我正在屏幕上绘制大量广告牌,并且“随机”在绘制之后或开始下一个绘制周期之前得到 glerror 1285,我无法判断。
整个数据是 1.3M~ 我作为顶点和索引缓冲区上传到视频卡。有 20 个顶点缓冲区,其中 19 个告诉我广告牌在 19 个不同时间的位置和大小,第 20 个告诉我顶点索引(所以我可以在顶点着色器中计算纹理坐标)。
每秒钟我都会更改将使用哪两个顶点缓冲区来计算广告牌的位置和大小。即使它们的构造方式完全相同,但一段时间后它会崩溃并出现 glerror 1285,通常在第 4 个缓冲区,但并非总是如此。每个周期我可以处理的顶点数随机变化。
这可能是什么原因造成的?
此代码检查错误
public static void checkGlError(String glOperation) {
int error;
while ((error = GLES20.glGetError()) != GLES20.GL_NO_ERROR) {
System.out.println("error: " + error);
}
}
这段代码是我的绘制周期(或其他任何名称)
MyGLRenderer.checkGlError("");
sBatch.draw(MyGLRenderer.mMVPMatrix);
MyGLRenderer.checkGlError("");
我的班级绘制代码
public void draw(float[] mvpMatrix) {
if (isPacked && !uploaded) {
upload();
}
if (!(isPacked && uploaded)) {
return;
}
GLES20.glUseProgram(GlProgram);
// ////////////////////
int time = (int) ((System.currentTimeMillis() % ((size) * 1000)) / 1000);
int off1 = time;
int off2 = time + 1;
// ///////////////////////
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, buffers[off1]);
GLES20.glEnableVertexAttribArray(0);
GLES20.glVertexAttribPointer(0, 3, GLES20.GL_FLOAT, false, 0, 0);
// ///////////////////////
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, buffers[off2]);
GLES20.glEnableVertexAttribArray(1);
GLES20.glVertexAttribPointer(1, 3, GLES20.GL_FLOAT, false, 0, 0);
// /////////////
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, buffers[buffers.length - 2]);
GLES20.glEnableVertexAttribArray(2);
GLES20.glVertexAttribPointer(2, 1, GLES20.GL_FLOAT, false, 0, 0);
// ///////////////
int TimeHandle = GLES20.glGetUniformLocation(GlProgram, "time");
GLES20.glUniform1f(TimeHandle, (System.currentTimeMillis() % 1000) / 1000f);
// /////////////
GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, buffers[buffers.length - 1]);
GLES20.glDrawElements(GLES20.GL_TRIANGLE_STRIP, totalvertz, GLES20.GL_UNSIGNED_SHORT, 0);
GLES20.glDisableVertexAttribArray(0);
GLES20.glDisableVertexAttribArray(1);
GLES20.glDisableVertexAttribArray(2);
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0);
GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, 0);
}
这是我将缓冲区上传到视频卡的地方
private void upload() {
buffers = new int[buffs.length];
if (buffers[0] != 0) {
GLES20.glDeleteBuffers(2, buffers, 0);
buffers[0] = 0;
buffers[1] = 0;
}
// ///////////////////////
int totalsize = 0;
GLES20.glGenBuffers(buffers.length, buffers, 0);
for (int i = 0; i < buffs.length-2; i++) {
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, buffers[i]);
GLES20.glBufferData(GLES20.GL_ARRAY_BUFFER, buffs[i].capacity(), buffs[i], GLES20.GL_STATIC_DRAW);
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0);
totalsize += buffs[i].capacity();
}
// ///////////////////////
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, buffers[buffers.length-2]);
GLES20.glBufferData(GLES20.GL_ARRAY_BUFFER, buffs[buffs.length-2].capacity(), buffs[buffs.length-2], GLES20.GL_STATIC_DRAW);
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0);
// //////////////
GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, buffers[buffers.length-1]);
GLES20.glBufferData(GLES20.GL_ELEMENT_ARRAY_BUFFER, IndexBuffer.capacity(), IndexBuffer, GLES20.GL_STATIC_DRAW);
GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, 0);
// VertexBuffer.clear();
// IndexBuffer.clear();
totalsize += buffs[buffs.length-2].capacity();
totalsize += IndexBuffer.capacity();
System.out.println(totalsize);
uploaded = true;
}
我的着色器
private final String VertexShaderCode =
//"uniform mat4 uMVPMatrix;" +
"uniform float time;" +
"attribute vec4 aPosition;" +
"attribute vec4 bPosition;" +
"attribute vec4 a_pos;" +
"varying vec4 vColor;" +
"varying vec2 vTexCoordinate;" +
"void main() {" +
" highp int mo = int(a_pos.x);" +
" mo = mo - (4 * (mo / 4));" +
" vTexCoordinate = bPosition.xy;" +
" if(mo == 0){" +
" vTexCoordinate = vec2(-1, -1);" +
" }" +
" if(mo == 1){" +
" vTexCoordinate = vec2(-1, 1);" +
" }" +
" if(mo == 2){" +
" vTexCoordinate = vec2(1, -1);" +
" }" +
" if(mo == 3){" +
" vTexCoordinate = vec2(1, 1);" +
" }" +
" vColor = vec4(1,1,1,1);" +
" vec4 mPosition = mix(aPosition, bPosition, time);" +
" mPosition.z = -1.0;" +
" gl_Position = mPosition;" +
"}";
private final String FragmentShaderCode =
"precision mediump float;" +
"varying vec4 vColor;" +
"varying vec2 vTexCoordinate;" +
"void main() {" +
" const vec2 zo = vec2(0, 1);" +
" mediump float thing = vTexCoordinate.x * vTexCoordinate.x + (vTexCoordinate.y * vTexCoordinate.y);" +
" if(thing < 0.9)" +
" gl_FragColor = zo.yyyy * vColor;" +
" else if(thing < 1.0 && thing > 0.9)" +
" gl_FragColor = zo.xxxy;" +
" else " +
" gl_FragColor = zo.xxxx;" +
"}";
编辑/更新: 我从检查错误的代码中删除了“throw new RuntimeException”,并将其替换为 System.out.println。有了这个,我能够确定,总是有 6 个缓冲区导致 GL_OUT_OF_MEMORY,并且在每次更改代码后它们都是“随机选择的”。虽然这不能帮助我确定错误的原因,但希望它可以帮助其他人帮助我。