当我尝试将纹理和变换矩阵渲染到 EGLSurface 时,视图中看不到任何显示。
作为此问题的后续,我通过遵循 grafika/fadden 示例代码连续捕获稍微修改了代码
这是我的代码:
这是一个在 RenderThread 上运行的绘制方法。
无论数据是在生产者端从本机代码生成的,此绘制方法都会被正确调用。
public void drawFrame() {
mOffScreenSurface.makeCurrent();
mCameraTexture.updateTexImage();
mCameraTexture.getTransformMatrix(mTmpMatrix);
mSurfaceWindowUser.makeCurrent();
mFullFrameBlit.drawFrame(mTextureId, mTmpMatrix);
mSurfaceWindowUser.swapBuffers();
}
run method of RenderThread ->
public void run() {
Looper.prepare();
mHandler = new RenderHandler(this);
mEglCore = new EglCore(null, EglCore.FLAG_RECORDABLE);
mOffScreenSurface = new OffscreenSurface(mEglCore, 640, 480);
mOffScreenSurface.makeCurrent();
mFullFrameBlit = new FullFrameRect(
new Texture2dProgram(Texture2dProgram.ProgramType.TEXTURE_EXT));
mTextureId = mFullFrameBlit.createTextureObject();
mCameraTexture = new SurfaceTexture(mTextureId);
mCameraSurface = new Surface (mCameraTexture); // This surface i am sending to Native Code where i use ANativeWindow reference and copy the data using post method. {producer}
mCameraTexture.setOnFrameAvailableListener(new SurfaceTexture.OnFrameAvailableListener() {
@Override
public void onFrameAvailable(SurfaceTexture surfaceTexture) {
Log.d (TAG, "Long breath.. data is pumbed by Native Layer producer..");
mHandler.frameReceivedFromProducer();
}
});
mSurfaceWindowUser = new WindowSurface(mEglCore, mSurfaceUser, false); // this mSurfaceUser is a surface received from MainActivity TextureView.
}
为了确认本机端的产品是否产生数据,如果我直接通过用户界面而没有任何 EGL 配置,则将帧渲染到屏幕中。
在原生级别,
geometryResult = ANativeWindow_setBuffersGeometry(userNaiveWindow,640, 480, WINDOW_FORMAT_RGBA_8888);
渲染我使用的框架
ANativeWindow_lock and ANativeWindow_unlockAndPost() to render directly frame into buffer.
我无法思考可能出了什么问题以及我必须在哪里挖掘更多?
感谢法登的帮助。