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/*
* Copyright (C) 2010 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 android.graphics;
import java.lang.ref.WeakReference;
import android.annotation.Nullable;
import android.os.Handler;
import android.os.Looper;
import android.os.Message;
import android.view.Surface;
/**
* Captures frames from an image stream as an OpenGL ES texture.
*
* <p>The image stream may come from either camera preview or video decode. A
* {@link android.view.Surface} created from a SurfaceTexture can be used as an output
* destination for the {@link android.hardware.camera2}, {@link android.media.MediaCodec},
* {@link android.media.MediaPlayer}, and {@link android.renderscript.Allocation} APIs.
* When {@link #updateTexImage} is called, the contents of the texture object specified
* when the SurfaceTexture was created are updated to contain the most recent image from the image
* stream. This may cause some frames of the stream to be skipped.
*
* <p>A SurfaceTexture may also be used in place of a SurfaceHolder when specifying the output
* destination of the older {@link android.hardware.Camera} API. Doing so will cause all the
* frames from the image stream to be sent to the SurfaceTexture object rather than to the device's
* display.
*
* <p>When sampling from the texture one should first transform the texture coordinates using the
* matrix queried via {@link #getTransformMatrix(float[])}. The transform matrix may change each
* time {@link #updateTexImage} is called, so it should be re-queried each time the texture image
* is updated.
* This matrix transforms traditional 2D OpenGL ES texture coordinate column vectors of the form (s,
* t, 0, 1) where s and t are on the inclusive interval [0, 1] to the proper sampling location in
* the streamed texture. This transform compensates for any properties of the image stream source
* that cause it to appear different from a traditional OpenGL ES texture. For example, sampling
* from the bottom left corner of the image can be accomplished by transforming the column vector
* (0, 0, 0, 1) using the queried matrix, while sampling from the top right corner of the image can
* be done by transforming (1, 1, 0, 1).
*
* <p>The texture object uses the GL_TEXTURE_EXTERNAL_OES texture target, which is defined by the
* <a href="http://www.khronos.org/registry/gles/extensions/OES/OES_EGL_image_external.txt">
* GL_OES_EGL_image_external</a> OpenGL ES extension. This limits how the texture may be used.
* Each time the texture is bound it must be bound to the GL_TEXTURE_EXTERNAL_OES target rather than
* the GL_TEXTURE_2D target. Additionally, any OpenGL ES 2.0 shader that samples from the texture
* must declare its use of this extension using, for example, an "#extension
* GL_OES_EGL_image_external : require" directive. Such shaders must also access the texture using
* the samplerExternalOES GLSL sampler type.
*
* <p>SurfaceTexture objects may be created on any thread. {@link #updateTexImage} may only be
* called on the thread with the OpenGL ES context that contains the texture object. The
* frame-available callback is called on an arbitrary thread, so unless special care is taken {@link
* #updateTexImage} should not be called directly from the callback.
*/
public class SurfaceTexture {
private final Looper mCreatorLooper;
private Handler mOnFrameAvailableHandler;
/**
* These fields are used by native code, do not access or modify.
*/
private long mSurfaceTexture;
private long mProducer;
private long mFrameAvailableListener;
/**
* Callback interface for being notified that a new stream frame is available.
*/
public interface OnFrameAvailableListener {
void onFrameAvailable(SurfaceTexture surfaceTexture);
}
/**
* Exception thrown when a SurfaceTexture couldn't be created or resized.
*
* @deprecated No longer thrown. {@link android.view.Surface.OutOfResourcesException}
* is used instead.
*/
@SuppressWarnings("serial")
@Deprecated
public static class OutOfResourcesException extends Exception {
public OutOfResourcesException() {
}
public OutOfResourcesException(String name) {
super(name);
}
}
/**
* Construct a new SurfaceTexture to stream images to a given OpenGL texture.
*
* @param texName the OpenGL texture object name (e.g. generated via glGenTextures)
*
* @throws Surface.OutOfResourcesException If the SurfaceTexture cannot be created.
*/
public SurfaceTexture(int texName) {
this(texName, false);
}
/**
* Construct a new SurfaceTexture to stream images to a given OpenGL texture.
*
* In single buffered mode the application is responsible for serializing access to the image
* content buffer. Each time the image content is to be updated, the
* {@link #releaseTexImage()} method must be called before the image content producer takes
* ownership of the buffer. For example, when producing image content with the NDK
* ANativeWindow_lock and ANativeWindow_unlockAndPost functions, {@link #releaseTexImage()}
* must be called before each ANativeWindow_lock, or that call will fail. When producing
* image content with OpenGL ES, {@link #releaseTexImage()} must be called before the first
* OpenGL ES function call each frame.
*
* @param texName the OpenGL texture object name (e.g. generated via glGenTextures)
* @param singleBufferMode whether the SurfaceTexture will be in single buffered mode.
*
* @throws Surface.OutOfResourcesException If the SurfaceTexture cannot be created.
