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安卓的普通VIew,都依赖于当前Activity的Window的surface,这个surface用于承载view树从底到顶绘制出来的所有内容,因此任何一个view需要更新时,都需要把所有view中底到顶进行更新,即使使用脏区域,也依然要把其他view中相应的像素进行合成操作,因此不适合频繁的更新绘制,而且更新过程只能依靠UI线程。
而SurfaceView却有自己的Surface,因此可以单独更新其内容而不触发整个view树的更新,在子线程刷新不会阻塞主线程,适用于界面频繁更新、对帧率要求较高的情况,因此十分适合于视频渲染。而很多视频渲染库如FFMpeg,或者有时候一些开源OpenGL ES代码是在Native层编写的,如果要在折腾到Java层进行显示是非常麻烦的,所以SurfaceView在Native层面的更新在安卓图像处理输出中是一个必须懂的技能点。
Surface对象不能直接在jni native层使用,因此需要通过Android NDK工具获取它的本地对象ANativeWindow,
这里借用一下大佬的一张图来表达SurfaceView中ANativeWindow的调用过程描述和流程图:
- plugins {
- id 'com.android.application'
- id 'org.jetbrains.kotlin.android'
- }
-
- android {
- compileSdkVersion 34
- buildToolsVersion "30.0.3"
-
- defaultConfig {
- applicationId "com.example.learnopengl"
- minSdkVersion 24
- targetSdkVersion 30
- versionCode 1
- versionName "1.0"
-
- testInstrumentationRunner "androidx.test.runner.AndroidJUnitRunner"
-
- externalNativeBuild {
- cmake {
- cppFlags ""
- }
- }
- ndk {
- abiFilters "armeabi-v7a", "arm64-v8a", "x86", "x86_64"
- }
- }
-
- //……
-
- externalNativeBuild {
- cmake {
- path "CMakeLists.txt"
- }
- }
- sourceSets {
- main {
- jniLibs.srcDirs = ['libs']
- jni.srcDirs = []
- }
- }
- ndkVersion '20.1.5948944'
- kotlinOptions {
- jvmTarget = '1.8'
- }
- }
- # Sets the minimum version of CMake required to build the native
- # library. You should either keep the default value or only pass a
- # value of 3.4.0 or lower.
-
- cmake_minimum_required(VERSION 3.4.1)
- add_compile_options(
- -fno-omit-frame-pointer
- -fexceptions
- -Wall
- )
- set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -std=c99 -mfloat-abi=soft -DANDROID")
- set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++11 -mfloat-abi=soft -DANDROID")
- # 生成中间文件,便于debug
- set (CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -save-temps=obj")
- set (CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -save-temps=obj")
- # Creates and names a library, sets it as either STATIC
- # or SHARED, and provides the relative paths to its source code.
- # You can define multiple libraries, and CMake builds it for you.
- # Gradle automatically packages shared libraries with your APK.
-
-
-
- ADD_SUBDIRECTORY(src/main/cpp/opengl_decoder)
- # Sets the minimum version of CMake required to build the native
- # library. You should either keep the default value or only pass a
- # value of 3.4.0 or lower.
-
- cmake_minimum_required(VERSION 3.4.1)
- #project(zbar LANGUAGES C VERSION 2.0.2)
- project(opengl_decoder)
-
- #SET(zbar_sdk_dir ${CMAKE_SOURCE_DIR}/src/main/cpp/opengl_decoder)
- message(AUTHOR_WARNING ${CMAKE_CURRENT_SOURCE_DIR})
- message(AUTHOR_WARNING ${opengl_decoder})
- add_definitions("-DDYNAMIC_ES3")
- # Creates and names a library, sets it as either STATIC
- # or SHARED, and provides the relative paths to its source code.
- # You can define multiple libraries, and CMake builds it for you.
- # Gradle automatically packages shared libraries with your APK.
-
- #INCLUDE_DIRECTORIES("/lib")
-
- add_library( # Sets the name of the library.
- opengl_decoder
-
- # Sets the library as a shared library.
- SHARED
-
- # Provides a relative path to your source file(s).
- # Associated headers in the same location as their source
- # file are automatically included.
- OpenGLNativeRenderJNIBridgeDemo.h
- OpenGLNativeRenderJNIBridgeDemo.cpp
- )
-
- # Searches for a specified prebuilt library and stores the path as a
- # variable. Because CMake includes system libraries in the search path by
- # default, you only need to specify the name of the public NDK library
- # you want to add. CMake verifies that the library exists before
- # completing its build.
