ES2_BIT;
pi32ConfigAttribs[4] = EGL_NONE;
// Step 5 - Find a config that matches all requirements.
int iConfigs;
EGLConfig eglConfig;
eglChooseConfig(eglDisplay, pi32ConfigAttribs, &eglConfig, 1, &iConfigs);

if (iConfigs != 1)
{
printf("Error: eglChooseConfig(): config not found.\n");
exit(-1);
}

// Step 6 - Create a surface to draw to.
EGLSurface eglSurface;
eglSurface = eglCreatePbufferSurface(eglDisplay, eglConfig, NULL);

// Step 7 - Create a context.
EGLContext eglContext;
eglContext = eglCreateContext(eglDisplay, eglConfig, NULL, ai32ContextAttribs);

// Step 8 - Bind the context to the current thread
eglMakeCurrent(eglDisplay, eglSurface, eglSurface, eglContext);

GLuint fboId = 0;
GLuint renderBufferWidth = 1920;
GLuint renderBufferHeight = 1080;

// Step 9 - create a framebuffer object
glGenFramebuffers(1, &fboId);
glBindFramebuffer(GL_FRAMEBUFFER, fboId);

GLuint renderBuffer;
glGenRenderbuffers(1, &renderBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, renderBuffer);

glRenderbufferStorage(GL_RENDERBUFFER, GL_RGB565, renderBufferWidth, renderBufferHeight);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, renderBuffer);

GLuint depthRenderbuffer;
glGenRenderbuffers(1, &depthRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, depthRenderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, renderBufferWidth, renderBufferHeight);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthRenderbuffer);

// Step 10 - check FBO status
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if(status != GL_FRAMEBUFFER_COMPLETE)
{
printf("Problem with OpenGL framebuffer after specifying color render buffer: \n%x\n", status);
}
else
{
printf("FBO creation succedded\n");
}

int size = 4 * renderBufferHeight * renderBufferWidth;
unsigned char *data2 = new unsigned char[size];
// Step 11 - clear the screen in Red and read it back
glClearColor(1.0,0.0,0.0,1.0);
glClear(GL_COLOR_BUFFER_BIT);
eglSwapBuffers( eglDisplay, eglSurface);
glReadPixels(0,0,renderBufferWidth,renderBufferHeight,GL_RGBA, GL_UNSIGNED_BYTE, data2);

... save data2 to image ...
}

但是,如果我删除 fbo,并尝试直接绘制到 pbuffer,则在调用 glClear() 函数后我会立即看到段错误:

#include <GLES2/gl2.h>
#include <EGL/egl.h>

int main(int argc, char *argv[])
{
EGLint ai32ContextAttribs[] = { EGL_CONTEXT_CLIENT_VERSION, 2,
EGL_NONE };
// Step 1 - Get the default display.
EGLDisplay eglDisplay = eglGetDisplay((EGLNativeDisplayType)0);
// Step 2 - Initialize EGL.
eglInitialize(eglDisplay, 0, 0);
// Step 3 - Make OpenGL ES the current API.
eglBindAPI(EGL_OPENGL_ES_API);
// Step 4 - Specify the required configuration attributes.
EGLint pi32ConfigAttribs[5];
pi32ConfigAttribs[0] = EGL_SURFACE_TYPE;
pi32ConfigAttribs[1] = EGL_WINDOW_BIT;
pi32ConfigAttribs[2] = EGL_RENDERABLE_TYPE;
pi32ConfigAttribs[3] = EGL_OPENGL_ES2_BIT;
pi32ConfigAttribs[4] = EGL_NONE;
// Step 5 - Find a config that matches all requirements.
int iConfigs;
EGLConfig eglConfig;
eglChooseConfig(eglDisplay, pi32ConfigAttribs, &eglConfig, 1, &iConfigs);

if (iConfigs != 1)
{
printf("Error: eglChooseConfig(): config not found.\n");
exit(-1);
}

