在我发布的某款Android游戏中,有一个长期问题,其中某些用户在GLSurfaceView
中看不到任何呈现游戏玩法的地方。我从来没有能够在我自己的任何测试设备上重现这个问题,所以调试起来非常困难。使用OpenGL ES 2.0的GLSurfaceView显示某些用户的空白屏幕
最近我能够与其中一位报告该错误的用户合作,以便将其隔离为相当小的代码子集。不幸的是,在这一点上,它与基本教程示例并没有太大的区别,所以我对可能出错的东西感到有些不知所措。
下面的代码应该在屏幕中心绘制一个白色正方形。它可以在我的测试设备上正常工作,但对于此用户而言失败(并且大概也有许多其他用户向我报告过相同的错误)。
我已经尝试了几个不同的测试。背景颜色的变化对用户是可见的,所以这不是所有GL呼叫的全部故障。此外,当我插入额外的调用glCheckError我从来没有记录任何非零返回。
有没有人有任何想法或建议?
public class MainActivity extends Activity {
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
GLSurfaceView view = (GLSurfaceView) findViewById(R.id.gl);
view.setEGLContextClientVersion(2);
view.setRenderer(new GLRenderer());
view.setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);
view.requestRender();
}
private static class GLRenderer implements GLSurfaceView.Renderer {
public static final float SCALE = 480f;
private float ratio;
private int mProgram;
private int mPositionHandle;
private int mColorHandle;
private int mMVPMatrixHandle;
private final float[] mVMatrix = new float[16]; // View matrix
private final float[] mPMatrix = new float[16]; // Projection matrix
private final float[] mVPMatrix = new float[16]; // V * P
private final float[] mMMatrix = new float[16]; // Object transformation matrix (position/rotation)
private final float[] mMVPMatrix = new float[16]; // VP * M
private final float[] foregroundColor = {1f, 1f, 1f, 1f};
private final float[] backgroundColor = {0f, 0f, 0f, 1f};
private static final int COORDS_PER_VERTEX = 3;
private static final int VERTEX_STRIDE = COORDS_PER_VERTEX * 4; // 4 bytes per vertex
private final float[] points = {
-20, -20, 0,
-20, 20, 0,
20, -20, 0,
20, 20, 0
};
private final short[] drawOrder = {
0, 1, 2, 3
};
private final FloatBuffer vertexBuffer = buildFloatBuffer(points);
private final ShortBuffer drawListBuffer = buildShortBuffer(drawOrder);
private static FloatBuffer buildFloatBuffer(float[] array) {
FloatBuffer buffer = ByteBuffer.allocateDirect(
// (# of coordinate values * 4 bytes per float)
array.length * 4)
.order(ByteOrder.nativeOrder())
.asFloatBuffer()
.put(array)
;
buffer.position(0);
return buffer;
}
private static ShortBuffer buildShortBuffer(short[] array) {
ShortBuffer buffer = ByteBuffer.allocateDirect(
// (# of coordinate values * 2 bytes per short)
array.length * 2)
.order(ByteOrder.nativeOrder())
.asShortBuffer()
.put(array)
;
buffer.position(0);
return buffer;
}
private static final String vertexShaderCode =
"uniform mat4 uMVPMatrix;" +
"attribute vec4 vPosition;" +
"void main() {" +
" gl_Position = uMVPMatrix * vPosition;" +
"}";
private static final String fragmentShaderCode =
"precision mediump float;" +
"uniform vec4 vColor;" +
"void main() {" +
" gl_FragColor = vColor;" +
"}";
private static int loadShader(int type, String shaderCode){
// create a vertex shader type (GLES20.GL_VERTEX_SHADER)
// or a fragment shader type (GLES20.GL_FRAGMENT_SHADER)
int shader = GLES20.glCreateShader(type);
// add the source code to the shader and compile it
GLES20.glShaderSource(shader, shaderCode);
GLES20.glCompileShader(shader);
return shader;
}
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
GLES20.glClearColor(backgroundColor[0], backgroundColor[1], backgroundColor[2], backgroundColor[3]);
int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER,
vertexShaderCode);
int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER,
fragmentShaderCode);
mProgram = GLES20.glCreateProgram();
GLES20.glAttachShader(mProgram, vertexShader);
GLES20.glAttachShader(mProgram, fragmentShader);
GLES20.glLinkProgram(mProgram);
GLES20.glUseProgram(mProgram);
mPositionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition");
mColorHandle = GLES20.glGetUniformLocation(mProgram, "vColor");
mMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
}
@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
ratio = 1f * width/height;
GLES20.glViewport(0, 0, width, height);
Matrix.frustumM(mPMatrix, 0, -ratio * SCALE/2, ratio * SCALE/2, -SCALE/2, SCALE/2, 3, 7);
Matrix.setLookAtM(mVMatrix, 0, 0, 0, -3, 0, 0, 0, 0, -1, 0);
Matrix.multiplyMM(mVPMatrix, 0, mPMatrix, 0, mVMatrix, 0);
}
@Override
public void onDrawFrame(GL10 gl) {
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
GLES20.glEnableVertexAttribArray(mPositionHandle);
GLES20.glUniform4fv(mColorHandle, 1, foregroundColor, 0);
draw(0, 0, 0);
GLES20.glDisableVertexAttribArray(mPositionHandle);
}
private void draw(float x, float y, float a) {
Matrix.setIdentityM(mMMatrix, 0);
Matrix.translateM(mMMatrix, 0, x, y, 0);
Matrix.rotateM(mMMatrix, 0, a, 0, 0, 1);
Matrix.multiplyMM(mMVPMatrix, 0, mVPMatrix, 0, mMMatrix, 0);
GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mMVPMatrix, 0);
GLES20.glVertexAttribPointer(mPositionHandle, COORDS_PER_VERTEX,
GLES20.GL_FLOAT, false, VERTEX_STRIDE,
vertexBuffer);
GLES20.glDrawElements(GLES20.GL_TRIANGLE_STRIP,
drawListBuffer.capacity(), GLES20.GL_UNSIGNED_SHORT,
drawListBuffer);
}
}
}
我编辑了这个问题来解决点2和3,我也认为在发布这个问题后测试。至于驱动程序问题,我实际上没有任何直接访问驱动程序信息的权限,但假设Google Play商店正确地过滤了所有内容,则我的所有用户的设备都应具有OpenGL ES 2.0支持。 – Brucelet
它可能是一个endianness(字节顺序)的问题。驱动程序的字节顺序可能与设备的字节顺序不同。这不应该发生,但它值得检查。尝试将缓冲区设置为LITTE_ENDIAN或BIG_ENDIAN。 – Swifter
没有endianness运气,但我确实搞清楚了!看到我发布的答案。 – Brucelet