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社区首页 >专栏 >ijkplayer源码分析之surface与opengl关联初始化

ijkplayer源码分析之surface与opengl关联初始化

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望天
发布2021-01-07 14:49:22
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发布2021-01-07 14:49:22
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文章被收录于专栏:along的开发之旅

上层java代码

  • IjkMediaPlayer.java

构造方法

代码语言:javascript
复制
step 1: 
IjkMediaPlayer()
    |--this(sLocalLibLoader);
        |--initPlayer(libLoader);
            |--loadLibrariesOnce(libLoader); //加载所需要的库
            |   |--libLoader.loadLibrary("ijkffmpeg");
            |   |--libLoader.loadLibrary("ijksdl");
            |   |--libLoader.loadLibrary("ijkplayer"); // step 2: 
            |--initNativeOnce(); 
            |   |--native_init(); //初始化 native 
            |
            | 
            |--native_setup(new WeakReference<IjkMediaPlayer>(this)); //step 3:

底层c代码

IjkMediaPlayer.java --> ijkplayer_jni.c

代码语言:javascript
复制
step 2.5:
native_init() --> IjkMediaPlayer_native_init
//底层是个空实现
IjkMediaPlayer_native_init(JNIEnv *env)
{
    MPTRACE("%s\n", __func__);
}

step 3:
native_setup --> IjkMediaPlayer_native_setup

IjkMediaPlayer_native_setup(JNIEnv *env, jobject thiz, jobject weak_this)
{

    IjkMediaPlayer *mp = ijkmp_android_create(message_loop); //创建一个 player 结构体

    jni_set_media_player(env, thiz, mp); //保存当前player结构体
    ijkmp_set_weak_thiz(mp, (*env)->NewGlobalRef(env, weak_this));
    ijkmp_set_inject_opaque(mp, ijkmp_get_weak_thiz(mp));
    ijkmp_set_ijkio_inject_opaque(mp, ijkmp_get_weak_thiz(mp));
    ijkmp_android_set_mediacodec_select_callback(mp, mediacodec_select_callback, ijkmp_get_weak_thiz(mp));

LABEL_RETURN:
    ijkmp_dec_ref_p(&mp);
}

加载class的宏定义

代码语言:javascript
复制
j4a_allclasses.loader.h  //头文件中包含加载class的宏定义

J4A_LOAD_CLASS(java_nio_Buffer);
J4A_LOAD_CLASS(java_nio_ByteBuffer);
J4A_LOAD_CLASS(java_util_ArrayList);
J4A_LOAD_CLASS(android_media_AudioTrack);
J4A_LOAD_CLASS(android_media_MediaCodec);
J4A_LOAD_CLASS(android_media_MediaFormat);
J4A_LOAD_CLASS(android_media_PlaybackParams);
J4A_LOAD_CLASS(android_os_Build);
J4A_LOAD_CLASS(android_os_Bundle);
J4A_LOAD_CLASS(tv_danmaku_ijk_media_player_misc_IMediaDataSource);
J4A_LOAD_CLASS(tv_danmaku_ijk_media_player_misc_IIjkIOHttp);
J4A_LOAD_CLASS(tv_danmaku_ijk_media_player_IjkMediaPlayer);
代码语言:javascript
复制
#define J4A_LOAD_CLASS(class__)  --> J4A_loadClass__J4AC_##class__(env)
--> J4A_loadClass__J4AC_IjkMediaPlayer
or 
--> J4A_loadClass__J4AC_MediaCodec

class初始化流程

代码语言:javascript
复制
step 2:
Ijksdl_android_jni.c
JNI_OnLoad(JavaVM *vm, void *reserved)
    |--J4A_LoadAll__catchAll(env);
代码语言:javascript
复制
J4a_allclasses.c
J4A_LoadAll__catchAll(JNIEnv *env)  //调用头文件中的宏定义函数
        |--#include "j4a/j4a_allclasses.loader.h"
            |--J4A_LOAD_CLASS(tv_danmaku_ijk_media_player_IjkMediaPlayer);
                |--J4A_loadClass__J4AC_##class__(env);
                    |--J4A_loadClass__J4AC_tv_danmaku_ijk_media_player_IjkMediaPlayer(env)
                        |--class_id = class_J4AC_tv_danmaku_ijk_media_player_IjkMediaPlayer.id;
                        |--name     = "mNativeMediaPlayer";
                        |--sign     = "J";
                        |--class_J4AC_tv_danmaku_ijk_media_player_IjkMediaPlayer.field_mNativeMediaPlayer = J4A_GetFieldID__catchAll(env, class_id, name, sign);

