问题 createWindowSurface失败:EGL_BAD_MATCH?
android的版本是2.2.1该设备是三星Galaxy II的完整崩溃日志是:
java.lang.RuntimeException: createWindowSurface failed: EGL_BAD_MATCH
at android.opengl.GLSurfaceView$EglHelper.throwEglException(GLSurfaceView.java:1077)
at android.opengl.GLSurfaceView$EglHelper.createSurface(GLSurfaceView.java:981)
at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1304)
at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1116)
这是崩溃的相关代码:
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
requestWindowFeature(Window.FEATURE_NO_TITLE);
getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN,
WindowManager.LayoutParams.FLAG_FULLSCREEN);
glView = new GLSurfaceView(this);
glView.setEGLConfigChooser(8 , 8, 8, 8, 16, 0);
glView.setRenderer(this);
setContentView(glView);
\\etc..............}
我使用了setEGLConfigChooser()因为应用程序会在API-17上崩溃,如果它不在那里那么对于这个特定的设备它崩溃了我一直在环顾四周它与设备的PixelFormat有关。
我想知道的是我怎么能使用一些代码所以这不会在三星galaxy II安卓版2.2.1上崩溃,我无法在模拟器中测试这个并且我没有设备来测试它,我只需要确保代码我不知道如何改变它?
9151
2018-03-22 02:35
起源
答案:
更新: 我找到了解决这个问题的方法,实际上它非常简单。
首先:Android的默认值 EGLConfigChooser
实施对某些人做出错误的决定
设备。特别是较旧的Android设备似乎遭受了这种情况 EGL_BAD_MATCH
问题。在我的调试会话期间,我还发现那些较旧的故障排除设备具有相当有限的可用OpenGL ES配置集。
这种“不匹配”问题的原因不仅仅是GLSurfaceView的像素格式与OpenGL ES的颜色位深度设置不匹配。总的来说,我们必须处理以下问题:
- OpenGL ES API版本不匹配
- 请求的目标表面类型不匹配
- 请求的颜色位深度无法在曲面视图上呈现
在解释OpenGL ES API时,Android开发人员文档非常缺乏。因此,阅读Khronos.org上的原始文档非常重要。特别是关于的doc页面 eglChooseConfig 在这里很有帮助。
为了解决上面列出的问题,您必须确保指定以下最低配置:
EGL_RENDERABLE_TYPE
必须与您使用的OpenGL ES API版本匹配。在OpenGL ES 2.x的可能情况下,您必须将该属性设置为 4
(看到 egl.h
)
EGL_SURFACE_TYPE
应该有 EGL_WINDOW_BIT
组
当然,您还需要设置一个OpenGL ES上下文,为您提供正确的颜色,深度和模板缓冲区设置。
不幸的是,不可能以直截了当的方式挑选这些配置选项。我们必须选择任何给定设备上的可用内容。这就是为什么有必要实现自定义 EGLConfigChooser
,它遍历可用配置集列表,并选择最符合给定条件的最合适的配置集。
无论如何,我为这样的配置选择器掀起了一个示例实现:
public class MyConfigChooser implements EGLConfigChooser {
final private static String TAG = "MyConfigChooser";
// This constant is not defined in the Android API, so we need to do that here:
final private static int EGL_OPENGL_ES2_BIT = 4;
// Our minimum requirements for the graphics context
private static int[] mMinimumSpec = {
// We want OpenGL ES 2 (or set it to any other version you wish)
EGL10.EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
// We want to render to a window
EGL10.EGL_SURFACE_TYPE, EGL10.EGL_WINDOW_BIT,
// We do not want a translucent window, otherwise the
// home screen or activity in the background may shine through
EGL10.EGL_TRANSPARENT_TYPE, EGL10.EGL_NONE,
// indicate that this list ends:
EGL10.EGL_NONE
};
private int[] mValue = new int[1];
protected int mAlphaSize;
protected int mBlueSize;
protected int mDepthSize;
protected int mGreenSize;
protected int mRedSize;
protected int mStencilSize;
/**
* The constructor lets you specify your minimum pixel format,
* depth and stencil buffer requirements.
*/
public MyConfigChooser(int r, int g, int b, int a, int depth, int
stencil) {
mRedSize = r;
mGreenSize = g;
mBlueSize = b;
mAlphaSize = a;
mDepthSize = depth;
mStencilSize = stencil;
}
@Override
public EGLConfig chooseConfig(EGL10 egl, EGLDisplay display) {
int[] arg = new int[1];
egl.eglChooseConfig(display, mMinimumSpec, null, 0, arg);
int numConfigs = arg[0];
Log.i(TAG, "%d configurations available", numConfigs);
if(numConfigs <= 0) {
// Ooops... even the minimum spec is not available here
return null;
}
EGLConfig[] configs = new EGLConfig[numConfigs];
egl.eglChooseConfig(display, mMinimumSpec, configs,
numConfigs, arg);
// Let's do the hard work now (see next method below)
EGLConfig chosen = chooseConfig(egl, display, configs);
if(chosen == null) {
throw new RuntimeException(
"Could not find a matching configuration out of "
+ configs.length + " available.",
configs);
}
// Success
return chosen;
}
/**
* This method iterates through the list of configurations that
* fulfill our minimum requirements and tries to pick one that matches best
* our requested color, depth and stencil buffer requirements that were set using
* the constructor of this class.
