As explained in 'OpenGLES preloading textures in other thread' there are two separate steps: bitmap creation and bitmap upload. In most cases you should be fine by just doing the bitmap creation on a secondary thread --- which is fairly easy.
If you experience frame drops while uploading the textures, call texImage2D
from a background thread. To do so you'll need to create a new OpenGL context which shares it's textures with your rendering thread because each thread needs it's own OpenGL context.
EGLContext textureContext = egl.eglCreateContext(display, eglConfig, renderContext, null);
Getting the parameters for eglCreateContext
is a little bit tricky. You need to use setEGLContextFactory
on your SurfaceView
to hook into the EGLContext creation:
@Override
public EGLContext createContext(final EGL10 egl, final EGLDisplay display, final EGLConfig eglConfig) {
EGLContext renderContext = egl.eglCreateContext(display, eglConfig, EGL10.EGL_NO_CONTEXT, null);
// create your texture context here
return renderContext;
}
Then you are ready to start a texture loading thread:
public void run() {
int pbufferAttribs[] = { EGL10.EGL_WIDTH, 1, EGL10.EGL_HEIGHT, 1, EGL14.EGL_TEXTURE_TARGET,
EGL14.EGL_NO_TEXTURE, EGL14.EGL_TEXTURE_FORMAT, EGL14.EGL_NO_TEXTURE,
EGL10.EGL_NONE };
EGLSurface localSurface = egl.eglCreatePbufferSurface(display, eglConfig, pbufferAttribs);
egl.eglMakeCurrent(display, localSurface, localSurface, textureContext);
int textureId = loadTexture(R.drawable.waterfalls);
// here you can pass the textureId to your
// render thread to be used with glBindTexture
}
I've created a working demonstration of the above code snippets at https://github.com/perpetual-mobile/SharedGLContextsTest.
This solution is based on many sources around the internet. The most influencing ones where these three: