Skip to content Skip to sidebar Skip to footer

Why Is Eglmakecurrent Failing With Egl_bad_alloc?

I am using OpenGL ES 2.0, and Android NDK r8b. I have a shared context that I use for worker threads. When I try to bind the shared context to a worker thread using eglMakeCurrent,

Solution 1:

Well, It seems that the problem was that the PBuffer needs to be at least 1x1 pixels for it to work, and the default is 0 for EGL_WIDTH and EGL_HEIGHT.

The winning configurtation:

bool Initialize(void *displaySurface)
{
    assert(displaySurface);
    ANativeWindow *window = (ANativeWindow*)displaySurface;

    EGLint dummy, format;

    display = eglGetDisplay(EGL_DEFAULT_DISPLAY);

    eglInitialize(display, 0, 0);

    EGLint contextAttribs[] =
    {
        EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE
    };

//// create main context
    const EGLint configAttribs[] =
    {
        EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
        EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
        EGL_BLUE_SIZE, 8,
        EGL_GREEN_SIZE, 8,
        EGL_RED_SIZE, 8,
        EGL_ALPHA_SIZE, 8,
        EGL_BUFFER_SIZE, 32,
        EGL_DEPTH_SIZE, 24,
        EGL_NONE
    };

    EGLint numConfigs;
    EGLConfig config;

    eglChooseConfig(display, configAttribs, &config, 1, &numConfigs);
    Trace("eglChooseConfig: " + GetEglError());

    eglGetConfigAttrib(display, config, EGL_NATIVE_VISUAL_ID, &format);
    Trace("eglGetConfigAttrib: " + GetEglError());

    ANativeWindow_setBuffersGeometry(window, 0, 0, format);
    Trace("ANativeWindow_setBuffersGeometry: " + GetEglError());

    surface = eglCreateWindowSurface(display, config, window, NULL);
    Trace("eglCreateWindowSurface: " + GetEglError());

    context = eglCreateContext(display, config, EGL_NO_CONTEXT, contextAttribs);
    Trace("eglCreateContext: " + GetEglError());

//// create auxiliary context

    const EGLint auxConfigAttribs[] =
    {
        EGL_SURFACE_TYPE, EGL_PBUFFER_BIT,
        EGL_BLUE_SIZE, 8,
        EGL_GREEN_SIZE, 8,
        EGL_RED_SIZE, 8,
        EGL_ALPHA_SIZE, 0,
        EGL_DEPTH_SIZE, 0,
        EGL_STENCIL_SIZE, 0,
        EGL_NONE
    };

    EGLint pbufferAttribs[] =
    {
        EGL_WIDTH, 1,
        EGL_HEIGHT, 1,
        EGL_TEXTURE_TARGET, EGL_NO_TEXTURE,
        EGL_TEXTURE_FORMAT, EGL_NO_TEXTURE,
        EGL_NONE
    };

    EGLint auxNumConfigs;
    EGLConfig auxConfig;

    eglChooseConfig(display, auxConfigAttribs, &auxConfig, 1, &auxNumConfigs);
    Trace("AUX eglChooseConfig: " + GetEglError());

    auxSurface = eglCreatePbufferSurface(display, auxConfig, pbufferAttribs);
    Trace("AUX eglCreatePbufferSurface: " + GetEglError());

    auxContext = eglCreateContext(display, auxConfig, context, contextAttribs);
    Trace("AUX eglCreateContext: " + GetEglError());

//// make main context current
    eglMakeCurrent(display, surface, surface, context);
    Trace("eglMakeCurrent main: " + GetError());

    eglQuerySurface(display, surface, EGL_WIDTH, &width);
    eglQuerySurface(display, surface, EGL_HEIGHT, &height);

    SetViewport(width, height);

    EnableDepthBuffer(enableDepthTest);
    EnableBackfaceCulling(enableBackfaceCull);
    SetBackgroundColor(backgroundColor);

    glDisable(GL_DITHER);
    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

    Trace("finished" + GetEglError());

    alive = true;

    returntrue;
}

Post a Comment for "Why Is Eglmakecurrent Failing With Egl_bad_alloc?"