-
- find_library(log-lib log)
- find_library(android-lib android)
- find_library(EGL-lib EGL)
- #find_library(GLESv2-lib GLESv2)
- find_library(GLESv3-lib GLESv3)
- find_library(OpenSLES-lib OpenSLES)
- find_library(dl-lib dl)
- find_library(z-lib z)
-
- target_link_libraries(
- opengl_decoder
- jnigraphics
- ${log-lib}
- ${android-lib}
- ${EGL-lib}
- ${GLESv3-lib}
- ${OpenSLES-lib}
- ${dl-lib}
- ${z-lib}
- #数学库:
- m
- )
-
- ${PROJECT_SOURCE_DIR}/lib/${ANDROID_ABI}/libiconv.so)
- message(AUTHOR_WARNING ${PROJECT_SOURCE_DIR})
-
1、 先编写一个SurfaceView子类,然后编写一个子线程TestThread,意图循环输出随机的颜色清屏信号,通过获取SurfaceView的holder内部Surface、以及清屏颜色传入到事先编写的native方法JniBridge.drawToSurface中实现。
- package com.cjztest.glOffscreenProcess.demo1
-
- import android.content.Context
- import android.graphics.Color
- import android.graphics.PixelFormat
- import android.util.AttributeSet
- import android.view.SurfaceHolder
- import android.view.SurfaceView
- import com.opengldecoder.jnibridge.JniBridge
- import kotlin.random.Random
-
- class NativeModifySurfaceView @JvmOverloads constructor(
- context: Context, attrs: AttributeSet? = null
- ) : SurfaceView(context, attrs), SurfaceHolder.Callback {
-
- private lateinit var mSurfaceHolder: SurfaceHolder
-
- inner class TestThread : Thread() {
- override fun run() {
- while(this@NativeModifySurfaceView.isAttachedToWindow) {
- JniBridge.drawToSurface(holder.surface
- , (0xFF000000.toInt()
- or (Random.nextFloat() * 255f).toInt()
- or ((Random.nextFloat() * 255f).toInt() shl 8)
- or ((Random.nextFloat() * 255f).toInt() shl 16)))
- sleep(16)
- }
- }
- }
-
- init {
- mSurfaceHolder = holder
- mSurfaceHolder.addCallback(this)
- mSurfaceHolder.setFormat(PixelFormat.RGBA_8888)
- isFocusable = true
- setFocusableInTouchMode(true)
- }
-
- private var mTestThread: TestThread ?= null
-
- override fun surfaceCreated(holder: SurfaceHolder) {
- if (mTestThread == null) {
- mTestThread = TestThread()
- }
- mTestThread?.start()
- }
-
- override fun surfaceChanged(holder: SurfaceHolder, format: Int, width: Int, height: Int) {
-
- }
-
- override fun surfaceDestroyed(holder: SurfaceHolder) {
- }
-
- }
其中要注意的是,为了确保其中Surface的像素格式为RGBA8888,方便进行颜色填充实验,我在类初始化时通过SurfaceHolder将其颜色设置为RGBA8888了:
mSurfaceHolder.setFormat(PixelFormat.RGBA_8888)
2、 创建JniBridge类,编写JNI方法签名,可以传入surface对象,交由JNIEnv进行处理:
- package com.opengldecoder.jnibridge;
-
- import android.graphics.Bitmap;
- import android.view.Surface;
-
- public class JniBridge {
-
- static {
- System.loadLibrary("opengl_decoder");
- }
-
- public static native void drawToSurface(Surface surface, int color);
- }
3、 编写JNI方法,获取Surface的ANativeWindow,然后对其进行颜色填充,步骤和使用SurfaceView是类似的。过程如下:
先通过ANativeWindow_fromSurface获取传入的Surface的ANativeWindow对象,再通过ANativeWindow_lock锁定Surface并获取它的数据buffer指针,然后把传入的color值循环便利写入该对象的,最后调用ANativeWindow_release解锁即可看到Surface被刷成指定颜色了。
- //cpp/opengl_decoder/OpenGLNativeRenderJNIBridgeDemo.cpp
-
- JNIEXPORT void JNICALL
- Java_com_opengldecoder_jnibridge_JniBridge_drawToSurface(JNIEnv *env, jobject activity,
- jobject surface, jint color) {
- ANativeWindow_Buffer nwBuffer;
-
- LOGI("ANativeWindow_fromSurface ");
- ANativeWindow *mANativeWindow = ANativeWindow_fromSurface(env, surface);
-
- if (mANativeWindow == NULL) {
- LOGE("ANativeWindow_fromSurface error");
- return;
- }
-
- LOGI("ANativeWindow_lock ");
- if (0 != ANativeWindow_lock(mANativeWindow, &nwBuffer, 0)) {
- LOGE("ANativeWindow_lock error");
- return;
- }
-
- LOGI("ANativeWindow_lock nwBuffer->format ");
- if (nwBuffer.format == WINDOW_FORMAT_RGBA_8888) {
- LOGI("nwBuffer->format == WINDOW_FORMAT_RGBA_8888 ");
- for (int i = 0; i < nwBuffer.height * nwBuffer.width; i++) {
- *((int*)nwBuffer.bits + i) = color;
- }
- }
- LOGI("ANativeWindow_unlockAndPost ");
- if (0 != ANativeWindow_unlockAndPost(mANativeWindow)) {
- LOGE("ANativeWindow_unlockAndPost error");
- return;
- }
-
- ANativeWindow_release(mANativeWindow);
- LOGI("ANativeWindow_release ");
- }
4、 让SurfaceHolder的在创建时生成测试线程对象,测试线程将循环合成不同的颜色然后传入刚才到刚才的native函数逻辑中,实现native层面对surface进行内容填充实例的目的:
- override fun surfaceCreated(holder: SurfaceHolder) {
- if (mTestThread == null) {
- mTestThread = TestThread()
- }
- mTestThread?.start()
- }
-
- inner class TestThread : Thread() {
- override fun run() {
- while(this@NativeModifySurfaceView.isAttachedToWindow) {
- JniBridge.drawToSurface(holder.surface
- , (0xFF000000.toInt()
- or (Random.nextFloat() * 255f).toInt()
- or ((Random.nextFloat() * 255f).toInt() shl 8)
- or ((Random.nextFloat() * 255f).toInt() shl 16)))
- sleep(16)
- }
- }
- }
截两次不同颜色的填充结果:
本文内容主要是展示了如何搭建一个native层面填充Surface内容的环境,在实际场景中可以用于FFMpeg解码后内容、OpenGL ES渲染后拷贝并显示到Surface的。
引用:
Android的Surface、View、SurfaceView、Window概念整理 | superxlcr's notebook
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