IjkMediaPlayer结构体

代码语言:javascript
复制
struct IjkMediaPlayer {
    volatile int ref_count;
    pthread_mutex_t mutex;
    FFPlayer *ffplayer;

    int (*msg_loop)(void*);
    SDL_Thread *msg_thread;
    SDL_Thread _msg_thread;

    int mp_state;
    char *data_source;
    void *weak_thiz;

    int restart;
    int restart_from_beginning;
    int seek_req;
    long seek_msec;
};

step 3的创建player过程

SDL_Class结构体变量

代码语言:javascript
复制
typedef struct SDL_Class {
    const char *name;
} SDL_Class;

static SDL_Class g_class = {
    .name = "EGL",
};

static SDL_Class g_nativewindow_class = {
    .name = "ANativeWindow_Vout",
};

static SDL_Class g_pipeline_class = {
    .name = "ffpipeline_ffplay",
};

SDL_Vout结构体

代码语言:javascript
复制
struct SDL_Vout {
    SDL_mutex *mutex;

    SDL_Class       *opaque_class;
    SDL_Vout_Opaque *opaque;
    SDL_VoutOverlay *(*create_overlay)(int width, int height, int frame_format, SDL_Vout *vout);
    void (*free_l)(SDL_Vout *vout);
    int (*display_overlay)(SDL_Vout *vout, SDL_VoutOverlay *overlay);

    Uint32 overlay_format;
};

SDL_Vout_Opaque结构体

代码语言:javascript
复制
typedef struct SDL_Vout_Opaque {
    ANativeWindow   *native_window;
    SDL_AMediaCodec *acodec;
    int              null_native_window_warned; // reduce log for null window
    int              next_buffer_id;

    ISDL_Array       overlay_manager;
    ISDL_Array       overlay_pool;

    IJK_EGL         *egl;
} SDL_Vout_Opaque;

IJKFF_Pipeline结构体

代码语言:javascript
复制
struct IJKFF_Pipeline {
    SDL_Class             *opaque_class;
    IJKFF_Pipeline_Opaque *opaque;

    void            (*func_destroy)             (IJKFF_Pipeline *pipeline);
    IJKFF_Pipenode *(*func_open_video_decoder)  (IJKFF_Pipeline *pipeline, FFPlayer *ffp);
    SDL_Aout       *(*func_open_audio_output)   (IJKFF_Pipeline *pipeline, FFPlayer *ffp);
};
代码语言:javascript
复制
IjkMediaPlayer_native_setup(JNIEnv *env, jobject thiz, jobject weak_this)
    |--IjkMediaPlayer *mp = ijkmp_android_create(message_loop);
        |--IjkMediaPlayer *mp = ijkmp_create(msg_loop);
        |--mp->ffplayer->vout = SDL_VoutAndroid_CreateForAndroidSurface(); //创建surface用于视频输出
        |   |--SDL_VoutAndroid_CreateForANativeWindow();
        |       |--SDL_Vout_CreateInternal(size_t opaque_size)
        |       |   |--SDL_Vout *vout = (SDL_Vout*) calloc(1, sizeof(SDL_Vout));
        |       |
        |       |--SDL_Vout_Opaque *opaque = vout->opaque;
        |       |--opaque->native_window = NULL;
        |       |--opaque->egl = IJK_EGL_create();创建egl结构体
        |       |       |--IJK_EGL *egl = (IJK_EGL*) mallocz(sizeof(IJK_EGL));
        |       |       |--egl->opaque_class = &g_class;
        |       |       |--egl->opaque = mallocz(sizeof(IJK_EGL_Opaque));
        |       |
        |       |--vout->opaque_class    = &g_nativewindow_class;
        |       |--vout->create_overlay  = func_create_overlay;
        |       |--vout->free_l          = func_free_l;
        |       |--vout->display_overlay = func_display_overlay
        |       
        |
        |--mp->ffplayer->pipeline = ffpipeline_create_from_android(mp->ffplayer); //创建ffplay管线
        |   |--IJKFF_Pipeline *pipeline = ffpipeline_alloc(&g_pipeline_class, sizeof(IJKFF_Pipeline_Opaque));
        |   |--IJKFF_Pipeline_Opaque *opaque = pipeline->opaque;
        |   |--opaque->ffp                   = ffp;
        |   |--opaque->surface_mutex         = SDL_CreateMutex();
        |   |--opaque->left_volume           = 1.0f;
        |   |--opaque->right_volume          = 1.0f;
        |   |--pipeline->func_destroy            = func_destroy;
        |   |--pipeline->func_open_video_decoder = func_open_video_decoder;
        |   |--pipeline->func_open_audio_output  = func_open_audio_output;
        |
        |
        |--ffpipeline_set_vout(mp->ffplayer->pipeline, mp->ffplayer->vout); //将管线和视频输出关联
            |--IJKFF_Pipeline_Opaque *opaque = pipeline->opaque;
            |--opaque->weak_vout = vout;