*/
public SurfaceTexture(int texName, boolean singleBufferMode) {
mCreatorLooper = Looper.myLooper();
nativeInit(false, texName, singleBufferMode, new WeakReference<SurfaceTexture>(this));
}
/**
* Construct a new SurfaceTexture to stream images to a given OpenGL texture.
*
* In single buffered mode the application is responsible for serializing access to the image
* content buffer. Each time the image content is to be updated, the
* {@link #releaseTexImage()} method must be called before the image content producer takes
* ownership of the buffer. For example, when producing image content with the NDK
* ANativeWindow_lock and ANativeWindow_unlockAndPost functions, {@link #releaseTexImage()}
* must be called before each ANativeWindow_lock, or that call will fail. When producing
* image content with OpenGL ES, {@link #releaseTexImage()} must be called before the first
* OpenGL ES function call each frame.
*
* Unlike {@link #SurfaceTexture(int, boolean)}, which takes an OpenGL texture object name,
* this constructor creates the SurfaceTexture in detached mode. A texture name must be passed
* in using {@link #attachToGLContext} before calling {@link #releaseTexImage()} and producing
* image content using OpenGL ES.
*
* @param singleBufferMode whether the SurfaceTexture will be in single buffered mode.
*
* @throws Surface.OutOfResourcesException If the SurfaceTexture cannot be created.
* @hide
*/
public SurfaceTexture(boolean singleBufferMode) {
mCreatorLooper = Looper.myLooper();
nativeInit(true, 0, singleBufferMode, new WeakReference<SurfaceTexture>(this));
}
/**
* Register a callback to be invoked when a new image frame becomes available to the
* SurfaceTexture.
* <p>
* The callback may be called on an arbitrary thread, so it is not
* safe to call {@link #updateTexImage} without first binding the OpenGL ES context to the
* thread invoking the callback.
* </p>
*
* @param listener The listener to use, or null to remove the listener.
*/
public void setOnFrameAvailableListener(@Nullable OnFrameAvailableListener listener) {
setOnFrameAvailableListener(listener, null);
}
/**
* Register a callback to be invoked when a new image frame becomes available to the
* SurfaceTexture.
* <p>
* If a handler is specified, the callback will be invoked on that handler's thread.
* If no handler is specified, then the callback may be called on an arbitrary thread,
* so it is not safe to call {@link #updateTexImage} without first binding the OpenGL ES
* context to the thread invoking the callback.
* </p>
*
* @param listener The listener to use, or null to remove the listener.
* @param handler The handler on which the listener should be invoked, or null
* to use an arbitrary thread.
*/
public void setOnFrameAvailableListener(@Nullable final OnFrameAvailableListener listener,
@Nullable Handler handler) {
if (listener != null) {
// Although we claim the thread is arbitrary, earlier implementation would
// prefer to send the callback on the creating looper or the main looper
// so we preserve this behavior here.
Looper looper = handler != null ? handler.getLooper() :
mCreatorLooper != null ? mCreatorLooper : Looper.getMainLooper();
mOnFrameAvailableHandler = new Handler(looper, null, true /*async*/) {
@Override
public void handleMessage(Message msg) {
listener.onFrameAvailable(SurfaceTexture.this);
}
};
} else {
mOnFrameAvailableHandler = null;
}
}
/**
* Set the default size of the image buffers. The image producer may override the buffer size,
* in which case the producer-set buffer size will be used, not the default size set by this
* method. Both video and camera based image producers do override the size. This method may
* be used to set the image size when producing images with {@link android.graphics.Canvas} (via
* {@link android.view.Surface#lockCanvas}), or OpenGL ES (via an EGLSurface).
*
* The new default buffer size will take effect the next time the image producer requests a
* buffer to fill. For {@link android.graphics.Canvas} this will be the next time {@link
* android.view.Surface#lockCanvas} is called. For OpenGL ES, the EGLSurface should be
* destroyed (via eglDestroySurface), made not-current (via eglMakeCurrent), and then recreated
* (via eglCreateWindowSurface) to ensure that the new default size has taken effect.
*
* The width and height parameters must be no greater than the minimum of
* GL_MAX_VIEWPORT_DIMS and GL_MAX_TEXTURE_SIZE (see
* {@link javax.microedition.khronos.opengles.GL10#glGetIntegerv glGetIntegerv}).
* An error due to invalid dimensions might not be reported until
* updateTexImage() is called.
*/
public void setDefaultBufferSize(int width, int height) {
nativeSetDefaultBufferSize(width, height);
}
/**
* Update the texture image to the most recent frame from the image stream. This may only be
* called while the OpenGL ES context that owns the texture is current on the calling thread.
* It will implicitly bind its texture to the GL_TEXTURE_EXTERNAL_OES texture target.
*/
public void updateTexImage() {
nativeUpdateTexImage();
}
/**
* Releases the the texture content. This is needed in single buffered mode to allow the image
* content producer to take ownership of the image buffer.
* For more information see {@link #SurfaceTexture(int, boolean)}.
*/
public void releaseTexImage() {
nativeReleaseTexImage();
}
/**
* Detach the SurfaceTexture from the OpenGL ES context that owns the OpenGL ES texture object.
