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eglCreatePixmapSurface error 0x300a
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eglCreatePixmapSurface error 0x300a
jack li
over 11 years ago
Note: This was originally posted on 12th September 2012 at
http://forums.arm.com
When I try the SAMSUNG S3 run the above code, I failed.
void GLImageRenderBlux::initEGL(int width, int height, SkBitmap bitmap)
{
const EGLint attribList[] = { EGL_WIDTH, width, EGL_HEIGHT, height, EGL_NONE };
EGLConfig config;
EGLint maj;
EGLint min;
m_display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
checkEGLError("eglGetDisplay");
if(m_display == EGL_NO_DISPLAY) {
LOGE("getDisplay fail!");
return ;
}
if(eglInitialize(m_display, &maj, &min) == EGL_FALSE) {
LOGE("Initialize fail");
return ;
}
config = chooseConfig(m_display);
EGLint contextAttrs[] = { EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE };
m_context = eglCreateContext(m_display, config, EGL_NO_CONTEXT, contextAttrs);
checkEGLError("eglCreateContext");
if(m_context == EGL_NO_CONTEXT) {
LOGE("Create Context failure");
return ;
}
//
SkPixelRef* ref = bitmap.pixelRef();
SkSafeRef(ref);
ref->lockPixels();
egl_native_pixmap_t pixmap;
pixmap.version = sizeof(pixmap);
pixmap.width = width;
pixmap.height = height;
pixmap.stride = bitmap.rowBytes() / bitmap.bytesPerPixel();
pixmap.format = SkBitmap::kARGB_8888_Config;
pixmap.data = (uint8_t*)ref->pixels();
ref->unlockPixels();
m_surface = eglCreatePixmapSurface(m_display, config, &pixmap, attribList);
checkEGLError("eglCreatePixmapSurface");
if(m_surface == EGL_NO_SURFACE) {
LOGE("Create Surface failure");
return ;
}
if (!eglMakeCurrent(m_display, m_surface, m_surface, m_context)) {
LOGE("Make Current failure");
return ;
}
}
EGLConfig GLImageRenderBlux::chooseConfig(EGLDisplay display)
{
EGLConfig config;
EGLint numConfigs;
static const EGLint configAttribs[] = {
EGL_SURFACE_TYPE,
EGL_PIXMAP_BIT,
EGL_RENDERABLE_TYPE,
EGL_OPENGL_ES2_BIT,
EGL_NONE
};
eglChooseConfig(display, configAttribs, &config, 1, &numConfigs);
checkEGLError("eglPbufferConfig");
if (numConfigs != 1) {
LOGE("eglPbufferConfig failed (%d)\n", numConfigs);
}
return config;
}
Error information is as follows:
'eglCreatePixmapSurface error: EGL_BAD_NATIVE_PIXMAP (0x300a)'
'[color=#FF0000]Create Surface failure'[/color]
Does any know how to fix the problem?
Parents
jack li
over 11 years ago
Note: This was originally posted on 17th September 2012 at
http://forums.arm.com
Hi Karthik,thanks a lot for answering me.
I have read that page, and try, but I failed.
Here are some of my code:
void initEGL(int width, int height, SkBitmap bitmap)
{
//step 1.
