CADisplayLink渲染循环中绑定EAGLDrawable

CADisplayLink渲染循环中绑定EAGLDrawable

本文介绍了无法在CADisplayLink渲染循环中绑定EAGLDrawable的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

我使用CADisplayLink渲染循环回调来使用openGLes渲染一系列图像纹理.在CADisplayLink的第一个回调调用之后,我只是得到这些错误输出

i use CADisplayLink render-loop callback to render a serial of image textures with openGLes.after CADisplayLink's first callback called, i just get these error output

Failed to bind EAGLDrawable: <CAEAGLLayer: 0x946bb40> to GL_RENDERBUFFER 2
Failed to make complete framebuffer object 8cd6

我在控制器的viewDidLoad阶段设置了renderBuffer& frameBuffer并调用glFramebufferRenderbuffer,在该阶段返回glCheckFramebufferStatus很好.

i setup the renderBuffer&frameBuffer and call glFramebufferRenderbuffer in controller's viewDidLoad stage, the return of glCheckFramebufferStatus is fine in that stage.

这是我正在使用的代码.

this is the code I'm using.

//GLKViewController.m
typedef struct {
    GLKVector3  positionCoords;
    GLKVector2  textureCoords;
}SceneVertex;

static const SceneVertex vertices[] =
{
    {{-1.0f, -1.0f, 0.0f}, {0.0f, 0.0f}}, // lower left corner
    {{ 1.0f, -1.0f, 0.0f}, {1.0f, 0.0f}}, // lower right corner
    {{-1.0f,  1.0f, 0.0f}, {0.0f, 1.0f}}, // upper left corner
    {{ 1.0f,  1.0f, 0.0f}, {1.0f, 1.0f}},
};

@interface myViewController ()  //glkViewController
@property (nonatomic) GLuint renderBuffer;
@property (nonatomic) GLuint frameBuffer;
@property (nonatomic) GLuint glBuffer;

@property (nonatomic) int renderWidth;
@property (nonatomic) int renderHeight;

@property(strong, nonatomic) CADisplayLink* displayLink;
@property(strong, nonatomic) EAGLContext* context;
@end

@implementation myViewController

-(void)setupBuffers
{

    glGenFramebuffers(1, &_frameBuffer);
    glBindFramebuffer(GL_FRAMEBUFFER, _frameBuffer);

    glGenRenderbuffers(1, &_renderBuffer);
    glBindRenderbuffer(GL_RENDERBUFFER, _renderBuffer);
    [self.context renderbufferStorage:GL_RENDERBUFFER fromDrawable:(CAEAGLLayer*)self.view.layer];
    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
                              GL_RENDERBUFFER, _renderBuffer);

    glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &_renderWidth);
    glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &_renderHeight);

    if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
        NSLog(@"AAfailed to make complete framebuffer object %x", glCheckFramebufferStatus(GL_FRAMEBUFFER));
    }
    glGenBuffers(1,&_glBuffer);
    glBindBuffer(GL_ARRAY_BUFFER, _glBuffer);
    glBufferData(
                 GL_ARRAY_BUFFER,   // Initialize buffer contents
                 sizeof(vertices),  // Number of bytes to copy
                 vertices,          // Address of bytes to copy
                 GL_STATIC_DRAW);   // Hint: cache in GPU memory
}


-(void)loadView
{
    _context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
    self.view  = [[myView alloc] initWithFrame:[[UIScreen mainScreen] bounds] context:_context];
}

- (void)viewDidLoad
{
    [super viewDidLoad];
    [EAGLContext setCurrentContext:self.context];
    [self setupBuffers];

    _displayLink = [CADisplayLink displayLinkWithTarget:self selector:@selector(render)];
    [_displayLink addToRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
    _displayLink.frameInterval = 1;
}

- (void)render
{
    myView *view = (myView*)self.view;
    NSData *image = [view getOneImage]; //if nil, return or sleep&reget;

    glBindFramebuffer(GL_FRAMEBUFFER, _frameBuffer);
    glBindRenderbuffer(GL_RENDERBUFFER, _renderBuffer);
    glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
    glClear(GL_COLOR_BUFFER_BIT);
    glViewport(0, 0, _renderWidth, _renderHeight);