初始化总结

step 1中进行IjkMediaPlayer实例的构造,构造过程中完成的step 2加载so并在加载过程中将底层的一些信息保存到IjkMediaPlayer实例中 step 3将IjkMediaPlayer实例对象设置到底层IjkMediaPlayer结构体中,创建底层IjkMediaPlayer结构体。在创建结构体的同时设置message_loop回调函数实现将底层消息传递到上层的作用

初始化后个结构体的关联图

结构体关联图.jpg

到此完成了IJKPlayer的初始化

IjkMediaPlayer使用前的设置

IjkMediaPlayer被封装到了IjkVideoView中,在IjkVideoView实例化的过程中会完成上面的初始化过程。同时在构造函数中会将surface设置到底层,下面是初始化图像渲染环境的代码分析

以设置surfaceView为例:

代码语言:javascript
复制
step 1:
initVideoView()
    |--initRenders();
        |--setRender(mCurrentRender);
            |--renderView = new SurfaceRenderView(getContext());
            |   |--getHolder().addCallback(mSurfaceCallback); //当SurfaceRenderView被添加到屏幕显示时会回调 mSurfaceCallback 中的 surfaceCreated 方法,在 surfaceCreated 方法中又会调用注册到 renderView 中的 mSHCallback 实例的 onSurfaceCreated 方法
            |--setRenderView(renderView);
                |--mRenderView.addRenderCallback(mSHCallback);

mSHCallback = new IRenderView.IRenderCallback() //在 mSHCallback 的 onSurfaceCreated 中将 mSurfaceHolder 赋值
    |--onSurfaceCreated()
        |--mSurfaceHolder = holder;                 

step 2:

setVideoPath()
    |--setVideoURI()
        |--openVideo();
            |--mMediaPlayer = createPlayer(mSettings.getPlayer());
            |--bindSurfaceHolder(mMediaPlayer, mSurfaceHolder); //完成了 mSurfaceHolder 赋值后就将它和 mMediaPlayer 进行绑定
                |--holder.bindToMediaPlayer(mp); 即 mSurfaceHolder.bindToMediaPlayer(mMediaPlayer)
                    |--InternalSurfaceHolder.bindToMediaPlayer()
                        |--mp.setDisplay(mSurfaceHolder); //即 mMediaPlayer.setDisplay(mSurfaceHolder)
                            |--surface = sh.getSurface();
                            |-- _setVideoSurface(surface); //native 方法设置surface到native

go to native _setVideoSurface

ijkplayer_jni.c

代码语言:javascript
复制
IjkMediaPlayer_setVideoSurface
    |--ijkmp_android_set_surface //go to Ijkplayer_android.c

Ijkplayer_android.c

代码语言:javascript
复制
ijkmp_android_set_surface(JNIEnv *env, jobject thiz, jobject jsurface)
    |--ijkmp_android_set_surface_l(env, mp, android_surface);
        |--SDL_VoutAndroid_SetAndroidSurface(env, mp->ffplayer->vout, android_surface); //Ijksdl_vout_android_surface.c
        |--ffpipeline_set_surface(env, mp->ffplayer->pipeline, android_surface);

