Android|Android OpenGL采坑 Failed to create EGL context: 0x3003(EGL_BAD_ALLOC)

情况1:
最近线上Android 线上App有大量用户报

Failed to create EGL context: 0x3003

opengl context 创建代码,崩溃的地为 Failed to create EGL context: 0x处:
// Return an EGLConfig, or die trying. private static EGLContext createEglContext( @Nullable Context sharedContext, EGLDisplay eglDisplay, EGLConfig eglConfig) { if (sharedContext != null && sharedContext.egl14Context == EGL14.EGL_NO_CONTEXT) { throw new RuntimeException("Invalid sharedContext"); } int[] contextAttributes = {EGL14.EGL_CONTEXT_CLIENT_VERSION, 2, EGL14.EGL_NONE}; EGLContext rootContext = sharedContext == null ? EGL14.EGL_NO_CONTEXT : sharedContext.egl14Context; final EGLContext eglContext; synchronized (lock) { eglContext = EGL14.eglCreateContext(eglDisplay, eglConfig, rootContext, contextAttributes, 0); } if (eglContext == EGL14.EGL_NO_CONTEXT) { throw new RuntimeException( "Failed to create EGL context: 0x" + Integer.toHexString(EGL14.eglGetError())); } return eglContext; }

查了下该错误:
0x3003 is EGL_BAD_ALLOC.

【Android|Android OpenGL采坑 Failed to create EGL context: 0x3003(EGL_BAD_ALLOC)】SO 上有人也遇到相同问题, 认为是opengl context 创建太多,没有释放造成:
https://stackoverflow.com/questions/45392309/failed-to-create-egl-context/57312500#57312500
The problem is related with the number of contexts created. Creating egl context several times leads to this crash on EglBase.create() method when the limit point is reached. Make sure you're not creating so many eglContexts. The limit seems to be 30 on my device.
According to WebRTC's documentation calling .release() should handle that problem, but it unfortunately does not.
改问题解决,并且经历一个线上版本验证,确实因为opengl的context申请过多,使用后未释放造成
opengl context release的逻辑如下:
public void release() { checkIsNotReleased(); releaseSurface(); detachCurrent(); EGL14.eglDestroyContext(eglDisplay, eglContext); EGL14.eglReleaseThread(); EGL14.eglTerminate(eglDisplay); -- inst_count; //Logging.d(TAG, instid + " release all:" +inst_count + " curr:" +eglContext); Logging.e("qqq", instid + " release all:" +inst_count + " curr:" +eglContext); eglContext = EGL14.EGL_NO_CONTEXT; eglDisplay = EGL14.EGL_NO_DISPLAY; eglConfig = null; }

情况2:
下面代码大量用户手机抛出 Failed to create window surface:0x3003
// Create EGLSurface from either Surface or SurfaceTexture. private void createSurfaceInternal(Object surface) { if (!(surface instanceof Surface) && !(surface instanceof SurfaceTexture)) { throw new IllegalStateException("Input must be either a Surface or SurfaceTexture"); } checkIsNotReleased(); if (eglSurface != EGL14.EGL_NO_SURFACE) { throw new RuntimeException("Already has an EGLSurface"); } int[] surfaceAttribs = {EGL14.EGL_NONE}; eglSurface = EGL14.eglCreateWindowSurface(eglDisplay, eglConfig, surface, surfaceAttribs, 0); if (eglSurface == EGL14.EGL_NO_SURFACE) { throw new RuntimeException( "Failed to create window surface: 0x" + Integer.toHexString(EGL14.eglGetError())); } }

对应的也调用了surface的释放接口:
@Override public void releaseSurface() { if (eglSurface != EGL14.EGL_NO_SURFACE) { EGL14.eglDestroySurface(eglDisplay, eglSurface); eglSurface = EGL14.EGL_NO_SURFACE; } }

依然崩溃报 EGL_BAD_ALLOC
同样参考 https://stackoverflow.com/questions/36312209/opengls-eglcreatewindowsurface-gl-error-egl-bad-alloc
egl.eglMakeCurrent(eglDisplay, eglSurface, eglSurface, eglContext)

接口调用后,调用EGL14.eglDestroySurface接口是不能真正释放相关OpenGL资源的,必须如下调用
egl.eglMakeCurrent(eglDisplay, EGL10.EGL_NO_SURFACE, EGL10.EGL_NO_SURFACE, EGL10.EGL_NO_CONTEXT);

之后调用EGL14.eglDestroySurface才可将相关资源释放;
OK,到这问题基本解决完了,第二个崩溃还没上线验证,验证完更新结果

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