Problem context OpenGL ES switch

For the reproduction of the problem, you can create the new application of OpenGL in Momentics IDE (file-> New-> Blackberry project, then select native Core, OpenGL ES 2.0) and change the code on the function of 'making' in this way:

void render() {
    static EGLContext *_context = 0;
    EGLDisplay currentDisplay = eglGetCurrentDisplay();
    EGLContext savedContext = eglGetCurrentContext();
    EGLSurface readSurface = eglGetCurrentSurface(EGL_READ);
    EGLSurface drawSurface = eglGetCurrentSurface(EGL_DRAW);

    if (!_context) {
      EGLint numCfg = 0;
      EGLConfig eglCfg;
      EGLint eglAttrs[]= {
        EGL_CONFIG_ID, 0,
        EGL_NONE
      };
      EGLint ctxAttrs[] = {EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE};
      eglQueryContext(currentDisplay, savedContext, EGL_CONFIG_ID, &eglAttrs[1]);
      eglChooseConfig(currentDisplay, eglAttrs, &eglCfg, 1, &numCfg);
      _context = eglCreateContext(currentDisplay, eglCfg, EGL_NO_CONTEXT, ctxAttrs);
    }

    eglMakeCurrent(currentDisplay, drawSurface, readSurface, _context);
    glClearColor(0.0, 1.0, 0.0, 0.5);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    eglMakeCurrent(currentDisplay, drawSurface, readSurface, savedContext);

    // Increment the angle by 0.5 degrees
    static float angle = 0.0f;
    angle += 0.5f * M_PI / 180.0f;

    //Typical render pass

    // Enable and bind the vertex information
    glEnableVertexAttribArray(positionLoc);
    glBindBuffer(GL_ARRAY_BUFFER, vertexID);
    glVertexAttribPointer(positionLoc, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), 0);

    // Enable and bind the color information
    glEnableVertexAttribArray(colorLoc);
    glBindBuffer(GL_ARRAY_BUFFER, colorID);
    glVertexAttribPointer(colorLoc, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), 0);

    // Effectively apply a rotation of angle about the y-axis.
    matrix[0] = cos(angle);
    matrix[2] = -sin(angle);
    matrix[8] = sin(angle);
    matrix[10] = cos(angle);
    glUniformMatrix4fv(transformLoc, 1, false, matrix);

    // Same draw call as in GLES1.
    glDrawArrays(GL_TRIANGLE_STRIP, 0 , 4);

    // Disable attribute arrays
    glDisableVertexAttribArray(positionLoc);
    glDisableVertexAttribArray(colorLoc);

    bbutil_swap();
}

Simulator that this code works fine, after the launch, I see Turning rectangle on a green background... but on the device (Blackberry Z10) same code works oddly, it produces many rectangles... Apparently, context switching OpenGL separates screen 256 x 256 pieces with the same content.

BB10 OS Version: 10.1.0.4181. Maybe 10.2 this problem already solved? Or my code is not correct? Anyone can test this code on device with OS 10.2?

Solved by adding call glClear, without it glDrawArrays/GLSL program can draw anywhere on the screen.

void render() {
    static EGLContext *_context = 0;
    EGLDisplay currentDisplay = eglGetCurrentDisplay();
    EGLContext savedContext = eglGetCurrentContext();
    EGLSurface readSurface = eglGetCurrentSurface(EGL_READ);
    EGLSurface drawSurface = eglGetCurrentSurface(EGL_DRAW);

    if (!_context) {
      EGLint numCfg = 0;
      EGLConfig eglCfg;
      EGLint eglAttrs[]= {
        EGL_CONFIG_ID, 0,
        EGL_NONE
      };
      EGLint ctxAttrs[] = {EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE};
      eglQueryContext(currentDisplay, savedContext, EGL_CONFIG_ID, &eglAttrs[1]);
      eglChooseConfig(currentDisplay, eglAttrs, &eglCfg, 1, &numCfg);
      _context = eglCreateContext(currentDisplay, eglCfg, EGL_NO_CONTEXT, ctxAttrs);
    }

        // clear buffer in first context - it prevents screen damage
    glClearColor(0.0, 0.0, 0.0, 0.0);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    eglMakeCurrent(currentDisplay, drawSurface, readSurface, _context);
    glClearColor(0.0, 1.0, 0.0, 0.5);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    eglMakeCurrent(currentDisplay, drawSurface, readSurface, savedContext);

    // Increment the angle by 0.5 degrees
    static float angle = 0.0f;
    angle += 0.5f * M_PI / 180.0f;

    // Enable and bind the vertex information
    glEnableVertexAttribArray(positionLoc);
    glBindBuffer(GL_ARRAY_BUFFER, vertexID);
    glVertexAttribPointer(positionLoc, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), 0);

    // Enable and bind the color information
    glEnableVertexAttribArray(colorLoc);
    glBindBuffer(GL_ARRAY_BUFFER, colorID);
    glVertexAttribPointer(colorLoc, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), 0);

    // Effectively apply a rotation of angle about the y-axis.
    matrix[0] = cos(angle);
    matrix[2] = -sin(angle);
    matrix[8] = sin(angle);
    matrix[10] = cos(angle);
    glUniformMatrix4fv(transformLoc, 1, false, matrix);

    // Same draw call as in GLES1.
    glDrawArrays(GL_TRIANGLE_STRIP, 0 , 4);

    // Disable attribute arrays
    glDisableVertexAttribArray(positionLoc);
    glDisableVertexAttribArray(colorLoc);

    bbutil_swap();
}

Tags: BlackBerry Developers

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