* This call must be made with the OpenGL ES context current on the calling thread. The OpenGL
* ES texture object will be deleted as a result of this call. After calling this method all
* calls to {@link #updateTexImage} will throw an {@link java.lang.IllegalStateException} until
* a successful call to {@link #attachToGLContext} is made.
*
* This can be used to access the SurfaceTexture image contents from multiple OpenGL ES
* contexts. Note, however, that the image contents are only accessible from one OpenGL ES
* context at a time.
*/
public void detachFromGLContext() {
int err = nativeDetachFromGLContext();
if (err != 0) {
throw new RuntimeException("Error during detachFromGLContext (see logcat for details)");
}
}
/**
* Attach the SurfaceTexture to the OpenGL ES context that is current on the calling thread. A
* new OpenGL ES texture object is created and populated with the SurfaceTexture image frame
* that was current at the time of the last call to {@link #detachFromGLContext}. This new
* texture is bound to the GL_TEXTURE_EXTERNAL_OES texture target.
*
* This can be used to access the SurfaceTexture image contents from multiple OpenGL ES
* contexts. Note, however, that the image contents are only accessible from one OpenGL ES
* context at a time.
*
* @param texName The name of the OpenGL ES texture that will be created. This texture name
* must be unusued in the OpenGL ES context that is current on the calling thread.
*/
public void attachToGLContext(int texName) {
int err = nativeAttachToGLContext(texName);
if (err != 0) {
throw new RuntimeException("Error during attachToGLContext (see logcat for details)");
}
}
/**
* Retrieve the 4x4 texture coordinate transform matrix associated with the texture image set by
* the most recent call to updateTexImage.
*
* This transform matrix maps 2D homogeneous texture coordinates of the form (s, t, 0, 1) with s
* and t in the inclusive range [0, 1] to the texture coordinate that should be used to sample
* that location from the texture. Sampling the texture outside of the range of this transform
* is undefined.
*
* The matrix is stored in column-major order so that it may be passed directly to OpenGL ES via
* the glLoadMatrixf or glUniformMatrix4fv functions.
*
* @param mtx the array into which the 4x4 matrix will be stored. The array must have exactly
* 16 elements.
*/
public void getTransformMatrix(float[] mtx) {
// Note we intentionally don't check mtx for null, so this will result in a
// NullPointerException. But it's safe because it happens before the call to native.
if (mtx.length != 16) {
throw new IllegalArgumentException();
}
nativeGetTransformMatrix(mtx);
}
/**
* Retrieve the timestamp associated with the texture image set by the most recent call to
* updateTexImage.
*
* This timestamp is in nanoseconds, and is normally monotonically increasing. The timestamp
* should be unaffected by time-of-day adjustments, and for a camera should be strictly
* monotonic but for a MediaPlayer may be reset when the position is set. The
* specific meaning and zero point of the timestamp depends on the source providing images to
* the SurfaceTexture. Unless otherwise specified by the image source, timestamps cannot
* generally be compared across SurfaceTexture instances, or across multiple program
* invocations. It is mostly useful for determining time offsets between subsequent frames.
*/
public long getTimestamp() {
return nativeGetTimestamp();
}
/**
* release() frees all the buffers and puts the SurfaceTexture into the
* 'abandoned' state. Once put in this state the SurfaceTexture can never
* leave it. When in the 'abandoned' state, all methods of the
* IGraphicBufferProducer interface will fail with the NO_INIT error.
*
* Note that while calling this method causes all the buffers to be freed
* from the perspective of the the SurfaceTexture, if there are additional
* references on the buffers (e.g. if a buffer is referenced by a client or
* by OpenGL ES as a texture) then those buffer will remain allocated.
*
* Always call this method when you are done with SurfaceTexture. Failing
* to do so may delay resource deallocation for a significant amount of
* time.
*/
public void release() {
nativeRelease();
}
@Override
protected void finalize() throws Throwable {
try {
nativeFinalize();
} finally {
super.finalize();
}
}
/**
* This method is invoked from native code only.
*/
@SuppressWarnings({"UnusedDeclaration"})
private static void postEventFromNative(WeakReference<SurfaceTexture> weakSelf) {
SurfaceTexture st = weakSelf.get();
if (st != null) {
Handler handler = st.mOnFrameAvailableHandler;
if (handler != null) {
handler.sendEmptyMessage(0);
}
}
}
private native void nativeInit(boolean isDetached, int texName,
boolean singleBufferMode, WeakReference<SurfaceTexture> weakSelf)
throws Surface.OutOfResourcesException;
private native void nativeFinalize();
private native void nativeGetTransformMatrix(float[] mtx);
private native long nativeGetTimestamp();
private native void nativeSetDefaultBufferSize(int width, int height);
private native void nativeUpdateTexImage();
private native void nativeReleaseTexImage();
private native int nativeDetachFromGLContext();
private native int nativeAttachToGLContext(int texName);
private native int nativeGetQueuedCount();
private native void nativeRelease();
/*
* We use a class initializer to allow the native code to cache some
* field offsets.
*/
private static native void nativeClassInit();
static { nativeClassInit(); }
}