native层收到java层传入的surface,然后进行渲染yuv数据播放的demo
时间: 2024-03-20 16:44:33 浏览: 81
好的,我可以为您提供一个简单的demo,演示如何在native层进行YUV数据的渲染播放。请注意,这个demo只是一个简单的示例,您需要根据自己的实际需求进行修改。
首先,在Java层创建一个SurfaceView,并将其传递给native层:
```java
public class MainActivity extends AppCompatActivity implements SurfaceHolder.Callback {
private SurfaceView mSurfaceView;
private SurfaceHolder mSurfaceHolder;
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
mSurfaceView = findViewById(R.id.surface_view);
mSurfaceHolder = mSurfaceView.getHolder();
mSurfaceHolder.addCallback(this);
// 将SurfaceView的Surface传递给native层
NativeBridge.setSurface(mSurfaceHolder.getSurface());
}
@Override
public void surfaceCreated(SurfaceHolder holder) {
// do nothing
}
@Override
public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) {
// do nothing
}
@Override
public void surfaceDestroyed(SurfaceHolder holder) {
// do nothing
}
}
```
然后,在native层实现YUV数据的渲染播放:
```c++
#include <jni.h>
#include <android/native_window.h>
#include <android/native_window_jni.h>
#include <android/log.h>
#define LOG_TAG "NativeBridge"
#define LOGE(...) __android_log_print(ANDROID_LOG_ERROR, LOG_TAG, __VA_ARGS__)
static ANativeWindow* sWindow = nullptr;
extern "C" JNIEXPORT void JNICALL
Java_com_example_myapplication_NativeBridge_setSurface(JNIEnv* env, jclass clazz, jobject surface) {
if (surface != nullptr) {
sWindow = ANativeWindow_fromSurface(env, surface);
} else {
sWindow = nullptr;
}
}
extern "C" JNIEXPORT void JNICALL
Java_com_example_myapplication_NativeBridge_renderYuv(JNIEnv* env, jclass clazz,
jbyteArray yData, jint yStride, jbyteArray uData, jint uStride, jbyteArray vData, jint vStride,
jint width, jint height) {
if (sWindow == nullptr) {
LOGE("Surface is null");
return;
}
ANativeWindow_setBuffersGeometry(sWindow, width, height, WINDOW_FORMAT_YCBCR_420_SP);
ANativeWindow_Buffer buffer;
if (ANativeWindow_lock(sWindow, &buffer, nullptr) < 0) {
LOGE("Failed to lock window buffer");
return;
}
// 渲染Y分量
uint8_t* dst = reinterpret_cast<uint8_t*>(buffer.bits);
uint8_t* src = reinterpret_cast<uint8_t*>(env->GetByteArrayElements(yData, nullptr));
for (int i = 0; i < height; i++) {
memcpy(dst, src, width);
dst += buffer.stride * 4;
src += yStride;
}
// 渲染UV分量
dst = reinterpret_cast<uint8_t*>(buffer.bits) + buffer.stride * buffer.height * 4 / 2;
src = reinterpret_cast<uint8_t*>(env->GetByteArrayElements(uData, nullptr));
for (int i = 0; i < height / 2; i++) {
memcpy(dst, src, width / 2);
dst += buffer.stride * 2;
src += uStride;
}
src = reinterpret_cast<uint8_t*>(env->GetByteArrayElements(vData, nullptr));
for (int i = 0; i < height / 2; i++) {
memcpy(dst, src, width / 2);
dst += buffer.stride * 2;
src += vStride;
}
ANativeWindow_unlockAndPost(sWindow);
env->ReleaseByteArrayElements(yData, reinterpret_cast<jbyte*>(src), 0);
env->ReleaseByteArrayElements(uData, reinterpret_cast<jbyte*>(src), 0);
env->ReleaseByteArrayElements(vData, reinterpret_cast<jbyte*>(src), 0);
}
```
在上面的代码中,`setSurface()`函数用于将Java层传递过来的Surface对象保存到全局变量`sWindow`中;`renderYuv()`函数用于渲染YUV数据。具体来说,它首先通过`ANativeWindow_setBuffersGeometry()`函数设置Surface的宽、高和像素格式,然后通过`ANativeWindow_lock()`函数获取Surface的像素缓冲区;接着,将Y分量和UV分量分别拷贝到缓冲区中,并最终通过`ANativeWindow_unlockAndPost()`函数提交缓冲区,完成渲染。
希望这个demo能对您有所帮助!
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