我跑进与GLSurfaceView不同的行为。AFAIK它是程序清除缓冲器(颜色和深度)每个帧的责任。这意味着,如果我不清除缓冲区我得到的最后一帧(或一前,对于双缓冲)的内容。
看来虽然好像缓冲区无论什么清除某些设备上。我跑了你好三角计划的以下修改从不同结果一些测试设备Addison Wesley出版OpenglES2.0编程指南:
宏碁Iconia A500(4.0.3):不可以清除(预期的行为)索尼XPERIA围棋(4.0.4):清除银河S3(4.1.1):清除 LG擎天柱4X HD(4.0.3):不可以清除三星Galaxy Tab 20.1(4.0.4):不可以清除摩托罗拉Xoom(3.2):不可以清除银河S2(4.1.2 - 植根):清除有没有办法来强制得到一个不变的缓冲区每次抽签回调?
与清除屏幕上的设备,结果如下:
该测试活动是这样的:
包com.example.glcleartest;进口java.nio.Buffer中;进口java.nio.ByteBuffer中;进口java.nio.ByteOrder中;进口java.nio.FloatBuffer中;进口javax.microedition.khronos.egl.EGLConfig;进口javax.microedition.khronos.opengles.GL10;进口android.opengl.GLES20;进口android.opengl.GLSurfaceView;进口android.opengl.GLSurfaceView.Renderer;进口android.os.Bundle;进口android.app.Activity;进口android.util.Log;公共类MainActivity延伸活动{受保护的静态最终诠释为num_vertices = 3;@覆盖保护无效的onCreate(捆绑savedInstanceState){ super.onCreate(savedInstanceState); 的setContentView(R.layout.activity_main); GLSurfaceView glview =(GLSurfaceView)findViewById(R.id.glview); glview.setEGLConfigChooser(假); glview.setEGLContextClientVersion(2); glview.setRenderer(新渲染器(){ 私人诠释programObject; 私人FloatBuffer vertexBuffer; @覆盖 公共无效onSurfaceCreated(GL10 GL,EGLConfig配置){ } @覆盖 公共无效onSurfaceChanged(GL10 GL,诠释的宽度,高度INT){ GLES20.glViewport(0,0,宽度,高度); 在里面(); } @覆盖 公共无效onDrawFrame(GL10 GL){ 浮动X = 0.1F *(浮点)Math.sin(System.currentTimeMillis的()/ 1000.0); 浮动[] = vVertices新的浮动[] {X,0.5F,0.0, 的X 0.5F,-0.5f,0.0, X + 0.5F,-0.5f,0.0}; vertexBuffer.rewind(); vertexBuffer.put(vVertices); vertexBuffer.rewind(); //使用程序对象 GLES20.glUseProgram(programObject); INT手柄= GLES20.glGetUniformLocation(programObjectuColor); 浮动R =(浮点)(0.5F + Math.sin(System.currentTimeMillis的()/ 1000.0)); 浮G =(浮点)(0.5F + Math.sin(System.currentTimeMillis的()/ 300.0)); GLES20.glUniform4f(手柄,R,G,0,1); //加载顶点数据 GLES20.glVertexAttribPointer(0,3,GLES20.GL_FLOAT,假,0,vertexBuffer); GLES20.glEnableVertexAttribArray(0); GLES20.glDrawArrays(GLES20.GL_TRIANGLES,0,3); } 私人无效错误(String s)将{ Log.e(GLTEST,S); } 私人诠释loadShader(INT shaderType,弦乐源){ 如果(shaderType = GLES20.GL_FRAGMENT_SHADER和放大器;!&安培;!shaderType = GLES20.GL_VERTEX_SHADER){ 抛出新的RuntimeException(非法着色器类型); } INT着色器= GLES20.glCreateShader(shaderType); 如果(着色!