This change enables the use of a SurfaceTexture in place of a Surface as the video sink for an android.media.MediaPlayer. The new API MediaPlayer.setTexture is currently hidden. This includes: - New Java and C++ interfaces - C++ plumbing and implementation (JNI, Binder) - Stagefright AwesomePlayer and NuPlayer use ANativeWindow (either Surface or SurfaceTextureClient) Change-Id: I2b568bee143d9eaf3dfc6cc4533c1bebbd5afc51
188 lines
7.5 KiB
Java
188 lines
7.5 KiB
Java
/*
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* Copyright (C) 2010 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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package android.graphics;
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import java.lang.ref.WeakReference;
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import android.os.Handler;
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import android.os.Looper;
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import android.os.Message;
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/**
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* Captures frames from an image stream as an OpenGL ES texture.
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*
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* <p>The image stream may come from either camera preview or video decode. A SurfaceTexture
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* may be used in place of a SurfaceHolder when specifying the output destination of a
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* {@link android.hardware.Camera} or {@link android.media.MediaPlayer}
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* object. Doing so will cause all the frames from the image stream to be sent to the
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* SurfaceTexture object rather than to the device's display. When {@link #updateTexImage} is
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* called, the contents of the texture object specified when the SurfaceTexture was created are
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* updated to contain the most recent image from the image stream. This may cause some frames of
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* the stream to be skipped.
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*
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* <p>When sampling from the texture one should first transform the texture coordinates using the
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* matrix queried via {@link #getTransformMatrix}. The transform matrix may change each time {@link
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* #updateTexImage} is called, so it should be re-queried each time the texture image is updated.
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* This matrix transforms traditional 2D OpenGL ES texture coordinate column vectors of the form (s,
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* t, 0, 1) where s and t are on the inclusive interval [0, 1] to the proper sampling location in
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* the streamed texture. This transform compensates for any properties of the image stream source
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* that cause it to appear different from a traditional OpenGL ES texture. For example, sampling
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* from the bottom left corner of the image can be accomplished by transforming the column vector
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* (0, 0, 0, 1) using the queried matrix, while sampling from the top right corner of the image can
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* be done by transforming (1, 1, 0, 1).
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*
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* <p>The texture object uses the GL_TEXTURE_EXTERNAL_OES texture target, which is defined by the
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* OES_EGL_image_external OpenGL ES extension. This limits how the texture may be used.
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*
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* <p>SurfaceTexture objects may be created on any thread. {@link #updateTexImage} may only be
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* called on the thread with the OpenGL ES context that contains the texture object. The
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* frame-available callback is called on an arbitrary thread, so unless special care is taken {@link
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* #updateTexImage} should not be called directly from the callback.
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*/
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public class SurfaceTexture {
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private EventHandler mEventHandler;
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private OnFrameAvailableListener mOnFrameAvailableListener;
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@SuppressWarnings("unused")
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private int mSurfaceTexture;
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/**
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* Callback interface for being notified that a new stream frame is available.
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*/
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public interface OnFrameAvailableListener {
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void onFrameAvailable(SurfaceTexture surfaceTexture);
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}
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/**
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* Exception thrown when a surface couldn't be created or resized
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*/
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public static class OutOfResourcesException extends Exception {
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public OutOfResourcesException() {
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}
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public OutOfResourcesException(String name) {
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super(name);
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}
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}
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/**
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* Construct a new SurfaceTexture to stream images to a given OpenGL texture.
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*
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* @param texName the OpenGL texture object name (e.g. generated via glGenTextures)
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*/
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public SurfaceTexture(int texName) {
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Looper looper;
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if ((looper = Looper.myLooper()) != null) {
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mEventHandler = new EventHandler(looper);
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} else if ((looper = Looper.getMainLooper()) != null) {
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mEventHandler = new EventHandler(looper);
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} else {
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mEventHandler = null;
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}
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nativeInit(texName, new WeakReference<SurfaceTexture>(this));
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}
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/**
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* Register a callback to be invoked when a new image frame becomes available to the
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* SurfaceTexture. Note that this callback may be called on an arbitrary thread, so it is not
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* safe to call {@link #updateTexImage} without first binding the OpenGL ES context to the
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* thread invoking the callback.
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*/
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public void setOnFrameAvailableListener(OnFrameAvailableListener l) {
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mOnFrameAvailableListener = l;
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}
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/**
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* Update the texture image to the most recent frame from the image stream. This may only be
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* called while the OpenGL ES context that owns the texture is bound to the thread. It will
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* implicitly bind its texture to the GL_TEXTURE_EXTERNAL_OES texture target.
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*/
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public void updateTexImage() {
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nativeUpdateTexImage();
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}
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/**
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* Retrieve the 4x4 texture coordinate transform matrix associated with the texture image set by
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* the most recent call to updateTexImage.
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*
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* This transform matrix maps 2D homogeneous texture coordinates of the form (s, t, 0, 1) with s
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* and t in the inclusive range [0, 1] to the texture coordinate that should be used to sample
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* that location from the texture. Sampling the texture outside of the range of this transform
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* is undefined.
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*
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* The matrix is stored in column-major order so that it may be passed directly to OpenGL ES via
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* the glLoadMatrixf or glUniformMatrix4fv functions.
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*
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* @param mtx the array into which the 4x4 matrix will be stored. The array must have exactly
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* 16 elements.
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*/
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public void getTransformMatrix(float[] mtx) {
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// Note we intentionally don't check mtx for null, so this will result in a
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// NullPointerException. But it's safe because it happens before the call to native.
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if (mtx.length != 16) {
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throw new IllegalArgumentException();
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}
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nativeGetTransformMatrix(mtx);
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}
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protected void finalize() throws Throwable {
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try {
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nativeFinalize();
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} finally {
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super.finalize();
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}
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}
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private class EventHandler extends Handler {
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public EventHandler(Looper looper) {
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super(looper);
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}
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@Override
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public void handleMessage(Message msg) {
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if (mOnFrameAvailableListener != null) {
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mOnFrameAvailableListener.onFrameAvailable(SurfaceTexture.this);
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}
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return;
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}
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}
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private static void postEventFromNative(Object selfRef) {
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WeakReference weakSelf = (WeakReference)selfRef;
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SurfaceTexture st = (SurfaceTexture)weakSelf.get();
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if (st == null) {
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return;
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}
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if (st.mEventHandler != null) {
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Message m = st.mEventHandler.obtainMessage();
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st.mEventHandler.sendMessage(m);
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}
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}
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private native void nativeInit(int texName, Object weakSelf);
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private native void nativeFinalize();
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private native void nativeGetTransformMatrix(float[] mtx);
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private native void nativeUpdateTexImage();
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/*
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* We use a class initializer to allow the native code to cache some
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* field offsets.
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*/
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private static native void nativeClassInit();
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static { nativeClassInit(); }
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}
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