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/*
 * Copyright (C) 2013 The Android Open Source Project
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *      http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

package com.sceyt.chatuikit.shared.media_encoder.transcoder;

import android.graphics.SurfaceTexture;
import android.opengl.EGL14;
import android.util.Log;
import android.view.Surface;

import javax.microedition.khronos.egl.EGL10;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.egl.EGLContext;
import javax.microedition.khronos.egl.EGLDisplay;
import javax.microedition.khronos.egl.EGLSurface;


/**
 * Holds state associated with a Surface used for MediaCodec decoder output.
 * 

* The (width,height) constructor for this class will prepare GL, create a SurfaceTexture, * and then create a Surface for that SurfaceTexture. The Surface can be passed to * MediaCodec.configure() to receive decoder output. When a frame arrives, we latch the * texture with updateTexImage, then render the texture with GL to a pbuffer. *

* The no-arg constructor skips the GL preparation step and doesn't allocate a pbuffer. * Instead, it just creates the Surface and SurfaceTexture, and when a frame arrives * we just draw it on whatever surface is current. *

* By default, the Surface will be using a BufferQueue in asynchronous mode, so we * can potentially drop frames. */ class OutputSurface implements SurfaceTexture.OnFrameAvailableListener { private static final String TAG = "OutputSurface"; private static final boolean VERBOSE = false; private static final int EGL_OPENGL_ES2_BIT = 4; private EGL10 mEGL; private EGLDisplay mEGLDisplay; private EGLContext mEGLContext; private EGLSurface mEGLSurface; private SurfaceTexture mSurfaceTexture; private Surface mSurface; private final Object mFrameSyncObject = new Object(); // guards mFrameAvailable private boolean mFrameAvailable; private TextureRender mTextureRender; /** * Creates an OutputSurface backed by a pbuffer with the specifed dimensions. The new * EGL context and surface will be made current. Creates a Surface that can be passed * to MediaCodec.configure(). */ public OutputSurface(int width, int height) { if (width <= 0 || height <= 0) { throw new IllegalArgumentException(); } eglSetup(width, height); makeCurrent(); setup(); } /** * Creates an OutputSurface using the current EGL context. Creates a Surface that can be * passed to MediaCodec.configure(). */ public OutputSurface() { setup(); } /** * Creates instances of TextureRender and SurfaceTexture, and a Surface associated * with the SurfaceTexture. */ private void setup() { mTextureRender = new TextureRender(); mTextureRender.surfaceCreated(); // Even if we don't access the SurfaceTexture after the constructor returns, we // still need to keep a reference to it. The Surface doesn't retain a reference // at the Java level, so if we don't either then the object can get GCed, which // causes the native finalizer to run. if (VERBOSE) Log.d(TAG, "textureID=" + mTextureRender.getTextureId()); mSurfaceTexture = new SurfaceTexture(mTextureRender.getTextureId()); // This doesn't work if OutputSurface is created on the thread that CTS started for // these test cases. // // The CTS-created thread has a Looper, and the SurfaceTexture constructor will // create a Handler that uses it. The "frame available" message is delivered // there, but since we're not a Looper-based thread we'll never see it. For // this to do anything useful, OutputSurface must be created on a thread without // a Looper, so that SurfaceTexture uses the main application Looper instead. // // Java language note: passing "this" out of a constructor is generally unwise, // but we should be able to get away with it here. mSurfaceTexture.setOnFrameAvailableListener(this); mSurface = new Surface(mSurfaceTexture); } /** * Prepares EGL. We want a GLES 2.0 context and a surface that supports pbuffer. */ private void eglSetup(int width, int height) { mEGL = (EGL10)EGLContext.getEGL(); mEGLDisplay = mEGL.eglGetDisplay(EGL10.EGL_DEFAULT_DISPLAY); if (!mEGL.eglInitialize(mEGLDisplay, null)) { throw new RuntimeException("unable to initialize EGL10"); } // Configure EGL for pbuffer and OpenGL ES 2.0. We want enough RGB bits // to be able to tell if the frame is reasonable. int[] attribList = { EGL10.EGL_RED_SIZE, 