Following the BigFlake example there is a comment that states :
// Acquire a new frame of input, and render it to the Surface. If we had a
// GLSurfaceView we could switch EGL contexts and call drawImage() a second
// time to render it on screen. The texture can be shared between contexts by
// passing the GLSurfaceView's EGLContext as eglCreateContext()'s share_context
// argument.
I use EGL14.getCurrentContext()
to query the current context and pass it into the EGL14.eglCreateContext()
share_context parameter, but How do you "switch EGL contexts"?
The GLSurfaceView and MediaCodec.inputSurface have two different surfaces and two different contexts, so I assume you just call eglMakeCurrent()
on each set individually, is that correct? Do you need to eglDestroyContext()
or eglDestroySurface()
?
Added update
Thanks Fadden, I think I figured out this error, instead of drawFrame I was calling drawImage, but you shouldn't have to update the image a second time, right?
Now I am getting an out of memory error glError 1285
when dequeueBuffer is called after EOS has been set??? Maybe I am calling it after the recording has stopped. Thanks for your help.
create EGLSurface in MyEGLWrapper.java
saveToScreenRenderState();
mEGLContext = EGL14.eglCreateContext(mEGLDisplay, configs[0], mScreenEglContext,
contextAttribs, 0);
checkEglError("eglCreateContext");
// Create a window surface, and attach it to the Surface we received.
mEGLSurface = EGL14.eglCreateWindowSurface(mEGLDisplay, configs[0], mSurface,
surfaceAttribs, 0);
checkEglError("eglCreateWindowSurface");
...
private void saveToScreenRenderState() {
//System.arraycopy(mProjectionMatrix, 0, mSavedMatrix, 0, mProjectionMatrix.length);
mScreenEglDisplay = EGL14.eglGetCurrentDisplay();
mScreenEglDrawSurface = EGL14.eglGetCurrentSurface(EGL14.EGL_DRAW);
mScreenEglReadSurface = EGL14.eglGetCurrentSurface(EGL14.EGL_READ);
mScreenEglContext = EGL14.eglGetCurrentContext();
}
public void makeCurrent(boolean toScreen, Surface surface) {
if (toScreen) { //as opposed to toEncoder
makeScreenSurfaceCurrent();
return;
}
EGL14.eglMakeCurrent(mEGLDisplay, mEGLSurface, mEGLSurface, mEGLContext);
checkEglError("eglMakeCurrent");
}
private void makeScreenSurfaceCurrent() {
EGL14.eglMakeCurrent(mScreenEglDisplay, mScreenEglDrawSurface,
mScreenEglReadSurface, mScreenEglContext);
checkEglError("eglMakeCurrent");
}
In CaptureManager.java
private void drawFrameOnInputSurface() {
//draw a second time for inputSurface
mEGLWrapper.makeCurrent(false, videoCodec.videoCodecInputSurface);
drawFrame(false);
//ByteBuffer frame = mStManager.drawImage();
videoCodec.runQue(false); // clear que before posting should this be on this thread???
mEGLWrapper.setPresentationTime(mSt.getTimestamp(),!recordingStopped);
mEGLWrapper.swapBuffers(!recordingStopped);
videoHandler.post(new Runnable(){
@Override
public void run(){
videoCodec.updateFrame(!isRecording);
}
});
}
private void drawFrame(boolean updateImage){
mStManager.drawImage(updateImage);
mGLView.mRenderer.drawFrame();
}
In SurfaceTextureManager.java
public ByteBuffer drawImage(boolean updateImage) {
// Latch the data.
if (updateImage){
mTextureRender.checkGlError("before updateTexImage");
mSurfaceTexture.updateTexImage();
}
return mTextureRender.drawFrame(mSurfaceTexture);
}
error in SurfaceTextureManager.java on mSurfaceTexture.updateTexImage();