SkiaSharp drawing image with GPU acceleration












1














I want to draw something with GPU acceleration in xamarin.forms. (and save the image later). When I call the following method the first time, I get an image and can show it in SKGLView. But when I call the method again, there is nothing (no error, too)



Can somebody give me a hint?



private SKImage CreateSKImage()
{
SKImage sKImage;

var glInterface = GRGlInterface.CreateNativeAngleInterface();
var grContext = GRContext.Create(GRBackend.OpenGL, glInterface);
var surface = SKSurface.Create(grContext, true, new SKImageInfo(500, 500));
var canvas = surface.Canvas;

var paintStroke = new SKPaint
{
IsAntialias = true,
Style = SKPaintStyle.Stroke,
Color = SKColors.Purple,
StrokeWidth = 1
};

canvas.DrawLine(new SKPoint(0, 0), new SKPoint(500, 500), paintStroke);

surface.Canvas.Flush();

sKImage = surface.Snapshot().ToRasterImage();

return sKImage;
}


edit: when I call the method from SKGLView onPaint, then I get something. But when I call the method from anywhere else the glInterface is null ...hmmmm



How to create the OpenGL Interface the right way???










share|improve this question
























  • Make sure you're calling this on the main thread if you intend to use the opengl context that SKGLView is using. OpenGL restricts each context to a particular thread and only one context can be active at time, SKGLView uses GLControl as a baseclass which handles context creation on the UI Thread. Here's a resource for reading more about opengl contexts: khronos.org/opengl/wiki/OpenGL_Context
    – jake.lange
    Nov 21 '18 at 2:45
















1














I want to draw something with GPU acceleration in xamarin.forms. (and save the image later). When I call the following method the first time, I get an image and can show it in SKGLView. But when I call the method again, there is nothing (no error, too)



Can somebody give me a hint?



private SKImage CreateSKImage()
{
SKImage sKImage;

var glInterface = GRGlInterface.CreateNativeAngleInterface();
var grContext = GRContext.Create(GRBackend.OpenGL, glInterface);
var surface = SKSurface.Create(grContext, true, new SKImageInfo(500, 500));
var canvas = surface.Canvas;

var paintStroke = new SKPaint
{
IsAntialias = true,
Style = SKPaintStyle.Stroke,
Color = SKColors.Purple,
StrokeWidth = 1
};

canvas.DrawLine(new SKPoint(0, 0), new SKPoint(500, 500), paintStroke);

surface.Canvas.Flush();

sKImage = surface.Snapshot().ToRasterImage();

return sKImage;
}


edit: when I call the method from SKGLView onPaint, then I get something. But when I call the method from anywhere else the glInterface is null ...hmmmm



How to create the OpenGL Interface the right way???










share|improve this question
























  • Make sure you're calling this on the main thread if you intend to use the opengl context that SKGLView is using. OpenGL restricts each context to a particular thread and only one context can be active at time, SKGLView uses GLControl as a baseclass which handles context creation on the UI Thread. Here's a resource for reading more about opengl contexts: khronos.org/opengl/wiki/OpenGL_Context
    – jake.lange
    Nov 21 '18 at 2:45














1












1








1


1





I want to draw something with GPU acceleration in xamarin.forms. (and save the image later). When I call the following method the first time, I get an image and can show it in SKGLView. But when I call the method again, there is nothing (no error, too)



Can somebody give me a hint?



private SKImage CreateSKImage()
{
SKImage sKImage;

var glInterface = GRGlInterface.CreateNativeAngleInterface();
var grContext = GRContext.Create(GRBackend.OpenGL, glInterface);
var surface = SKSurface.Create(grContext, true, new SKImageInfo(500, 500));
var canvas = surface.Canvas;

var paintStroke = new SKPaint
{
IsAntialias = true,
Style = SKPaintStyle.Stroke,
Color = SKColors.Purple,
StrokeWidth = 1
};

canvas.DrawLine(new SKPoint(0, 0), new SKPoint(500, 500), paintStroke);

surface.Canvas.Flush();

sKImage = surface.Snapshot().ToRasterImage();

return sKImage;
}


edit: when I call the method from SKGLView onPaint, then I get something. But when I call the method from anywhere else the glInterface is null ...hmmmm



How to create the OpenGL Interface the right way???










share|improve this question















I want to draw something with GPU acceleration in xamarin.forms. (and save the image later). When I call the following method the first time, I get an image and can show it in SKGLView. But when I call the method again, there is nothing (no error, too)



Can somebody give me a hint?



private SKImage CreateSKImage()
{
SKImage sKImage;

var glInterface = GRGlInterface.CreateNativeAngleInterface();
var grContext = GRContext.Create(GRBackend.OpenGL, glInterface);
var surface = SKSurface.Create(grContext, true, new SKImageInfo(500, 500));
var canvas = surface.Canvas;

var paintStroke = new SKPaint
{
IsAntialias = true,
Style = SKPaintStyle.Stroke,
Color = SKColors.Purple,
StrokeWidth = 1
};

canvas.DrawLine(new SKPoint(0, 0), new SKPoint(500, 500), paintStroke);

surface.Canvas.Flush();

sKImage = surface.Snapshot().ToRasterImage();

return sKImage;
}


edit: when I call the method from SKGLView onPaint, then I get something. But when I call the method from anywhere else the glInterface is null ...hmmmm



How to create the OpenGL Interface the right way???







xamarin.forms gpu skiasharp






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited Nov 21 '18 at 0:15

























asked Nov 18 '18 at 12:25









alpha kevin

62




62












  • Make sure you're calling this on the main thread if you intend to use the opengl context that SKGLView is using. OpenGL restricts each context to a particular thread and only one context can be active at time, SKGLView uses GLControl as a baseclass which handles context creation on the UI Thread. Here's a resource for reading more about opengl contexts: khronos.org/opengl/wiki/OpenGL_Context
    – jake.lange
    Nov 21 '18 at 2:45


















  • Make sure you're calling this on the main thread if you intend to use the opengl context that SKGLView is using. OpenGL restricts each context to a particular thread and only one context can be active at time, SKGLView uses GLControl as a baseclass which handles context creation on the UI Thread. Here's a resource for reading more about opengl contexts: khronos.org/opengl/wiki/OpenGL_Context
    – jake.lange
    Nov 21 '18 at 2:45
















Make sure you're calling this on the main thread if you intend to use the opengl context that SKGLView is using. OpenGL restricts each context to a particular thread and only one context can be active at time, SKGLView uses GLControl as a baseclass which handles context creation on the UI Thread. Here's a resource for reading more about opengl contexts: khronos.org/opengl/wiki/OpenGL_Context
– jake.lange
Nov 21 '18 at 2:45




Make sure you're calling this on the main thread if you intend to use the opengl context that SKGLView is using. OpenGL restricts each context to a particular thread and only one context can be active at time, SKGLView uses GLControl as a baseclass which handles context creation on the UI Thread. Here's a resource for reading more about opengl contexts: khronos.org/opengl/wiki/OpenGL_Context
– jake.lange
Nov 21 '18 at 2:45












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