8, EGL10.EGL_GREEN_SIZE, 8, EGL10.EGL_BLUE_SIZE, 8, EGL10.EGL_SURFACE_TYPE, EGL10.EGL_PBUFFER_BIT, EGL10.EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, EGL10.EGL_NONE }; EGLConfig[] configs = new EGLConfig[1]; int[] numConfigs = new int[1]; if (!mEGL.eglChooseConfig(mEGLDisplay, attribList, configs, 1, numConfigs)) { throw new RuntimeException("unable to find RGB888+pbuffer EGL config"); } // Configure context for OpenGL ES 2.0. int[] attrib_list = { EGL14.EGL_CONTEXT_CLIENT_VERSION, 2, EGL10.EGL_NONE }; mEGLContext = mEGL.eglCreateContext(mEGLDisplay, configs[0], EGL10.EGL_NO_CONTEXT, attrib_list); checkEglError("eglCreateContext"); if (mEGLContext == null) { throw new RuntimeException("null context"); } // Create a pbuffer surface. By using this for output, we can use glReadPixels // to test values in the output. int[] surfaceAttribs = { EGL10.EGL_WIDTH, width, EGL10.EGL_HEIGHT, height, EGL10.EGL_NONE }; mEGLSurface = mEGL.eglCreatePbufferSurface(mEGLDisplay, configs[0], surfaceAttribs); checkEglError("eglCreatePbufferSurface"); if (mEGLSurface == null) { throw new RuntimeException("surface was null"); } } /** * Discard all resources held by this class, notably the EGL context. */ public void release() { if (mEGL != null) { if (mEGL.eglGetCurrentContext().equals(mEGLContext)) { // Clear the current context and surface to ensure they are discarded immediately. mEGL.eglMakeCurrent(mEGLDisplay, EGL10.EGL_NO_SURFACE, EGL10.EGL_NO_SURFACE, EGL10.EGL_NO_CONTEXT); } mEGL.eglDestroySurface(mEGLDisplay, mEGLSurface); mEGL.eglDestroyContext(mEGLDisplay, mEGLContext); //mEGL.eglTerminate(mEGLDisplay); } mSurface.release(); // this causes a bunch of warnings that appear harmless but might confuse someone: // W BufferQueue: [unnamed-3997-2] cancelBuffer: BufferQueue has been abandoned! //mSurfaceTexture.release(); // null everything out so future attempts to use this object will cause an NPE mEGLDisplay = null; mEGLContext = null; mEGLSurface = null; mEGL = null; mTextureRender = null; mSurface = null; mSurfaceTexture = null; } /** * Makes our EGL context and surface current. */ public void makeCurrent() { if (mEGL == null) { throw new RuntimeException("not configured for makeCurrent"); } checkEglError("before makeCurrent"); if (!mEGL.eglMakeCurrent(mEGLDisplay, mEGLSurface, mEGLSurface, mEGLContext)) { throw new RuntimeException("eglMakeCurrent failed"); } } /** * Returns the Surface that we draw onto. */ public Surface getSurface() { return mSurface; } /** * Replaces the fragment shader. */ public void changeFragmentShader(String fragmentShader) { mTextureRender.changeFragmentShader(fragmentShader); } /** * Latches the next buffer into the texture. Must be called from the thread that created * the OutputSurface object, after the onFrameAvailable callback has signaled that new * data is available. */ public void awaitNewImage() { final int TIMEOUT_MS = 500; synchronized (mFrameSyncObject) { while (!mFrameAvailable) { try { // Wait for onFrameAvailable() to signal us. Use a timeout to avoid // stalling the test if it doesn't arrive. mFrameSyncObject.wait(TIMEOUT_MS); if (!mFrameAvailable) { // TODO: if "spurious wakeup", continue while loop throw new RuntimeException("Surface frame wait timed out"); } } catch (InterruptedException ie) { // shouldn't happen throw new RuntimeException(ie); } } mFrameAvailable = false; } // Latch the data. mTextureRender.checkGlError("before updateTexImage"); mSurfaceTexture.updateTexImage(); } /** * Draws the data from SurfaceTexture onto the current EGL surface. */ public void drawImage() { mTextureRender.drawFrame(mSurfaceTexture); } @Override public void onFrameAvailable(SurfaceTexture st) { if (VERBOSE) Log.d(TAG, "new frame available"); synchronized (mFrameSyncObject) { if (mFrameAvailable) { throw new RuntimeException("mFrameAvailable already set, frame could be dropped"); } mFrameAvailable = true; mFrameSyncObject.notifyAll(); } } /** * Checks for EGL errors. */ private void checkEglError(String msg) { boolean failed = false; int error; while ((error = mEGL.eglGetError()) != EGL10.EGL_SUCCESS) { Log.e(TAG, msg + ": EGL error: 0x" + Integer.toHexString(error)); failed = true; } if (failed) { throw new RuntimeException("EGL error encountered (see log)"); } } }





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