/* * 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. * *

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. * *

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; 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(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(this)); } /** * Register a callback to be invoked when a new image frame becomes available to the * SurfaceTexture. *

* 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. *

* * @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. *

* 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. *

* * @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(); } /** * Returns true if the SurfaceTexture was released * @hide */ 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"}) private static void postEventFromNative(WeakReference 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 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(); private native boolean nativeIsReleased(); /* * We use a class initializer to allow the native code to cache some * field offsets. */ private static native void nativeClassInit(); static { nativeClassInit(); } }