// Step 6 - Create a surface to draw to.
EGLSurface eglSurface;
eglSurface = eglCreatePbufferSurface(eglDisplay, eglConfig, NULL);

// Step 7 - Create a context.
EGLContext eglContext;
eglContext = eglCreateContext(eglDisplay, eglConfig, NULL, ai32ContextAttribs);

// Step 8 - Bind the context to the current thread
eglMakeCurrent(eglDisplay, eglSurface, eglSurface, eglContext);

int size = 4 * renderBufferHeight * renderBufferWidth;
unsigned char *data2 = new unsigned char[size];
// Step 11 - clear the screen in Red and read it back
glClearColor(1.0,0.0,0.0,1.0);
glClear(GL_COLOR_BUFFER_BIT);
eglSwapBuffers( eglDisplay, eglSurface);
glReadPixels(0,0,renderBufferWidth,renderBufferHeight,GL_RGBA, GL_UNSIGNED_BYTE, data2);

... save data2 to image ...
}

我的环境是带有 intel Graphics/mesa 的 ubuntu 14。

你知道为什么我看到段错误吗? (我检查了eglcontext,似乎创建成功。)您能确认pbuffer surface需要fbo吗?

编辑:正如 Reto 所指出的,我的问题是因为缺少属性。

设置这些属性后,我能够在 opengl es 2 上下文中正常工作。但是,我仍然对桌面 opengl 上下文存在问题。

使用桌面 opengl 上下文,我只能得到透明图像,而不是读回红色图像。这是我当前的代码:

#include <QCoreApplication>
#include <QDebug>
#include <QImage>
#include <GL/gl.h>
#include <EGL/egl.h>
#include <QElapsedTimer>

int main(int argc, char *argv[])
{
// Step 1 - Get the default display.
EGLDisplay eglDisplay = eglGetDisplay((EGLNativeDisplayType)0);

// Step 2 - Initialize EGL.
eglInitialize(eglDisplay, 0, 0);

// Step 3 - Make OpenGL ES the current API.
eglBindAPI(EGL_OPENGL_API);

// Step 4 - Specify the required configuration attributes.
EGLint pi32ConfigAttribs[5];
pi32ConfigAttribs[0] = EGL_SURFACE_TYPE;
pi32ConfigAttribs[1] = EGL_PBUFFER_BIT;
pi32ConfigAttribs[2] = EGL_RENDERABLE_TYPE;
pi32ConfigAttribs[3] = EGL_OPENGL_BIT;
pi32ConfigAttribs[4] = EGL_CONFORMANT;
pi32ConfigAttribs[5] = EGL_OPENGL_BIT;
pi32ConfigAttribs[6] = EGL_COLOR_BUFFER_TYPE;
pi32ConfigAttribs[7] = EGL_RGB_BUFFER;
pi32ConfigAttribs[8] = EGL_LUMINANCE_SIZE;
pi32ConfigAttribs[9] = 0;
pi32ConfigAttribs[10] = EGL_RED_SIZE;
pi32ConfigAttribs[11] = 8;
pi32ConfigAttribs[12] = EGL_GREEN_SIZE;
pi32ConfigAttribs[13] = 8;
pi32ConfigAttribs[14] = EGL_BLUE_SIZE;
pi32ConfigAttribs[15] = 8;
pi32ConfigAttribs[16] = EGL_ALPHA_SIZE;
pi32ConfigAttribs[17] = 8;
pi32ConfigAttribs[18] = EGL_DEPTH_SIZE;
pi32ConfigAttribs[19] = 8;
pi32ConfigAttribs[20] = EGL_LEVEL;
pi32ConfigAttribs[21] = 0;
pi32ConfigAttribs[22] = EGL_BUFFER_SIZE;
pi32ConfigAttribs[23] = 24;
pi32ConfigAttribs[24] = EGL_NONE;
// Step 5 - Find a config that matches all requirements.
int iConfigs;
EGLConfig eglConfig;
eglChooseConfig(eglDisplay, pi32ConfigAttribs, &eglConfig, 1, &iConfigs);
qDebug() << "egl error" << eglGetError();

if (iConfigs != 1)
{
printf("Error: eglChooseConfig(): config not found.\n");
exit(-1);
}