const char* const driver_absolute_path = "/system/lib/egl/libEGL_mali.so";
void* dso = dlopen(driver_absolute_path, RTLD_LAZY);
if (dso != 0) {
LOGI("dlopen: SUCCEEDED");
_eglCreateImageKHR = (PFNEGLCREATEIMAGEKHRPROC)dlsym(dso, "eglCreateImageKHR");
_eglDestroyImageKHR = (PFNEGLDESTROYIMAGEKHRPROC) dlsym(dso, "eglDestroyImageKHR");
}
else {
LOGI("dlopen: FAILED! Loading functions in common way!");
_eglCreateImageKHR = (PFNEGLCREATEIMAGEKHRPROC) eglGetProcAddress("eglCreateImageKHR"); _eglDestroyImageKHR = (PFNEGLDESTROYIMAGEKHRPROC) eglGetProcAddress("eglDestroyImageKHR");
}
if(_eglCreateImageKHR == NULL) {
LOGE("Error: Failed to find eglCreateImageKHR at %s:%i\n", __FILE__, __LINE__);
exit(1);
}
if(_eglDestroyImageKHR == NULL) {
LOGE("Error: Failed to find eglDestroyImageKHR at %s:%i\n", __FILE__, __LINE__);
exit(1);
}
_glEGLImageTargetTexture2DOES = (PFNGLEGLIMAGETARGETTEXTURE2DOESPROC) eglGetProcAddress("glEGLImageTargetTexture2DOES");
if(_glEGLImageTargetTexture2DOES == NULL) {
LOGE("Error: Failed to find glEGLImageTargetTexture2DOES at %s:%i\n", __FILE__, __LINE__);
exit(1);
}
//step 2. Create the Android Graphic Buffer
GraphicBuffer* buffer = new GraphicBuffer(width, height, HAL_PIXEL_FORMAT_RGBA_8888, GraphicBuffer::USAGE_HW_TEXTURE | GraphicBuffer::USAGE_HW_2D | GRALLOC_USAGE_SW_READ_OFTEN | GRALLOC_USAGE_SW_WRITE_OFTEN);
// Init the buffer
status_t err = buffer->initCheck();
if (err != NO_ERROR){
[indent]LOGE("Error: %s\n", strerror(-err));
return ;
[/indent]
}
// Retrieve andorid native buffer
android_native_buffer_t* anb = buffer->getNativeBuffer();
//step 3. Create the EGLImage
const EGLint attrs[] = {
[indent]EGL_IMAGE_PRESERVED_KHR, EGL_TRUE,
EGL_NONE, EGL_NONE
[/indent]
};
EGLImageKHR pEGLImage = _eglCreateImageKHR(eglGetCurrentDisplay(), EGL_NO_CONTEXT, EGL_NATIVE_BUFFER_ANDROID, (EGLClientBuffer)anb, attrs);
if (pEGLImage == EGL_NO_IMAGE_KHR) {
[indent]EGLint error = eglGetError();
LOGE("Error (%#x): Creating EGLImageKHR at %s:%i\n", error, __FILE__, __LINE__);
[/indent]
}
//setp 4. Set up the FBO with the EGLImage as target
GLuint iFBOTex;
GLuint iFBO;
glViewport(0, 0, width, height);
checkGlError("glViewport");
glGenFramebuffers(1, &iFBO);
checkGlError("glGenFramebuffers");
/* Initialize FBO texture. */
glGenTextures(1, &iFBOTex);
checkGlError("glGenTextures");
glBindTexture(GL_TEXTURE_2D, iFBOTex);
/* Bind our framebuffer for rendering. */
glBindFramebuffer(GL_FRAMEBUFFER, iFBO);
checkGlError("glBindFramebuffer");
/* Attach texture to the framebuffer. */
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, iFBOTex, 0);
checkGlError("glFramebufferTexture2D");
/* Check FBO is OK. */
GLenum iResult = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if(iResult != GL_FRAMEBUFFER_COMPLETE) {
[indent]LOGE("Error (%#x): Framebuffer incomplete at %s:%i\n", iResult, __FILE__, __LINE__);
[/indent]
}
_glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, pEGLImage);
checkEGLError("glEGLImageTargetTexture2DOES");
/* Render to framebuffer object. */
/* Unbind framebuffer. */
glBindFramebuffer(GL_FRAMEBUFFER, 0);
checkGlError("glBindFramebuffer");
//step 5. When rendering every frame, bind to the FBO and issue all glCommands, followed by unbind.
