HW accelerated activity - how to get OpenGL texture size limit?

I'm trying to enable hw acceleration in Honeycomb, and display some Bitmaps on Canvas. All works fine, but for large bitmaps (>2048 in one dimension), I get error in log:

OpenGLRenderer: Bitmap too large to be uploaded into a texture

I know this is because of hw limitation, and can work-around it by reducing max bitmap size to be displayed if hw acceleration is enabled (checking by View.isHardwareAccelerated()).

My question is: how to easily determine max texture size available for Bitmap drawing by hardware. 2048 seems to be limit on my device, but it may be different on different ones.

Edit: I'm not creating OpenGL app, just normal app, which can utilize hw acceleration. Thus I'm not familiar with OpenGL at all, I just see OpenGL related error in log, and look to solve it.


Solution 1:

Currently the minimum limit is 2048px (i.e. the hardware must support textures at least 2048x2048.) In ICS we will introduce a new API on the Canvas class that will give you this information:
Canvas.getMaximumBitmapWidth() and Canvas.getMaximumBitmapHeight().

Solution 2:

Another way of getting the maximum allowed size would be to loop through all EGL10 configurations and keep track of the largest size.

public static int getMaxTextureSize() {
    // Safe minimum default size
    final int IMAGE_MAX_BITMAP_DIMENSION = 2048;

    // Get EGL Display
    EGL10 egl = (EGL10) EGLContext.getEGL();
    EGLDisplay display = egl.eglGetDisplay(EGL10.EGL_DEFAULT_DISPLAY);

    // Initialise
    int[] version = new int[2];
    egl.eglInitialize(display, version);

    // Query total number of configurations
    int[] totalConfigurations = new int[1];
    egl.eglGetConfigs(display, null, 0, totalConfigurations);

    // Query actual list configurations
    EGLConfig[] configurationsList = new EGLConfig[totalConfigurations[0]];
    egl.eglGetConfigs(display, configurationsList, totalConfigurations[0], totalConfigurations);

    int[] textureSize = new int[1];
    int maximumTextureSize = 0;

    // Iterate through all the configurations to located the maximum texture size
    for (int i = 0; i < totalConfigurations[0]; i++) {
        // Only need to check for width since opengl textures are always squared
        egl.eglGetConfigAttrib(display, configurationsList[i], EGL10.EGL_MAX_PBUFFER_WIDTH, textureSize);

        // Keep track of the maximum texture size
        if (maximumTextureSize < textureSize[0])
            maximumTextureSize = textureSize[0];
    }

    // Release
    egl.eglTerminate(display);

    // Return largest texture size found, or default
    return Math.max(maximumTextureSize, IMAGE_MAX_BITMAP_DIMENSION);
}

From my testing, this is pretty reliable and doesn't require you to create an instance. Performance-wise, this took 18 milliseconds to execute on my Note 2 and only 4 milliseconds on my G3.

Solution 3:

If you want to know dynamically the texture size limit of your device (because it's change depending on the device), you have to call this method:

int[] maxTextureSize = new int[1];
gl.glGetIntegerv(GL10.GL_MAX_TEXTURE_SIZE, maxTextureSize, 0);

And don't forget that for some device (the Nexus One for example), the texture size must be a power of 2 !

I know my answer comes a long time after the last update of this topic...sorry

Solution 4:

According to the specification, calling glGetIntegerv with GL_MAX_TEXTURE_SIZE.

GL_MAX_TEXTURE_SIZE params returns one value. The value gives a rough estimate of the largest texture that the GL can handle. The value must be at least 64.

http://www.khronos.org/opengles/sdk/docs/man/xhtml/glGet.xml