Ijksdl_vout_android_surface.c

代码语言:javascript
复制
SDL_VoutAndroid_SetAndroidSurface(env, mp->ffplayer->vout, android_surface)
    |--native_window = ANativeWindow_fromSurface(env, android_surface);
    |--SDL_VoutAndroid_SetNativeWindow(vout, native_window); //Ijksdl_vout_android_nativewindow.c
        |--SDL_VoutAndroid_SetNativeWindow_l(vout, native_window);
            |--IJK_EGL_terminate(opaque->egl);
            |--SDL_VoutAndroid_invalidateAllBuffers_l(vout);
            |--if (opaque->native_window)
            |       |--ANativeWindow_release(opaque->native_window);
            |--if (native_window)
            |       |--ANativeWindow_acquire(native_window);
            |--opaque->native_window = native_window;

在上面的初始化的过程中就已经通过IjkMediaPlayer_native_setup函数对SDL_Vout结构中的回调函数,和egl信息进行了初始化。而IjkMediaPlayer_setVideoSurface则将native_window的地址保存到SDL_Vout->opaque->native_window中。到目前为止所有关于显示的信息都保存的了SDL_Vout结构体中.以便在ff_player.c文件中进行调用

下面展示了调用过程:

代码语言:javascript
复制
IjkMediaPlayer_prepareAsync //Ijkplayer_jni.c
    |--ijkmp_prepare_async
        |--ijkmp_prepare_async_l(IjkMediaPlayer *mp) //Ijkplayer.c
            |--ffp_prepare_async_l(FFPlayer *ffp, const char *file_name) //Ff_ffplay.c
            |--stream_open(FFPlayer *ffp, const char *filename, AVInputFormat *iformat)
                |--SDL_CreateThreadEx(&is->_video_refresh_tid, video_refresh_thread, ffp, "ff_vout");
                |   |--video_refresh_thread(void *arg)
                |       |--video_refresh(FFPlayer *opaque, double *remaining_time
                |           |--video_display2(FFPlayer *ffp)
                |               |--video_image_display2(FFPlayer *ffp)
                |                   |--SDL_VoutDisplayYUVOverlay(ffp->vout, vp->bmp);
                |                       |--vout->display_overlay(vout, overlay);  // vout->display_overlay = func_display_overlay;在SDL_VoutAndroid_CreateForANativeWindow中设置了回调函数
                |                           |--func_display_overlay
                |                               |--func_display_overlay_l(vout, overlay);
                |                                   |--IJK_EGL_display(opaque->egl, native_window, overlay);
                |                                   |   |--IJK_EGL_makeCurrent(egl, window)
                |                                   |   |   |--eglMakeCurrent(egl->display, egl->surface, egl->surface, egl->context)
                |                                   |   |--IJK_EGL_display_internal(egl, window, overlay);
                |                                   |   |   |--IJK_EGL_prepareRenderer(egl, overlay)
                |                                   |   |   |--IJK_GLES2_Renderer_renderOverlay(opaque->renderer, overlay)
                |                                   |   |   |--eglSwapBuffers(egl->display, egl->surface);
                |                                   |   |
                |                                   |   |--eglMakeCurrent(egl->display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
                |                                   |--eglReleaseThread(); // FIXME: call at thread exit
                |--SDL_CreateThreadEx(&is->_read_tid, read_thread, ffp, "ff_read"); //创建视频文件读取线程

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目录
  • 上层java代码
  • 底层c代码
    • 加载class的宏定义
      • class初始化流程
        • IjkMediaPlayer结构体
          • step 3的创建player过程
            • 初始化总结
              • 初始化后个结构体的关联图
                • 到此完成了IJKPlayer的初始化
                  • IjkMediaPlayer使用前的设置
                    • IjkMediaPlayer被封装到了IjkVideoView中,在IjkVideoView实例化的过程中会完成上面的初始化过程。同时在构造函数中会将surface设置到底层,下面是初始化图像渲染环境的代码分析
                      • 以设置surfaceView为例:
                        • go to native _setVideoSurface
                          • ijkplayer_jni.c
                            • Ijkplayer_android.c
                              • Ijksdl_vout_android_surface.c
                                • 在上面的初始化的过程中就已经通过IjkMediaPlayer_native_setup函数对SDL_Vout结构中的回调函数,和egl信息进行了初始化。而IjkMediaPlayer_setVideoSurface则将native_window的地址保存到SDL_Vout->opaque->native_window中。到目前为止所有关于显示的信息都保存的了SDL_Vout结构体中.以便在ff_player.c文件中进行调用
                                  • 下面展示了调用过程:
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