= 0){ GLES20.glShaderSource(着色器,源); GLES20.glCompileShader(着色器); INT []编译=新INT [1]; GLES20.glGetShaderiv(着色,GLES20.GL_COMPILE_STATUS,编译,0); 如果(编译[0] == 0){ 错误(无法编译着色器:); 错误(GLES20.glGetShaderInfoLog(着色)); GLES20.glDeleteShader(着色器); 着色器= 0; 抛出新的RuntimeException(语法着色器/编译错误); } } 返回着色器; } 私人无效的init(){ 字符串vShaderStr =属性vec4 vPosition; \\ n+ 无效的主要()\\ n+{\\ n+ GL_POSITION = vPosition; \\ n+ } \\ n; 字符串fShaderStr =precision mediump浮动; \\ n+ 统一vec4 uColor; + 无效的主要()\\ n+ {\\ n+ gl_FragColor = uColor; \\ n+ } \\ n; 的ByteBuffer VBB = ByteBuffer.allocateDirect(为num_vertices * 3 * 4); vbb.order(ByteOrder.nativeOrder()); vertexBuffer = vbb.asFloatBuffer(); INT vertexShader; INT fragmentShader; //加载顶点/片段着色 vertexShader = loadShader(GLES20.GL_VERTEX_SHADER,vShaderStr); fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER,fShaderStr); //创建程序对象 programObject = GLES20.glCreateProgram(); 如果(programObject == 0) 返回; GLES20.glAttachShader(programObject,vertexShader); GLES20.glAttachShader(programObject,fragmentShader); //绑定vPosition归因0 GLES20.glBindAttribLocation(programObject,0,vPosition); //链接程序 GLES20.glLinkProgram(programObject); INT [] linkStatus =新INT [1]; GLES20.glGetProgramiv(programObject,GLES20.GL_LINK_STATUS,linkStatus,0); 如果(linkStatus [0]!= GLES20.GL_TRUE){ 错误(无法链接程序:); 错误(GLES20.glGetProgramInfoLog(programObject)); GLES20.glDeleteProgram(programObject); programObject = 0; } } });}}
解决方案
如果你想让你的后备缓冲区的内容交换后,你必须设置的 EGL_SWAP_BEHAVIOR
属性您互换表面 EGL_BUFFER_ preSERVED
,由的 EGL API 。的确意识到尽管这在大多数平台上,这将是一个相当的大的性能损失。你刚才关闭重绘在大多数情况下框架要好得多。
对于一些历史:见 http://www.khronos.org /registry/egl/specs/EGLTechNote0001.html
I ran into different behaviors with the GLSurfaceView. AFAIK it is the responsibility of the program to clear the buffer (color and depth ) each frame. Which means that if I don't clear the buffer I get the content of the last frame ( or the one before that for double buffering ).
It seems though as if the buffer is cleared no matter what on some devices. I ran the following modification of the "Hello Triangle" program from the Addison Wesley OpenglES2.0 Programming Guide on some test devices with different results:
Acer Iconia A500 (4.0.3): not cleared (expected behavior) Sony XPERIA Go (4.0.4): cleared Galaxy S3 (4.1.1): cleared LG Optimus 4x HD (4.0.3): not cleared Samsung Galaxy Tab 20.1 (4.0.4): not cleared Motorola Xoom ( 3.2): not cleared Galaxy S2 (4.1.2 - rooted): clearedIs there a way to force getting an unchanged buffer with each draw callback?
