Detect if OpenGl ES 2.0 is available or not
I'm creating an application for Android for API levels >= 7. One screen uses a GLSurfaceView with OpenGL ES 2.0 through the ndk. How can I detect if opengl 2.0 is available? I can't use android:glEsVersion="0x00020000"
in my AndroidManifest.xml because I have to support all phones with API levels >= 7. If there is no support for 2.0, I will be showing a static screen.
I'm using similar code from the hello-gl2 sample app that comes with the ndk. In GL2JN开发者_如何学PythonIView, when it sets the Opengl context, if it doesn't find an appropriate opengl config (in my case a config that requires opengl es 2.0) it throws an IllegalArgumentException("No configs match configSpec")
and the app crashes. I can't find a way to intercept that exception and do something else on that screen. Any ideas?
Here's what I found in internets:
private boolean checkGL20Support( Context context )
{
EGL10 egl = (EGL10) EGLContext.getEGL();
EGLDisplay display = egl.eglGetDisplay(EGL10.EGL_DEFAULT_DISPLAY);
int[] version = new int[2];
egl.eglInitialize(display, version);
int EGL_OPENGL_ES2_BIT = 4;
int[] configAttribs =
{
EGL10.EGL_RED_SIZE, 4,
EGL10.EGL_GREEN_SIZE, 4,
EGL10.EGL_BLUE_SIZE, 4,
EGL10.EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
EGL10.EGL_NONE
};
EGLConfig[] configs = new EGLConfig[10];
int[] num_config = new int[1];
egl.eglChooseConfig(display, configAttribs, configs, 10, num_config);
egl.eglTerminate(display);
return num_config[0] > 0;
}
Source: http://www.badlogicgames.com/wordpress/?p=343
Maybe this can help
@Override
public void onCreate(Bundle savedInstanceState)
{
super.onCreate(savedInstanceState);
// Check if the system supports OpenGL ES 2.0.
final ActivityManager activityManager = (ActivityManager)getSystemService(Context.ACTIVITY_SERVICE);
final ConfigurationInfo configurationInfo = activityManager.getDeviceConfigurationInfo();
final boolean supportsEs2 = configurationInfo.reqGlEsVersion >= 0x20000;
if (supportsEs2)
{
// Request an OpenGL ES 2.0 compatible context.
}
else
{
// This is where you could create an OpenGL ES 1.x compatible
// renderer if you wanted to support both ES 1 and ES 2.
}
}
From the Android CTS's (Compatibility Test Suite) OpenGlEsVersionTest.java:
private static int getVersionFromPackageManager(Context context) {
PackageManager packageManager = context.getPackageManager();
FeatureInfo[] featureInfos = packageManager.getSystemAvailableFeatures();
if (featureInfos != null && featureInfos.length > 0) {
for (FeatureInfo featureInfo : featureInfos) {
// Null feature name means this feature is the open gl es version feature.
if (featureInfo.name == null) {
if (featureInfo.reqGlEsVersion != FeatureInfo.GL_ES_VERSION_UNDEFINED) {
return getMajorVersion(featureInfo.reqGlEsVersion);
} else {
return 1; // Lack of property means OpenGL ES version 1
}
}
}
}
return 1;
}
/** @see FeatureInfo#getGlEsVersion() */
private static int getMajorVersion(int glEsVersion) {
return ((glEsVersion & 0xffff0000) >> 16);
}
It actually provides a few other ways as well and the test verifies that they all return the same results.
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