glBindFramebuffer(GL_FRAMEBUFFER, iFBO);
/* Set the viewport according to the FBO's texture. */
glViewport(0, 0, width , height);
/* Clear screen on FBO. */
glClearColor(0.5f, 0.5f, 0.5f, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
/*********************************************
*******************************************/
glDrawArrays(GL_TRIANGLES, 0, 3);
/* And unbind the FrameBuffer Object so subsequent drawing calls are to the EGL window surface. */
glBindFramebuffer(GL_FRAMEBUFFER,0);
//setp 6. Finally use the following code for reading the buffer out from user space. Something like the following
// Just in case the buffer was not created yet
if (buffer == NULL)
[indent]return;
[/indent]
void* vaddr;
// Lock the buffer and retrieve a pointer where we are going to write the data
buffer->lock(GRALLOC_USAGE_SW_WRITE_OFTEN, &vaddr);
if (vaddr == NULL){
[indent]buffer->unlock();
return;
[/indent]
}
unsigned char* ucVaddr = (unsigned char*)vaddr;
}
occur error when execute the follow code fragement.
/* Attach texture to the framebuffer. */
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, iFBOTex, 0);
checkGlError("glFramebufferTexture2D");
/* Check FBO is OK. */
GLenum iResult = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if(iResult != GL_FRAMEBUFFER_COMPLETE) {
LOGE("Error (%#x): Framebuffer incomplete at %s:%i\n", iResult, __FILE__, __LINE__);
}
When the code is executed to glCheckFramebufferStatus will prompt an error, the error is: "Error (0x3008): Creating EGLImageKHR at..." and "Error (0): Framebuffer incomplete at ...."
Not to create a context, how to use the texture?Give me a complete sample,Appreciate it.
Thanks for your help.
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jack li
over 11 years ago
Note: This was originally posted on 17th September 2012 at
http://forums.arm.com
Hi Karthik,thanks a lot for answering me.
I have read that page, and try, but I failed.
Here are some of my code:
void initEGL(int width, int height, SkBitmap bitmap)
{
//step 1.
const char* const driver_absolute_path = "/system/lib/egl/libEGL_mali.so";
void* dso = dlopen(driver_absolute_path, RTLD_LAZY);
if (dso != 0) {
LOGI("dlopen: SUCCEEDED");
_eglCreateImageKHR = (PFNEGLCREATEIMAGEKHRPROC)dlsym(dso, "eglCreateImageKHR");
_eglDestroyImageKHR = (PFNEGLDESTROYIMAGEKHRPROC) dlsym(dso, "eglDestroyImageKHR");
}
else {
LOGI("dlopen: FAILED! Loading functions in common way!");
_eglCreateImageKHR = (PFNEGLCREATEIMAGEKHRPROC) eglGetProcAddress("eglCreateImageKHR"); _eglDestroyImageKHR = (PFNEGLDESTROYIMAGEKHRPROC) eglGetProcAddress("eglDestroyImageKHR");
}
if(_eglCreateImageKHR == NULL) {
LOGE("Error: Failed to find eglCreateImageKHR at %s:%i\n", __FILE__, __LINE__);
exit(1);
}
if(_eglDestroyImageKHR == NULL) {
LOGE("Error: Failed to find eglDestroyImageKHR at %s:%i\n", __FILE__, __LINE__);
exit(1);
}
_glEGLImageTargetTexture2DOES = (PFNGLEGLIMAGETARGETTEXTURE2DOESPROC) eglGetProcAddress("glEGLImageTargetTexture2DOES");
if(_glEGLImageTargetTexture2DOES == NULL) {
LOGE("Error: Failed to find glEGLImageTargetTexture2DOES at %s:%i\n", __FILE__, __LINE__);
exit(1);
}
//step 2. Create the Android Graphic Buffer
GraphicBuffer* buffer = new GraphicBuffer(width, height, HAL_PIXEL_FORMAT_RGBA_8888, GraphicBuffer::USAGE_HW_TEXTURE | GraphicBuffer::USAGE_HW_2D | GRALLOC_USAGE_SW_READ_OFTEN | GRALLOC_USAGE_SW_WRITE_OFTEN);
// Init the buffer
status_t err = buffer->initCheck();
if (err != NO_ERROR){
[indent]LOGE("Error: %s\n", strerror(-err));