The result for the devices with cleared screen looks like this:
The test activity looks like this:
package com.example.glcleartest;
import java.nio.Buffer;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import android.opengl.GLES20;
import android.opengl.GLSurfaceView;
import android.opengl.GLSurfaceView.Renderer;
import android.os.Bundle;
import android.app.Activity;
import android.util.Log;
public class MainActivity extends Activity {
protected static final int NUM_VERTICES = 3;
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
GLSurfaceView glview = (GLSurfaceView) findViewById(R.id.glview);
glview.setEGLConfigChooser(false);
glview.setEGLContextClientVersion(2);
glview.setRenderer(new Renderer() {
private int programObject;
private FloatBuffer vertexBuffer;
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
}
@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
GLES20.glViewport(0, 0, width, height);
init();
}
@Override
public void onDrawFrame(GL10 gl) {
float x = 0.1f*(float) Math.sin(System.currentTimeMillis()/1000.0);
float[] vVertices = new float[]{x, 0.5f, 0.0f,
x-0.5f, -0.5f, 0.0f,
x+0.5f, -0.5f, 0.0f};
vertexBuffer.rewind();
vertexBuffer.put(vVertices);
vertexBuffer.rewind();
// Use the program object
GLES20.glUseProgram(programObject);
int handle = GLES20.glGetUniformLocation(programObject, "uColor");
float r = (float) (0.5f+Math.sin(System.currentTimeMillis()/1000.0));
float g = (float) (0.5f+Math.sin(System.currentTimeMillis()/300.0));
GLES20.glUniform4f(handle, r, g,0,1);
// Load the vertex data
GLES20.glVertexAttribPointer(0, 3, GLES20.GL_FLOAT, false, 0, vertexBuffer);
GLES20.glEnableVertexAttribArray(0);
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, 3);
}
private void error(String s) {
Log.e("GLTEST", s);
}
private int loadShader(int shaderType, String source) {
if (shaderType != GLES20.GL_FRAGMENT_SHADER && shaderType != GLES20.GL_VERTEX_SHADER) {
throw new RuntimeException("Illegal shader type");
}
int shader = GLES20.glCreateShader(shaderType);
if (shader != 0) {
GLES20.glShaderSource(shader, source);
GLES20.glCompileShader(shader);
int[] compiled = new int[1];
GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
if (compiled[0] == 0) {
error("Could not compile shader :");
error(GLES20.glGetShaderInfoLog(shader));
GLES20.glDeleteShader(shader);
shader = 0;
throw new RuntimeException("Shader Syntax / compilation error");
}
}
return shader;
}
private void init() {
String vShaderStr = "attribute vec4 vPosition; \n" +
"void main() \n" + "{ \n" +
" gl_Position = vPosition; \n" +
"} \n";
String fShaderStr = "precision mediump float; \n" +
"uniform vec4 uColor;" +
"void main() \n" +
"{ \n" +
" gl_FragColor = uColor; \n" +
"} \n";
ByteBuffer vbb = ByteBuffer.allocateDirect(NUM_VERTICES*3*4);
vbb.order(ByteOrder.nativeOrder());
vertexBuffer = vbb.asFloatBuffer();
int vertexShader;
int fragmentShader;
// Load the vertex/fragment shaders
vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vShaderStr);
fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fShaderStr);
// Create the program object
programObject = GLES20.glCreateProgram();
if (programObject == 0)
return;
GLES20.glAttachShader(programObject, vertexShader);
GLES20.glAttachShader(programObject, fragmentShader);
// Bind vPosition to attribute 0
GLES20.glBindAttribLocation(programObject, 0, "vPosition");
// Link the program
GLES20.glLinkProgram(programObject);
int[] linkStatus = new int[1];
GLES20.glGetProgramiv(programObject, GLES20.GL_LINK_STATUS, linkStatus, 0);
if (linkStatus[0] != GLES20.GL_TRUE) {
error("Could not link program: ");
error(GLES20.glGetProgramInfoLog(programObject));
GLES20.glDeleteProgram(programObject);
programObject = 0;
}
}
});
}
}
解决方案
If you want to keep your backbuffer contents after swapping, you have to set the EGL_SWAP_BEHAVIOR
attribute of your swap surface to EGL_BUFFER_PRESERVED
, as documented by the EGL API. Do realize though that on most platforms, this will be a fairly large performance hit. You're much better off just redrawing the frame in most cases.
For a bit of history: see http://www.khronos.org/registry/egl/specs/EGLTechNote0001.html
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