I am programming an Android 2d game using opengl es 2.0. After I draw my sprites to the backbuffer I draw lights to a FBO and try to blend it to the back buffer again.
When I draw the FBO to the framebuffer, even trasparent without any color, the framerates drops from 60 to 30 on a Samsung Galaxy w (it has an adreno 205 as gpu). I searched everywhere and tried everything, even if I draw a single sprite on the scene and blend a trasparent FBO texture to the screen the framerate drops. I tried other games with lighting effects on that phone and they run fine, almost every game is fine on that phone, I believe they use the framebuffer as well.
On the Galaxy SII (mali 400 gpu) runs fine, I am quite new to opengl so I believe I am making a mistake somewhere, I share my code.
// Create a framebuffer and renderbuffer
GLES20.glGenFramebuffers(1, fb, offset);
GLES20.glGenRenderbuffers(1, depthRb, offset);
// Create a texture to hold the frame buffer
GLES20.glGenTextures(1, renderTex, offset);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, renderTex[offset]);
GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGBA,
screenWidth, screenHeight, 0,
GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE,
null);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S,
GLES20.GL_CLAMP_TO_EDGE);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T,
GLES20.GL_CLAMP_TO_EDGE);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER,
GLES20.GL_LINEAR);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER,
GLES20.GL_LINEAR);
//bind renderbuffer
GLES20.glBindRenderbuffer(GLES20.GL_RENDERBUFFER, depthRb[offset]);
GLES20.glRenderbufferStorage(GLES20.GL_RENDERBUFFER, GLES20.GL_DEPTH_COMPONENT16,
screenWidth, screenHeight);
// bind the framebuffer
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, fb[offset]);
// specify texture as color attachment
GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0,
GLES20.GL_TEXTURE_2D, renderTex[offset], 0);
// specify depth_renderbufer as depth attachment
GLES20.glFramebufferRenderbuffer(GLES20.GL_FRAMEBUFFER, GLES20.GL_DEPTH_ATTACHMENT,
GLES20.GL_RENDERBUFFER, depthRb[0]);
// Check FBO status.
int status = GLES20.glCheckFramebufferStatus(GLES20.GL_FRAMEBUFFER);
if ( status == GLES20.GL_FRAMEBUFFER_COMPLETE )
{
Log.d("GLGame framebuffer creation", "Framebuffer complete");
}
// set default framebuffer
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
I do this once on surface creation. Not sure if is correct. I keep the texture and framebuffer ids to switch to them when I need.
My drawing code:
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId);
ShaderProgram program = glgame.getProgram();
//put vertices in the floatbuffer
mTriangleVertices.put(vertices, 0, len);
mTriangleVertices.flip();
GLES20.glVertexAttribPointer(program.POSITION_LOCATION, 2, GLES20.GL_FLOAT, false,
TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices);
//preparing parameter for texture position
mTriangleVertices.position(TRIANGLE_VERTICES_DATA_UV_OFFSET);
GLES20.glEnableVertexAttribArray(program.POSITION_LOCATION);
//preparing parameter for texture coords
GLES20.glVertexAttribPointer(program.TEXTURECOORD_LOCATION, 2, GLES20.GL_FLOAT,
false, TRIANGLE_VERTICES_DATA_STRIDE_BYTES,
mTriangleVertices);
//set projection matrix
GLES20.glEnableVertexAttribArray(program.TEXTURECOORD_LOCATION);
GLES20.glUniformMatrix4fv(program.MATRIX_LOCATION, 1, false, matrix, 0);
//draw triangle with indices to form a rectangle
GLES20.glDrawElements(GLES20.GL_TRIANGLES, numSprites * 6, GLES20.GL_UNSIGNED_SHORT,
indicesbuf);
//clear buffers
mTriangleVertices.clear();
mVertexColors.clear();
Everything is rendered on screen correctly, but the performance are ruined just when I draw the FBO texture.
Thank you very much for your help. I worked very hard on this and didn't find a solution.
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