*/
public EGLConfig chooseConfig(EGL10 egl, EGLDisplay display,
EGLConfig[] configs) {
EGLConfig bestMatch = null;
int bestR = Integer.MAX_VALUE, bestG = Integer.MAX_VALUE,
bestB = Integer.MAX_VALUE, bestA = Integer.MAX_VALUE,
bestD = Integer.MAX_VALUE, bestS = Integer.MAX_VALUE;
for(EGLConfig config : configs) {
int r = findConfigAttrib(egl, display, config,
EGL10.EGL_RED_SIZE, 0);
int g = findConfigAttrib(egl, display, config,
EGL10.EGL_GREEN_SIZE, 0);
int b = findConfigAttrib(egl, display, config,
EGL10.EGL_BLUE_SIZE, 0);
int a = findConfigAttrib(egl, display, config,
EGL10.EGL_ALPHA_SIZE, 0);
int d = findConfigAttrib(egl, display, config,
EGL10.EGL_DEPTH_SIZE, 0);
int s = findConfigAttrib(egl, display, config,
EGL10.EGL_STENCIL_SIZE, 0);
if(r <= bestR && g <= bestG && b <= bestB && a <= bestA
&& d <= bestD && s <= bestS && r >= mRedSize
&& g >= mGreenSize && b >= mBlueSize
&& a >= mAlphaSize && d >= mDepthSize
&& s >= mStencilSize) {
bestR = r;
bestG = g;
bestB = b;
bestA = a;
bestD = d;
bestS = s;
bestMatch = config;
}
}
return bestMatch;
}
private int findConfigAttrib(EGL10 egl, EGLDisplay display,
EGLConfig config, int attribute, int defaultValue) {
if(egl.eglGetConfigAttrib(display, config, attribute,
mValue)) {
return mValue[0];
}
return defaultValue;
}
}
9
2017-08-11 08:06
答案:
更新: 我找到了解决这个问题的方法,实际上它非常简单。
首先:Android的默认值 EGLConfigChooser
实施对某些人做出错误的决定
设备。特别是较旧的Android设备似乎遭受了这种情况 EGL_BAD_MATCH
问题。在我的调试会话期间,我还发现那些较旧的故障排除设备具有相当有限的可用OpenGL ES配置集。
这种“不匹配”问题的原因不仅仅是GLSurfaceView的像素格式与OpenGL ES的颜色位深度设置不匹配。总的来说,我们必须处理以下问题:
- OpenGL ES API版本不匹配
- 请求的目标表面类型不匹配
- 请求的颜色位深度无法在曲面视图上呈现
在解释OpenGL ES API时,Android开发人员文档非常缺乏。因此,阅读Khronos.org上的原始文档非常重要。特别是关于的doc页面 eglChooseConfig 在这里很有帮助。
为了解决上面列出的问题,您必须确保指定以下最低配置:
EGL_RENDERABLE_TYPE
必须与您使用的OpenGL ES API版本匹配。在OpenGL ES 2.x的可能情况下,您必须将该属性设置为 4
(看到 egl.h
)
EGL_SURFACE_TYPE
应该有 EGL_WINDOW_BIT
组
当然,您还需要设置一个OpenGL ES上下文,为您提供正确的颜色,深度和模板缓冲区设置。
不幸的是,不可能以直截了当的方式挑选这些配置选项。我们必须选择任何给定设备上的可用内容。这就是为什么有必要实现自定义 EGLConfigChooser
,它遍历可用配置集列表,并选择最符合给定条件的最合适的配置集。
无论如何,我为这样的配置选择器掀起了一个示例实现:
public class MyConfigChooser implements EGLConfigChooser {
final private static String TAG = "MyConfigChooser";
// This constant is not defined in the Android API, so we need to do that here:
final private static int EGL_OPENGL_ES2_BIT = 4;
// Our minimum requirements for the graphics context
private static int[] mMinimumSpec = {
// We want OpenGL ES 2 (or set it to any other version you wish)
EGL10.EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
// We want to render to a window
EGL10.EGL_SURFACE_TYPE, EGL10.EGL_WINDOW_BIT,
// We do not want a translucent window, otherwise the
// home screen or activity in the background may shine through
EGL10.EGL_TRANSPARENT_TYPE, EGL10.EGL_NONE,
// indicate that this list ends:
EGL10.EGL_NONE
};
private int[] mValue = new int[1];
protected int mAlphaSize;
protected int mBlueSize;
protected int mDepthSize;
protected int mGreenSize;
protected int mRedSize;
protected int mStencilSize;
/**
* The constructor lets you specify your minimum pixel format,
* depth and stencil buffer requirements.
