/* * 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 android.annotation.FloatRange; import android.annotation.Nullable; import android.annotation.SuppressLint; import android.compat.annotation.UnsupportedAppUsage; import android.hardware.DataSpace.NamedDataSpace; import android.os.Build; import android.os.Handler; import android.os.Looper; import android.os.Message; import android.os.Trace; import android.view.Surface; import android.view.TextureView; import android.view.flags.Flags; import java.lang.ref.WeakReference; /** * Captures frames from an image stream as an OpenGL ES texture. * *
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. * *
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. * *
A typical pattern is to use SurfaceTexture to render frames to a {@link TextureView}; however, * a TextureView is not required for using the texture object. The texture object may be used * as part of an OpenGL ES shader. * *
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). * *
The texture object uses the GL_TEXTURE_EXTERNAL_OES texture target, which is defined by the * * GL_OES_EGL_image_external 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. * *
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; @UnsupportedAppUsage(maxTargetSdk = Build.VERSION_CODES.R, trackingBug = 170729553) private Handler mOnFrameAvailableHandler; private Handler mOnSetFrameRateHandler; /** * These fields are used by native code, do not access or modify. */ @UnsupportedAppUsage(trackingBug = 176388660) private long mSurfaceTexture; @UnsupportedAppUsage(trackingBug = 176388660) private long mProducer; @UnsupportedAppUsage(maxTargetSdk = Build.VERSION_CODES.R, trackingBug = 170729553) private long mFrameAvailableListener; private boolean mIsSingleBuffered; /** * Callback interface for being notified that a new stream frame is available. */ public interface OnFrameAvailableListener { void onFrameAvailable(SurfaceTexture surfaceTexture); } /** * Callback interface for being notified that a producer set a frame rate * @hide */ public interface OnSetFrameRateListener { /** * Called when the producer sets a frame rate * @hide */ void onSetFrameRate(SurfaceTexture surfaceTexture, @FloatRange(from = 0.0) float frameRate, @Surface.FrameRateCompatibility int compatibility, @Surface.ChangeFrameRateStrategy int changeFrameRateStrategy); } /** * 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 android.view.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 android.view.Surface.OutOfResourcesException If the SurfaceTexture cannot be created.
*/
public SurfaceTexture(int texName, boolean singleBufferMode) {
mCreatorLooper = Looper.myLooper();
mIsSingleBuffered = singleBufferMode;
nativeInit(false, texName, singleBufferMode, new WeakReference
* 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 android.view.Surface.OutOfResourcesException If the SurfaceTexture cannot be created.
*/
public SurfaceTexture(boolean singleBufferMode) {
mCreatorLooper = Looper.myLooper();
mIsSingleBuffered = singleBufferMode;
nativeInit(true, 0, singleBufferMode, new WeakReference
* 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.
*
* 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.
*
* 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 {@code eglCreateWindowSurface}) to ensure that the new default size has taken effect.
*
* The width and height parameters must be no greater than the minimum of
* {@code GL_MAX_VIEWPORT_DIMS} and {@code 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 {@code GL_TEXTURE_EXTERNAL_OES} texture target.
*/
public void updateTexImage() {
nativeUpdateTexImage();
}
/**
* Releases 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 {@code 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 unused 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 {@link #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 {@code glLoadMatrixf} or {@code glUniformMatrix4fv} functions.
*
* If the underlying buffer has a crop associated with it, the transformation will also include
* a slight scale to cut off a 1-texel border around the edge of the crop. This ensures that
* when the texture is bilinear sampled that no texels outside of the buffer's valid region
* are accessed by the GPU, avoiding any sampling artifacts when scaling.
*
* @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
* {@link #updateTexImage}.
*
* This timestamp is in nanoseconds, and is normally monotonically increasing. The timestamp
* should be unaffected by time-of-day adjustments. 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. For camera sources, timestamps should be strictly monotonic. Timestamps from MediaPlayer
* sources may be reset when the playback position is set. For EGL and Vulkan producers, the
* timestamp is the desired present time set with the {@code EGL_ANDROID_presentation_time} or
* {@code VK_GOOGLE_display_timing} extensions.
* Note that while calling this method causes all the buffers to be freed
* from the perspective of 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.
*
* @see #isReleased()
*/
public void release() {
nativeRelease();
}
/**
* Returns {@code true} if the SurfaceTexture was released.
*
* @see #release()
*/
public boolean isReleased() {
return nativeIsReleased();
}
@Override
protected void finalize() throws Throwable {
try {
nativeFinalize();
} finally {
super.finalize();
}
}
/**
* This method is invoked from native code only.
*/
@SuppressWarnings({"UnusedDeclaration"})
@UnsupportedAppUsage(maxTargetSdk = Build.VERSION_CODES.R, trackingBug = 170729553)
private static void postEventFromNative(WeakReference