我们正在 Nexus 10 上使用 OpenGL ES 2.0 开发动态壁纸。
动态壁纸使用 2 个小的 (128x128) 外部帧缓冲区在它们之间进行乒乓渲染以模糊图像。
虽然这在任何设备上都可以正常工作(即使在老化的摩托罗拉里程碑上),但 Nexus 10 存在一个奇怪的问题。这仅在设备处于横向时才有效。如果设备在任何其他位置(90、180 或 270 度)旋转,则帧缓冲区只有清晰的颜色。我已设置glClearColor
为红色,因此可以清楚地看到这些帧缓冲区已清除但没有渲染到其中。
我已经在Tegra 2、Tegra 3、Adreno 200、Adreno 320、2 PowerVR GPU 上对其进行了测试,它运行良好。
这看起来像是一些奇怪的驱动程序错误,但也可能是 Mali 驱动程序的一些细节。请指教。
代码摘录。
初始化帧缓冲区:
private void initBloomStuff() {
mBloomTextureID = loadTexture("textures/empty128.png");
mBloomVertTextureID = loadTexture("textures/empty128.png");
mBloomFBHeight = 128;
mBloomFBWidth = 128;
float blurSize = 1.0f;
// Texel offset for blur filter kernel
m_fTexelOffset = 1.0f / mBloomFBWidth / blurSize;
ByteBuffer tmpFB, tmpRB;
IntBuffer handle, renderbuffers;
int result;
tmpFB = ByteBuffer.allocateDirect(4);
tmpFB.order(ByteOrder.nativeOrder());
handle = tmpFB.asIntBuffer();
GLES20.glGenFramebuffers(1, handle);
framebufferHandle = handle.get(0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mBloomTextureID);
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, framebufferHandle);
GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0, GLES20.GL_TEXTURE_2D, mBloomTextureID, 0);
checkGlError("FB 1");
tmpRB = ByteBuffer.allocateDirect(4);
renderbuffers = tmpRB.asIntBuffer();
GLES20.glGenRenderbuffers(1, renderbuffers);
checkGlError("FB 1 - glGenRenderbuffers");
depthbufferHandle = renderbuffers.get(0);
GLES20.glBindRenderbuffer(GLES20.GL_RENDERBUFFER, depthbufferHandle);
checkGlError("FB 1 - glBindRenderbuffer");
GLES20.glRenderbufferStorage(GLES20.GL_RENDERBUFFER, GLES20.GL_DEPTH_COMPONENT16, mBloomFBWidth, mBloomFBHeight);
checkGlError("FB 1 - glRenderbufferStorage");
GLES20.glFramebufferRenderbuffer(GLES20.GL_FRAMEBUFFER, GLES20.GL_DEPTH_ATTACHMENT, GLES20.GL_RENDERBUFFER, depthbufferHandle);
checkGlError("FB 1 - glFramebufferRenderbuffer");
result = GLES20.glCheckFramebufferStatus(GLES20.GL_FRAMEBUFFER);
if (result != GLES20.GL_FRAMEBUFFER_COMPLETE) {
Log.d(TAG, "Error creating framebufer 1: " + result);
} else {
Log.d(TAG, "Created framebufer 1: " + result);
}
GLES20.glBindRenderbuffer(GLES20.GL_RENDERBUFFER, 0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
tmpFB = ByteBuffer.allocateDirect(4);
tmpFB.order(ByteOrder.nativeOrder());
handle = tmpFB.asIntBuffer();
GLES20.glGenFramebuffers(1, handle);
framebufferVertHandle = handle.get(0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mBloomVertTextureID);
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, framebufferVertHandle);
GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0, GLES20.GL_TEXTURE_2D, mBloomVertTextureID, 0);
checkGlError("FB 2");
tmpRB = ByteBuffer.allocateDirect(4);
renderbuffers = tmpRB.asIntBuffer();
GLES20.glGenRenderbuffers(1, renderbuffers);
checkGlError("FB 2 - glGenRenderbuffers");
depthbufferVertHandle = renderbuffers.get(0);
GLES20.glBindRenderbuffer(GLES20.GL_RENDERBUFFER, depthbufferVertHandle);
checkGlError("FB 2 - glBindRenderbuffer");
GLES20.glRenderbufferStorage(GLES20.GL_RENDERBUFFER, GLES20.GL_DEPTH_COMPONENT16, mBloomFBWidth, mBloomFBHeight);
checkGlError("FB 2 - glRenderbufferStorage");
GLES20.glFramebufferRenderbuffer(GLES20.GL_FRAMEBUFFER, GLES20.GL_DEPTH_ATTACHMENT, GLES20.GL_RENDERBUFFER, depthbufferVertHandle);
checkGlError("FB 2 - glFramebufferRenderbuffer");
result = GLES20.glCheckFramebufferStatus(GLES20.GL_FRAMEBUFFER);
if (result != GLES20.GL_FRAMEBUFFER_COMPLETE) {
Log.d(TAG, "Error creating framebufer 2: " + result);