*/
public MyConfigChooser(int r, int g, int b, int a, int depth, int
stencil) {
mRedSize = r;
mGreenSize = g;
mBlueSize = b;
mAlphaSize = a;
mDepthSize = depth;
mStencilSize = stencil;
}
@Override
public EGLConfig chooseConfig(EGL10 egl, EGLDisplay display) {
int[] arg = new int[1];
egl.eglChooseConfig(display, mMinimumSpec, null, 0, arg);
int numConfigs = arg[0];
Log.i(TAG, "%d configurations available", numConfigs);
if(numConfigs <= 0) {
// Ooops... even the minimum spec is not available here
return null;
}
EGLConfig[] configs = new EGLConfig[numConfigs];
egl.eglChooseConfig(display, mMinimumSpec, configs,
numConfigs, arg);
// Let's do the hard work now (see next method below)
EGLConfig chosen = chooseConfig(egl, display, configs);
if(chosen == null) {
throw new RuntimeException(
"Could not find a matching configuration out of "
+ configs.length + " available.",
configs);
}
// Success
return chosen;
}
/**
* This method iterates through the list of configurations that
* fulfill our minimum requirements and tries to pick one that matches best
* our requested color, depth and stencil buffer requirements that were set using
* the constructor of this class.
*/
public EGLConfig chooseConfig(EGL10 egl, EGLDisplay display,
EGLConfig[] configs) {
EGLConfig bestMatch = null;
int bestR = Integer.MAX_VALUE, bestG = Integer.MAX_VALUE,
bestB = Integer.MAX_VALUE, bestA = Integer.MAX_VALUE,
bestD = Integer.MAX_VALUE, bestS = Integer.MAX_VALUE;
for(EGLConfig config : configs) {
int r = findConfigAttrib(egl, display, config,
EGL10.EGL_RED_SIZE, 0);
int g = findConfigAttrib(egl, display, config,
EGL10.EGL_GREEN_SIZE, 0);
int b = findConfigAttrib(egl, display, config,
EGL10.EGL_BLUE_SIZE, 0);
int a = findConfigAttrib(egl, display, config,
EGL10.EGL_ALPHA_SIZE, 0);
int d = findConfigAttrib(egl, display, config,
EGL10.EGL_DEPTH_SIZE, 0);
int s = findConfigAttrib(egl, display, config,
EGL10.EGL_STENCIL_SIZE, 0);
if(r <= bestR && g <= bestG && b <= bestB && a <= bestA
&& d <= bestD && s <= bestS && r >= mRedSize
&& g >= mGreenSize && b >= mBlueSize
&& a >= mAlphaSize && d >= mDepthSize
&& s >= mStencilSize) {
bestR = r;
bestG = g;
bestB = b;
bestA = a;
bestD = d;
bestS = s;
bestMatch = config;
}
}
return bestMatch;
}
private int findConfigAttrib(EGL10 egl, EGLDisplay display,
EGLConfig config, int attribute, int defaultValue) {
if(egl.eglGetConfigAttrib(display, config, attribute,
mValue)) {
return mValue[0];
}
return defaultValue;
}
}
9
2017-08-11 08:06
我还没有声誉评分来添加评论,否则我会对Nobu Games的答案做一个简短的评论。我遇到了同样的EGL_BAD_MATCH错误,他们的回答帮助我走上了正确的道路。相反,我必须创建一个单独的答案。
正如Nobu Games所提到的,GLSurfaceView的PixelFormat与传递给像素格式参数之间似乎存在不匹配 setEGLConfigChooser()
。在我的情况下,我要求RGBA8888,但我的GLSurfaceView是RGB565。这会在我的初始化中导致EGL_BAD_MATCH错误。
他们的答案的增强是你可以为窗口获得所需的PixelFormat并使用它来动态选择EGL上下文。
为了使我的代码尽可能通用,我更改了GLSurfaceView以获取一个额外的参数 - 显示的像素格式。我通过调用我的活动得到了这个:
getWindowManager().getDefaultDisplay().getPixelFormat();
我将此值传递给GLSurfaceView,然后为每个RGBA提取最佳位深度,如下所示:
if (pixelFormatVal > 0) {
PixelFormat info = new PixelFormat();
PixelFormat.getPixelFormatInfo(pixelFormatVal, info);
if (PixelFormat.formatHasAlpha(pixelFormatVal)) {
if (info.bitsPerPixel >= 24) {
m_desiredABits = 8;
} else {
m_desiredABits = 6; // total guess
}
} else {
m_desiredABits = 0;
}
if (info.bitsPerPixel >= 24) {
m_desiredRBits = 8;
m_desiredGBits = 8;
m_desiredBBits = 8;
} else if (info.bitsPerPixel >= 16) {
m_desiredRBits = 5;
m_desiredGBits = 6;
m_desiredRBits = 5;
} else {
m_desiredRBits = 4;
m_desiredGBits = 4;
m_desiredBBits = 4;
}
} else {
m_desiredRBits = 8;
m_desiredGBits = 8;
m_desiredBBits = 8;
}
然后我将这些值传递给我的配置选择器。此代码适用于RGB565设备和RGBA8888设备。
我的假设是供应商选择了默认值是有原因的,并且它会提供最高效的结果。当然,我没有什么可以支持这种说法,但这是我要采取的策略。
3
2018-01-04 08:38