return ;
[/indent]
}
// Retrieve andorid native buffer
android_native_buffer_t* anb = buffer->getNativeBuffer();
//step 3. Create the EGLImage
const EGLint attrs[] = {
[indent]EGL_IMAGE_PRESERVED_KHR, EGL_TRUE,
EGL_NONE, EGL_NONE
[/indent]
};
EGLImageKHR pEGLImage = _eglCreateImageKHR(eglGetCurrentDisplay(), EGL_NO_CONTEXT, EGL_NATIVE_BUFFER_ANDROID, (EGLClientBuffer)anb, attrs);
if (pEGLImage == EGL_NO_IMAGE_KHR) {
[indent]EGLint error = eglGetError();
LOGE("Error (%#x): Creating EGLImageKHR at %s:%i\n", error, __FILE__, __LINE__);
[/indent]
}
//setp 4. Set up the FBO with the EGLImage as target
GLuint iFBOTex;
GLuint iFBO;
glViewport(0, 0, width, height);
checkGlError("glViewport");
glGenFramebuffers(1, &iFBO);
checkGlError("glGenFramebuffers");
/* Initialize FBO texture. */
glGenTextures(1, &iFBOTex);
checkGlError("glGenTextures");
glBindTexture(GL_TEXTURE_2D, iFBOTex);
/* Bind our framebuffer for rendering. */
glBindFramebuffer(GL_FRAMEBUFFER, iFBO);
checkGlError("glBindFramebuffer");
/* Attach texture to the framebuffer. */
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, iFBOTex, 0);
checkGlError("glFramebufferTexture2D");
/* Check FBO is OK. */
GLenum iResult = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if(iResult != GL_FRAMEBUFFER_COMPLETE) {
[indent]LOGE("Error (%#x): Framebuffer incomplete at %s:%i\n", iResult, __FILE__, __LINE__);
[/indent]
}
_glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, pEGLImage);
checkEGLError("glEGLImageTargetTexture2DOES");
/* Render to framebuffer object. */
/* Unbind framebuffer. */
glBindFramebuffer(GL_FRAMEBUFFER, 0);
checkGlError("glBindFramebuffer");
//step 5. When rendering every frame, bind to the FBO and issue all glCommands, followed by unbind.
glBindFramebuffer(GL_FRAMEBUFFER, iFBO);
/* Set the viewport according to the FBO's texture. */
glViewport(0, 0, width , height);
/* Clear screen on FBO. */
glClearColor(0.5f, 0.5f, 0.5f, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
/*********************************************
*******************************************/
glDrawArrays(GL_TRIANGLES, 0, 3);
/* And unbind the FrameBuffer Object so subsequent drawing calls are to the EGL window surface. */
glBindFramebuffer(GL_FRAMEBUFFER,0);
//setp 6. Finally use the following code for reading the buffer out from user space. Something like the following
// Just in case the buffer was not created yet
if (buffer == NULL)
[indent]return;
[/indent]
void* vaddr;
// Lock the buffer and retrieve a pointer where we are going to write the data
buffer->lock(GRALLOC_USAGE_SW_WRITE_OFTEN, &vaddr);
if (vaddr == NULL){
[indent]buffer->unlock();
return;
[/indent]
}
unsigned char* ucVaddr = (unsigned char*)vaddr;
}
occur error when execute the follow code fragement.
/* Attach texture to the framebuffer. */
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, iFBOTex, 0);
checkGlError("glFramebufferTexture2D");
/* Check FBO is OK. */
GLenum iResult = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if(iResult != GL_FRAMEBUFFER_COMPLETE) {
LOGE("Error (%#x): Framebuffer incomplete at %s:%i\n", iResult, __FILE__, __LINE__);
}
When the code is executed to glCheckFramebufferStatus will prompt an error, the error is: "Error (0x3008): Creating EGLImageKHR at..." and "Error (0): Framebuffer incomplete at ...."
Not to create a context, how to use the texture?Give me a complete sample,Appreciate it.
Thanks for your help.
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