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diff --git a/libs/android-transcoder/src/main/java/net/ypresto/androidtranscoder/engine/OutputSurface.java b/libs/android-transcoder/src/main/java/net/ypresto/androidtranscoder/engine/OutputSurface.java
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+++ b/libs/android-transcoder/src/main/java/net/ypresto/androidtranscoder/engine/OutputSurface.java
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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.
+ */
+// from: https://android.googlesource.com/platform/cts/+/lollipop-release/tests/tests/media/src/android/media/cts/OutputSurface.java
+// blob: fc8ad9cd390c5c311f015d3b7c1359e4d295bc52
+// modified: change TIMEOUT_MS from 500 to 10000
+package net.ypresto.androidtranscoder.engine;
+import android.graphics.SurfaceTexture;
+import android.opengl.EGL14;
+import android.opengl.EGLConfig;
+import android.opengl.EGLContext;
+import android.opengl.EGLDisplay;
+import android.opengl.EGLSurface;
+import android.util.Log;
+import android.view.Surface;
+/**
+ * Holds state associated with a Surface used for MediaCodec decoder output.
+ * <p>
+ * 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.
+ * <p>
+ * 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.
+ * <p>
+ * 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 EGLDisplay mEGLDisplay = EGL14.EGL_NO_DISPLAY;
+ private EGLContext mEGLContext = EGL14.EGL_NO_CONTEXT;
+ private EGLSurface mEGLSurface = EGL14.EGL_NO_SURFACE;
+ private SurfaceTexture mSurfaceTexture;
+ private Surface mSurface;
+ private 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 (rather than establishing a
+ * new one). 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) {
+ mEGLDisplay = EGL14.eglGetDisplay(EGL14.EGL_DEFAULT_DISPLAY);
+ if (mEGLDisplay == EGL14.EGL_NO_DISPLAY) {
+ throw new RuntimeException("unable to get EGL14 display");
+ }
+ int[] version = new int[2];
+ if (!EGL14.eglInitialize(mEGLDisplay, version, 0, version, 1)) {
+ mEGLDisplay = null;
+ throw new RuntimeException("unable to initialize EGL14");
+ }
+ // 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 = {
+ EGL14.EGL_RED_SIZE, 8,
+ EGL14.EGL_GREEN_SIZE, 8,
+ EGL14.EGL_BLUE_SIZE, 8,
+ EGL14.EGL_RENDERABLE_TYPE, EGL14.EGL_OPENGL_ES2_BIT,
+ EGL14.EGL_SURFACE_TYPE, EGL14.EGL_PBUFFER_BIT,
+ EGL14.EGL_NONE
+ };
+ EGLConfig[] configs = new EGLConfig[1];
+ int[] numConfigs = new int[1];
+ if (!EGL14.eglChooseConfig(mEGLDisplay, attribList, 0, configs, 0, configs.length,
+ numConfigs, 0)) {
+ throw new RuntimeException("unable to find RGB888+recordable ES2 EGL config");
+ }
+ // Configure context for OpenGL ES 2.0.
+ int[] attrib_list = {
+ EGL14.EGL_CONTEXT_CLIENT_VERSION, 2,
+ EGL14.EGL_NONE
+ };
+ mEGLContext = EGL14.eglCreateContext(mEGLDisplay, configs[0], EGL14.EGL_NO_CONTEXT,
+ attrib_list, 0);
+ 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 = {
+ EGL14.EGL_WIDTH, width,
+ EGL14.EGL_HEIGHT, height,
+ EGL14.EGL_NONE
+ };
+ mEGLSurface = EGL14.eglCreatePbufferSurface(mEGLDisplay, configs[0], surfaceAttribs, 0);
+ 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 (mEGLDisplay != EGL14.EGL_NO_DISPLAY) {
+ EGL14.eglDestroySurface(mEGLDisplay, mEGLSurface);
+ EGL14.eglDestroyContext(mEGLDisplay, mEGLContext);
+ EGL14.eglReleaseThread();
+ EGL14.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();
+ mEGLDisplay = EGL14.EGL_NO_DISPLAY;
+ mEGLContext = EGL14.EGL_NO_CONTEXT;
+ mEGLSurface = EGL14.EGL_NO_SURFACE;
+ mTextureRender = null;
+ mSurface = null;
+ mSurfaceTexture = null;
+ }
+ /**
+ * Makes our EGL context and surface current.
+ */
+ public void makeCurrent() {
+ if (!EGL14.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 = 10000;
+ 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();
+ }
+ /**
+ * Wait up to given timeout until new image become available.
+ * @param timeoutMs
+ * @return true if new image is available. false for no new image until timeout.
+ */
+ public boolean checkForNewImage(int timeoutMs) {
+ 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(timeoutMs);
+ if (!mFrameAvailable) {
+ return false;
+ }
+ } catch (InterruptedException ie) {
+ // shouldn't happen
+ throw new RuntimeException(ie);
+ }
+ }
+ mFrameAvailable = false;
+ }
+ // Latch the data.
+ mTextureRender.checkGlError("before updateTexImage");
+ mSurfaceTexture.updateTexImage();
+ return true;
+ }
+ /**
+ * 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) {
+ int error;
+ if ((error = EGL14.eglGetError()) != EGL14.EGL_SUCCESS) {
+ throw new RuntimeException(msg + ": EGL error: 0x" + Integer.toHexString(error));
+ }
+ }
+}