    GLuint texture = -1;
    glGenTextures(1, &texture);

    glActiveTexture(GL_TEXTURE0);
    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
    glBindTexture(GL_TEXTURE_2D, texture);

    glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
    glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
    glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
    glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );

    glTexImage2D(
                 GL_TEXTURE_2D, 0,           /* target, level */
                 GL_RGB,                    /* internal format */
                 _renderWidth, _renderHeight, 0,           /* width, height, border */
                 GL_RGB, GL_UNSIGNED_BYTE,   /* external format, type */
                 image.bytes                      /* pixels */
                 );

    glBindBuffer(GL_ARRAY_BUFFER,_glBuffer);
    glEnableVertexAttribArray(GLKVertexAttribPosition);
    glVertexAttribPointer(GLKVertexAttribPosition,   // Identifies the attribute to use
                          3,                         // number of coordinates for attribute
                          GL_FLOAT,                  // data is floating point
                          GL_FALSE,                  // no fixed point scaling
                          sizeof(SceneVertex),      // total num bytes stored
                          NULL+offsetof(SceneVertex, positionCoords));

    glBindBuffer(GL_ARRAY_BUFFER, _glBuffer);
    glEnableVertexAttribArray(GLKVertexAttribTexCoord0);
    glVertexAttribPointer(GLKVertexAttribTexCoord0,   // Identifies the attribute to use
                          2,                         // number of coordinates for attribute
                          GL_FLOAT,                  // data is floating point
                          GL_FALSE,                  // no fixed point scaling
                          sizeof(SceneVertex),       // total num bytes stored per vertex
                          NULL+offsetof(SceneVertex, textureCoords));

    glDrawArrays(GL_TRIANGLES, 0, 3);
    glDrawArrays(GL_TRIANGLES, 1, 4);


    glBindFramebuffer(GL_FRAMEBUFFER, 0);
    glBindRenderbuffer(GL_RENDERBUFFER, 0);

    [_context presentRenderbuffer:GL_RENDERBUFFER];
    glFlush();
    glDeleteTextures(1, &texture);
}
@end

//GLKView
@implementation myView
+ (Class)layerClass {
    return [CAEAGLLayer class];
}
- (id)initWithFrame:(CGRect)frame context:(EAGLContext *)context
{
    self = [super initWithFrame:frame];
    if (self) {
        self.drawableColorFormat = GLKViewDrawableColorFormatRGBA8888;

        self.context = context;
        CAEAGLLayer *layer= (CAEAGLLayer *)self.layer;
        self.images = [[NSMutableArray alloc] init];
        layer.opaque = YES;
        layer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys:
                                        [NSNumber numberWithBool:YES], kEAGLDrawablePropertyRetainedBacking, kEAGLColorFormatRGBA8, kEAGLDrawablePropertyColorFormat, nil];

        }
    return self;
}

@end


//APPDelegate
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
{
    self.window = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
    // Override point for customization after application launch.
    self.window.backgroundColor = [UIColor whiteColor];

    self.window.rootViewController = [[QCPViewController alloc]init];
    [self.window makeKeyAndVisible];
    return YES;
}

推荐答案

当您尝试绘制当前不在屏幕上的openGL视图时,会发生这种情况.就我而言,该视图未安装在我的情节提要中的当前大小类中.

This occurs when you try to draw an openGL view that isn't currently on screen. In my case, the view wasn't installed in the current size class in my storyboard.

如果您使用的是情节提要,请仔细检查该视图是否已安装在当前的尺寸类中

If you are using storyboards, double check that the view is installed in the current size class

  1. 在情节提要中选择打开的GL视图
  2. 转到属性"检查器
  1. 验证视图是否已安装以下所有尺寸的类

这篇关于无法在CADisplayLink渲染循环中绑定EAGLDrawable的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持!

09-03 16:50