EGLint pbufferAttribs[5];
pbufferAttribs[0] = EGL_WIDTH;
pbufferAttribs[1] = 1920;
pbufferAttribs[2] = EGL_HEIGHT;
pbufferAttribs[3] = 1080;
pbufferAttribs[4] = EGL_NONE;

// Step 6 - Create a surface to draw to.
EGLSurface eglSurface;
eglSurface = eglCreatePbufferSurface(eglDisplay, eglConfig, pbufferAttribs);
qDebug() << "egl error" << eglGetError();

if (eglSurface == EGL_NO_SURFACE)
{
qDebug() << "surface issue";
}

// Step 7 - Create a context.
EGLContext eglContext;
eglContext = eglCreateContext(eglDisplay, eglConfig, NULL, NULL);
qDebug() << "egl error" << eglGetError();

if (eglContext == EGL_NO_CONTEXT)
{
qDebug() << "context issue";
}

// Step 8 - Bind the context to the current thread
bool result = eglMakeCurrent(eglDisplay, eglSurface, eglSurface, eglContext);

if (!result)
{
qDebug() << "make current error" << eglGetError();
}
qDebug() << "egl error" << eglGetError();

GLuint renderBufferWidth = 1920;
GLuint renderBufferHeight = 1080;

QElapsedTimer benchmarkTimer;
int size = 4 * renderBufferHeight * renderBufferWidth;
unsigned char *data2 = new unsigned char[size];
int i = 0;
benchmarkTimer.start();
while(i<1000)
{
glClearColor(1.0,0.0,0.0,1.0);
glClear(GL_COLOR_BUFFER_BIT);
eglSwapBuffers( eglDisplay, eglSurface);
glReadPixels(0,0,renderBufferWidth,renderBufferHeight,GL_RGBA, GL_UNSIGNED_BYTE, data2);
++i;
}
qDebug() << "fps" << 1000.0*1000.0/benchmarkTimer.elapsed();

QImage saveImage(data2, renderBufferWidth, renderBufferHeight, QImage::Format_RGBA8888_Premultiplied);
saveImage.save("haha.png");
QCoreApplication a(argc, argv);
qDebug() << "done";
return a.exec();
}

最佳答案

这段代码有几个问题:

  1. 配置属性中指定的 EGL_SURFACE_TYPE 错误:

    pi32ConfigAttribs[0] = EGL_SURFACE_TYPE;
    pi32ConfigAttribs[1] = EGL_WINDOW_BIT;

    要渲染到 PBuffer,需要使用匹配的值:

    pi32ConfigAttribs[0] = EGL_SURFACE_TYPE;
    pi32ConfigAttribs[1] = EGL_PBUFFER_BIT;
  2. 未指定 PBuffer 的大小。而man page表明在不指定大小的情况下创建 PBuffer 是合法的,宽度和高度的默认值为 0。我无法想象当尝试渲染到大小为 0 乘以 0 的表面时会发生什么好事。要指定大小:

    EGLint pbufferAttribs[5];
    pbufferAttribs[0] = EGL_WIDTH;
    pbufferAttribs[1] = DesiredWidthOfPBuffer;
    pbufferAttribs[2] = EGL_HEIGHT;
    pbufferAttribs[3] = DesiredHeightOfPBuffer;
    pbufferAttribs[4] = EGL_NONE;
    eglSurface = eglCreatePbufferSurface(eglDisplay, eglConfig, pbufferAttribs);

我对这个问题的回答包含为两个不同版本的 EGL 创建上下文和 PBuffer 表面的完整代码:GLES10.glGetIntegerv returns 0 in Lollipop only 。该代码使用 Java 绑定(bind),但应该很容易适应。

关于opengl-es - eGL 离屏渲染中的 pbuffer 与 fbo,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/28817777/

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