钉钉会议的GraphicBufferSource连接到一个Surface流程
时间: 2024-05-25 12:18:00 浏览: 16
1. 创建一个Surface对象。
2. 创建一个GraphicBufferSource对象。
3. 将GraphicBufferSource对象连接到Surface对象上。
4. 开始推送数据到GraphicBufferSource对象中。
5. GraphicBufferSource对象将数据传输到Surface对象中。
6. Surface对象将数据渲染到屏幕上。
7. 当数据传输完成后,停止推送数据并断开GraphicBufferSource对象与Surface对象的连接。
相关问题
ExoPlayer将画面渲染到另一个SurfaceTexture中
ExoPlayer可以将视频画面渲染到另一个SurfaceTexture中,以便进行后续处理或转换。这个过程需要通过自定义Renderer来实现。
首先需要创建一个自定义的Renderer类,实现Renderer接口中的方法。在实现doRender方法时,可以通过SurfaceTexture.attachToGLContext方法将目标SurfaceTexture绑定到OpenGL上下文,然后使用GLUtils.texImage2D将视频帧渲染到这个SurfaceTexture中。
下面是一个简单的示例代码:
```java
public class MyRenderer implements Renderer {
private SurfaceTexture targetSurfaceTexture;
private SurfaceTexture sourceSurfaceTexture;
public MyRenderer(SurfaceTexture targetSurfaceTexture, SurfaceTexture sourceSurfaceTexture) {
this.targetSurfaceTexture = targetSurfaceTexture;
this.sourceSurfaceTexture = sourceSurfaceTexture;
}
@Override
public void onSurfaceCreated(...) {
// 初始化OpenGL上下文
}
@Override
public void onSurfaceChanged(...) {
// 视图大小变化处理
}
@Override
public void onDrawFrame(...) {
// 将目标SurfaceTexture绑定到OpenGL上下文
targetSurfaceTexture.attachToGLContext(targetTextureId);
// 将视频帧渲染到目标SurfaceTexture中
GLES20.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, sourceTextureId);
GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGBA, width, height, 0, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, null);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
// 将目标SurfaceTexture从OpenGL上下文中解绑
targetSurfaceTexture.detachFromGLContext();
}
}
```
在创建ExoPlayer时,需要将自定义Renderer传递给它,如下:
```java
SurfaceTexture targetSurfaceTexture = new SurfaceTexture(targetTextureId);
SurfaceTexture sourceSurfaceTexture = playerView.getVideoSurfaceView().getSurfaceTexture();
MyRenderer myRenderer = new MyRenderer(targetSurfaceTexture, sourceSurfaceTexture);
SimpleExoPlayer player = new SimpleExoPlayer.Builder(context).setRenderers(myRenderer).build();
```
这样就可以将ExoPlayer的视频画面渲染到另一个SurfaceTexture中了。
将一个SurfaceTexture内容复制到另一个SurfaceTexture中
可以使用OpenGL ES在Android中将一个SurfaceTexture的内容复制到另一个SurfaceTexture中。以下是实现此操作的基本步骤:
1.创建一个新的SurfaceTexture和相关的Surface。
```java
SurfaceTexture surfaceTexture1 = new SurfaceTexture(0);
Surface surface1 = new Surface(surfaceTexture1);
SurfaceTexture surfaceTexture2 = new SurfaceTexture(0);
Surface surface2 = new Surface(surfaceTexture2);
```
2.使用第一个SurfaceTexture作为纹理绑定到OpenGL ES程序中。
```java
int textureId;
GLES20.glGenTextures(1, textureId, 0);
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, textureId);
GLES20.glTexParameterf(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST);
GLES20.glTexParameterf(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);
GLES20.glTexParameterf(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE);
GLES20.glTexParameterf(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GL10.GL_TEXTURE_WRAP_T, GL10.GL_CLAMP_TO_EDGE);
surfaceTexture1.setDefaultBufferSize(width, height);
surfaceTexture1.setOnFrameAvailableListener(new MyOnFrameAvailableListener());
Surface surface = new Surface(surfaceTexture1);
```
3.创建一个OpenGL ES程序,并将第一个SurfaceTexture作为输入纹理。
```java
int program = GLES20.glCreateProgram();
int vertexShader = GLES20.glCreateShader(GLES20.GL_VERTEX_SHADER);
int fragmentShader = GLES20.glCreateShader(GLES20.GL_FRAGMENT_SHADER);
GLES20.glAttachShader(program, vertexShader);
GLES20.glAttachShader(program, fragmentShader);
GLES20.glLinkProgram(program);
GLES20.glUseProgram(program);
int aPosition = GLES20.glGetAttribLocation(program, "aPosition");
int aTextureCoordinates = GLES20.glGetAttribLocation(program, "aTextureCoordinates");
int uTextureMatrix = GLES20.glGetUniformLocation(program, "uTextureMatrix");
int uTextureSampler = GLES20.glGetUniformLocation(program, "uTextureSampler");
FloatBuffer vertexBuffer = ByteBuffer.allocateDirect(4 * 2 * 4).order(ByteOrder.nativeOrder()).asFloatBuffer();
vertexBuffer.put(new float[]{-1, -1, 1, -1, -1, 1, 1, 1}).position(0);
FloatBuffer textureCoordinatesBuffer = ByteBuffer.allocateDirect(4 * 2 * 4).order(ByteOrder.nativeOrder()).asFloatBuffer();
textureCoordinatesBuffer.put(new float[]{0, 0, 1, 0, 0, 1, 1, 1}).position(0);
GLES20.glVertexAttribPointer(aPosition, 2, GLES20.GL_FLOAT, false, 0, vertexBuffer);
GLES20.glVertexAttribPointer(aTextureCoordinates, 2, GLES20.GL_FLOAT, false, 0, textureCoordinatesBuffer);
GLES20.glEnableVertexAttribArray(aPosition);
GLES20.glEnableVertexAttribArray(aTextureCoordinates);
Matrix.setIdentityM(textureMatrix, 0);
GLES20.glUniformMatrix4fv(uTextureMatrix, 1, false, textureMatrix, 0);
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, textureId);
GLES20.glUniform1i(uTextureSampler, 0);
```
4.在onFrameAvailable回调中更新第一个SurfaceTexture并将数据复制到第二个SurfaceTexture中。
```java
class MyOnFrameAvailableListener implements SurfaceTexture.OnFrameAvailableListener {
@Override
public void onFrameAvailable(SurfaceTexture surfaceTexture) {
surfaceTexture.updateTexImage();
surfaceTexture.getTransformMatrix(textureMatrix);
GLES20.glViewport(0, 0, width, height);
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
surface2.attachToGLContext(textureId);
surfaceTexture2.updateTexImage();
surface2.detachFromGLContext();
}
}
```
5.最后,您可以使用第二个SurfaceTexture来显示输出图像。
```java
mRenderer = new MyRenderer(surfaceTexture2);
mSurfaceView = new GLSurfaceView(this);
mSurfaceView.setEGLContextClientVersion(2);
mSurfaceView.setRenderer(mRenderer);
setContentView(mSurfaceView);
```