* Running jME3-android in emulator with GPU emulation now supported but sometimes there are opengl errors (?)

git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9428 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
3.0
Sha..rd 13 years ago
parent f9dbfc1f7c
commit 1009cd18b0
  1. 52
      engine/src/android/com/jme3/renderer/android/OGLESShaderRenderer.java

@ -131,40 +131,45 @@ public class OGLESShaderRenderer implements Renderer {
public EnumSet<Caps> getCaps() {
return caps;
}
private int extractVersion(String prefixStr, String versionStr) {
if (versionStr != null) {
int spaceIdx = versionStr.indexOf(" ", prefixStr.length());
if (spaceIdx >= 1) {
versionStr = versionStr.substring(prefixStr.length(), spaceIdx).trim();
} else {
versionStr = versionStr.substring(prefixStr.length()).trim();
}
float version = Float.parseFloat(versionStr);
return (int) (version * 100);
} else {
return -1;
}
}
public void initialize() {
logger.log(Level.INFO, "Vendor: {0}", GLES20.glGetString(GLES20.GL_VENDOR));
logger.log(Level.INFO, "Renderer: {0}", GLES20.glGetString(GLES20.GL_RENDERER));
logger.log(Level.INFO, "Version: {0}", GLES20.glGetString(GLES20.GL_VERSION));
logger.log(Level.INFO, "Shading Language Version: {0}", GLES20.glGetString(GLES20.GL_SHADING_LANGUAGE_VERSION));
powerVr = GLES20.glGetString(GLES20.GL_RENDERER).contains("PowerVR");
String versionStr = GLES20.glGetString(GLES20.GL_SHADING_LANGUAGE_VERSION);
logger.log(Level.INFO, "GLES20.Shading Language Version: {0}", versionStr);
if (versionStr == null || versionStr.equals("")) {
glslVer = -1;
throw new UnsupportedOperationException("GLSL and OpenGL2 is "
+ "required for the OpenGL ES "
+ "renderer!");
}
// Fix issue in TestRenderToMemory when GL_FRONT is the main
// buffer being used.
// initialDrawBuf = GLES20.glGetIntegeri(GLES20.GL_DRAW_BUFFER);
// initialReadBuf = GLES20.glGetIntegeri(GLES20.GL_READ_BUFFER);
String openGlEsStr = "OpenGL ES GLSL ES ";
int spaceIdx = versionStr.indexOf(" ", openGlEsStr.length());
if (spaceIdx >= 1) {
versionStr = versionStr.substring(openGlEsStr.length(), spaceIdx).trim();
}else{
versionStr = versionStr.substring(openGlEsStr.length()).trim();
// Check OpenGL version
int openGlVer = extractVersion("OpenGL ES ", GLES20.glGetString(GLES20.GL_VERSION));
if (openGlVer == -1) {
glslVer = -1;
throw new UnsupportedOperationException("OpenGL ES 2.0+ is required for OGLESShaderRenderer!");
}
float version = Float.parseFloat(versionStr);
glslVer = (int) (version * 100);
// Check shader language version
glslVer = extractVersion("OpenGL ES GLSL ES ", GLES20.glGetString(GLES20.GL_SHADING_LANGUAGE_VERSION));
switch (glslVer) {
// TODO: When new versions of OpenGL ES shader language come out,
// update this.
@ -172,12 +177,7 @@ public class OGLESShaderRenderer implements Renderer {
caps.add(Caps.GLSL100);
break;
}
if (!caps.contains(Caps.GLSL100)) {
logger.warning("Force-adding GLSL100 support, since OpenGL2 is supported.");
caps.add(Caps.GLSL100);
}
GLES20.glGetIntegerv(GLES20.GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, intBuf16);
vertexTextureUnits = intBuf16.get(0);
logger.log(Level.INFO, "VTF Units: {0}", vertexTextureUnits);

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