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https://github.com/opencv/opencv.git
synced 2024-11-28 21:20:18 +08:00
minor fixes
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a041105491
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@ -179,18 +179,17 @@ if(NOT ANDROID)
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else()
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file(GLOB_RECURSE handwrittren_lib_project_files_rel RELATIVE "${CMAKE_CURRENT_SOURCE_DIR}/android_lib/" "${CMAKE_CURRENT_SOURCE_DIR}/android_lib/*")
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list(REMOVE_ITEM handwrittren_lib_project_files_rel "${ANDROID_MANIFEST_FILE}")
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endif()
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# Calc default SDK Target
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# calc default SDK Target
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android_get_compatible_target(android_sdk_target ${ANDROID_NATIVE_API_LEVEL} ${ANDROID_SDK_TARGET} 11)
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string(REGEX REPLACE "android-" "" android_sdk_target_num ${android_sdk_target})
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# filter out
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if( (ANDROID_SDK_TARGET AND ANDROID_SDK_TARGET LESS 21) OR (android_sdk_target_num LESS 21) )
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message(STATUS "[OpenCV for Android SDK]: A new OpenGL Camera Bridge (CameraGLSurfaceView, CameraGLRendererBase, CameraRenderer, Camera2Renderer) is disabled, because ANDROID_SDK_TARGET (${android_sdk_target_num}) < 21")
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ocv_list_filterout(handwritten_java_sources "android\\\\+CameraGL")
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ocv_list_filterout(handwritten_java_sources "android\\\\+Camera.?Renderer")
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endif()
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endif()
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# IMPORTANT: add dependencies to cmake (we should rerun cmake if any of these files is modified)
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add_cmake_dependencies(${scripts_gen_java} ${scripts_hdr_parser} ${opencv_public_headers})
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@ -219,9 +219,9 @@ public abstract class CameraGLRendererBase implements GLSurfaceView.Renderer, Su
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int vshader = GLES20.glCreateShader(GLES20.GL_VERTEX_SHADER);
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GLES20.glShaderSource(vshader, vss);
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GLES20.glCompileShader(vshader);
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int[] compiled = new int[1];
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GLES20.glGetShaderiv(vshader, GLES20.GL_COMPILE_STATUS, compiled, 0);
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if (compiled[0] == 0) {
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int[] status = new int[1];
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GLES20.glGetShaderiv(vshader, GLES20.GL_COMPILE_STATUS, status, 0);
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if (status[0] == 0) {
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Log.e("CameraGLRendererBase", "Could not compile vertex shader: "+GLES20.glGetShaderInfoLog(vshader));
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GLES20.glDeleteShader(vshader);
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vshader = 0;
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@ -231,8 +231,8 @@ public abstract class CameraGLRendererBase implements GLSurfaceView.Renderer, Su
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int fshader = GLES20.glCreateShader(GLES20.GL_FRAGMENT_SHADER);
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GLES20.glShaderSource(fshader, fss);
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GLES20.glCompileShader(fshader);
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GLES20.glGetShaderiv(fshader, GLES20.GL_COMPILE_STATUS, compiled, 0);
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if (compiled[0] == 0) {
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GLES20.glGetShaderiv(fshader, GLES20.GL_COMPILE_STATUS, status, 0);
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if (status[0] == 0) {
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Log.e("CameraGLRendererBase", "Could not compile fragment shader:"+GLES20.glGetShaderInfoLog(fshader));
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GLES20.glDeleteShader(vshader);
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GLES20.glDeleteShader(fshader);
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@ -244,9 +244,25 @@ public abstract class CameraGLRendererBase implements GLSurfaceView.Renderer, Su
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GLES20.glAttachShader(program, vshader);
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GLES20.glAttachShader(program, fshader);
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GLES20.glLinkProgram(program);
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Log.d("CameraGLRendererBase", "shaders were compiled OK");
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GLES20.glDeleteShader(vshader);
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GLES20.glDeleteShader(fshader);
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GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, status, 0);
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if (status[0] == 0) {
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Log.e("CameraGLRendererBase", "Could not link shader program: "+GLES20.glGetProgramInfoLog(program));
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program = 0;
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return 0;
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}
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GLES20.glValidateProgram(program);
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GLES20.glGetProgramiv(program, GLES20.GL_VALIDATE_STATUS, status, 0);
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if (status[0] == 0)
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{
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Log.e("CameraGLRendererBase", "Shader program validation error: "+GLES20.glGetProgramInfoLog(program));
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GLES20.glDeleteProgram(program);
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program = 0;
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return 0;
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}
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Log.d("CameraGLRendererBase", "Shader program is built OK");
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return program;
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}
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@ -237,23 +237,17 @@ void drawFrameProcCPU(int w, int h, int texOut)
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int64_t t;
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// let's modify pixels in FBO texture in C++ code (on CPU)
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const int BUFF_SIZE = 1<<24;//2k*2k*4;
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static char tmpBuff[BUFF_SIZE];
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if(w*h > BUFF_SIZE)
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{
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LOGE("Internal temp buffer is too small, can't make CPU frame processing");
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return;
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}
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static cv::Mat m;
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m.create(h, w, CV_8UC4);
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// read
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t = getTimeMs();
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// expecting FBO to be bound
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glReadPixels(0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, tmpBuff);
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glReadPixels(0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, m.data);
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LOGD("glReadPixels() costs %d ms", getTimeInterval(t));
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// modify
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t = getTimeMs();
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cv::Mat m(h, w, CV_8UC4, tmpBuff);
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cv::Laplacian(m, m, CV_8U);
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m *= 10;
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LOGD("Laplacian() costs %d ms", getTimeInterval(t));
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@ -262,7 +256,7 @@ void drawFrameProcCPU(int w, int h, int texOut)
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texOut);
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t = getTimeMs();
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, tmpBuff);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, m.data);
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LOGD("glTexSubImage2D() costs %d ms", getTimeInterval(t));
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}
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