} else {
Log.d(TAG, "Created framebufer 2: " + result);
}
GLES20.glBindRenderbuffer(GLES20.GL_RENDERBUFFER, 0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
mTriangleVerticesVignette = ByteBuffer.allocateDirect(mQuadTriangles.length * FLOAT_SIZE_BYTES).order(ByteOrder.nativeOrder()).asFloatBuffer();
mTriangleVerticesVignette.put(mQuadTriangles).position(0);
}
渲染到 FB:
GLES20.glUseProgram(mProgram);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mStemTextureID);
drawBird();
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mSphereTextureID);
drawSphere();
GLES20.glViewport(0, 0, mBloomFBWidth, mBloomFBHeight);
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, framebufferHandle);
// GLES20.glBindRenderbuffer(GLES20.GL_FRAMEBUFFER, depthbufferHandle);
GLES20.glClearColor(1.0f, 0.5f, 0.5f, 1.0f);
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mStemTextureID);
drawBird();
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mSphereTextureID);
drawSphere();
GLES20.glViewport(0, 0, screenWidth, screenHeight);
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
// GLES20.glBindRenderbuffer(GLES20.GL_FRAMEBUFFER, 0);
在 2 个 FB 之间进行乒乓渲染以模糊图像:
GLES20.glUseProgram(mBloomProgram);
GLES20.glUniform1i(mBloom_sTexture, 0);
GLES20.glUniform1f(mBloom_bloomFactor, 0.8f);
GLES20.glActiveTexture(GL10.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mBloomTextureID);
GLES20.glViewport(0, 0, mBloomFBWidth, mBloomFBHeight);
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, framebufferVertHandle);
GLES20.glUniform1f(mBloom_TexelOffsetX, m_fTexelOffset);
GLES20.glUniform1f(mBloom_TexelOffsetY, 0.0f);
GLES20.glActiveTexture(GL10.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mBloomTextureID);
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);
drawBloom();
GLES20.glViewport(0, 0, screenWidth, screenHeight);
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
GLES20.glActiveTexture(GL10.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mBloomVertTextureID);
GLES20.glViewport(0, 0, mBloomFBWidth, mBloomFBHeight);
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, framebufferHandle);
GLES20.glUniform1f(mBloom_TexelOffsetX, 0.0f);
GLES20.glUniform1f(mBloom_TexelOffsetY, m_fTexelOffset);
GLES20.glActiveTexture(GL10.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mBloomVertTextureID);
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);
drawBloom();
GLES20.glViewport(0, 0, screenWidth, screenHeight);
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
GLES20.glActiveTexture(GL10.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mBloomTextureID);
GLES20.glViewport(0, 0, mBloomFBWidth, mBloomFBHeight);
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, framebufferVertHandle);
GLES20.glUniform1f(mBloom_TexelOffsetX, m_fTexelOffset / 2);
GLES20.glUniform1f(mBloom_TexelOffsetY, m_fTexelOffset / 2);
GLES20.glActiveTexture(GL10.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mBloomTextureID);
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);
drawBloom();
GLES20.glViewport(0, 0, screenWidth, screenHeight);
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
测试应用程序以重现错误
您可以在此处下载测试 APK:https ://dl.dropboxusercontent.com/u/7197208/LiveWallpaperAnimTest.apk 这是一个动态壁纸应用程序,安装它并选择“测试”动态壁纸(带有玫瑰图标)。
如您所见,在默认的横向方向下,您会看到鸟周围的一些“绽放”效果,这是通过 2 个帧缓冲区之间的乒乓渲染实现的。在任何其他设备方向上,它都不起作用并用清晰的颜色(红色)填充 FB。
附加链接
我也将此问题发布到Mali Developer Center和Google Code: