我正在创建一个使用GLSurfaceView的自定义摄像机预览,使用OpenGl来呈现相机给我的帧。我已经完全实现了这台相机,我希望它能够在没有fps损失和正确的纵横比等情况下工作。但是当我需要捕捉来自摄像机馈送的帧时,我的第一个想法是使用glReadPixles()。
使用GLES20.glReadPixels(),我发现一些设备会丢失fps,主要是屏幕分辨率较高的设备--这是有意义的,因为glReadPixels需要读取更高分辨率的像素。
我做了一些调查,发现其他人与glReadPixels有类似的问题,许多人建议使用PBO,很好地使用其中的两个作为双缓冲区,这样我就可以读取像素数据,而不会阻塞/延迟当前的呈现过程。我完全理解双缓冲的概念,我对OpenGL相当陌生,需要一些关于如何获得双缓冲PBO工作的指导。
我已经为PBO双缓冲找到了一些解决方案,但我永远找不到一个完整的解决方案来完全理解它如何与GLES交互。
GLSurfaceView.Renderer.onDrawFrame()的实现
// mBuffer and mBitmap are declared and allocated outside of the onDrawFrame Method
// Buffer is used to store pixel data from glReadPixels
mBuffer.rewind();
GLES20.glUseProgram(hProgram);
if (tex_matrix != null)
{
GLES20.glUniformMatrix4fv(muTexMatrixLoc, 1, false, tex_matrix, 0);
}
GLES20.glUniformMatrix4fv(muMVPMatrixLoc, 1, false, mMvpMatrix, 0);
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, tex_id);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, GLConstants.VERTEX_NUM);
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, 0);
// Read pixels from the current GLES context
GLES10.glReadPixels(0, 0, width, height, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, mBuffer);
// Copy the Pixels from the buffer
mBitmap.copyPixelsFromBuffer(mBuffer);
GLES20.glUseProgram(0);
发布于 2019-06-19 08:33:27
经过大量的研究和挖掘,我找到了glReadPixels的解决方案,以及如何使用PBO来缓冲图像/帧以供以后处理。
因此,我们需要做的第一件事是在GLES2中公开一个额外的函数。在您的应用程序模块中添加一个名为cpp的新目录,然后创建一个名为GlesHelper的新c文件(或者您想要调用它的任何东西)
并粘贴以下代码:
#include <jni.h>
#include <GLES2/gl2.h>
JNIEXPORT void JNICALL
// Change
Java_com_your_full_package_name_helper_GlesHelper_glReadPixels(JNIEnv *env, jobject instance, jint x,
jint y, jint width, jint height,
jint format, jint type) {
// TODO
glReadPixels(x, y, width, height, format, type, 0);
}
然后,我们需要向您的项目的根添加一个CMakeFile。右键单击,新文件,输入CMakeLists.txt
并粘贴以下代码
cmake_minimum_required(VERSION 3.4.1)
add_library( # Specifies the name of the library.
native-lib
# Sets the library as a shared library.
SHARED
# Provides a relative path to your source file(s).
src/main//cpp//GlesHelper.c )
target_link_libraries( # Specifies the target library.
native-lib
# Links the target library to the log library
# included in the NDK.
${log-lib}
GLESv2)
现在打开您的应用程序/模块build.gradle文件
将其粘贴到Gradle文件的android.defaultConfig部分
externalNativeBuild {
// Encapsulates your CMake build configurations.
cmake {
// Provides a relative path to your CMake build script.
cppFlags "-std=c++11 -fexceptions"
arguments "-DANDROID_STL=c++_shared"
}
}
然后将其粘贴到Gradle文件的android部分
externalNativeBuild {
// Encapsulates your CMake build configurations.
cmake {
// Provides a relative path to your CMake build script.
path "CMakeLists.txt"
}
}
所以这就是所有的MakeFile和c的东西--所有的设置--让我们转到一些java上
在项目中创建一个与c文件(即com_your_full_package_name_helper = com.your.full.package.name.helper )中的包匹配的新文件
确保这些匹配正确,类名和函数名相同。
所以你的课应该是这样
package com.your.full.package.name.helper;
public class GlesHelper
{
public static native void glReadPixels(int x, int y, int width, int height, int format, int type);
}
因为我们已经将本机代码添加到项目中,所以我们需要使用System.loadLibrary(“本机库”)来加载我们的新方法。
在启动下一位之前,将这些成员变量添加到您的渲染器中
/**
* The PBO Ids, increase the allocate amount for more PBO's
* The more PBO's the smoother the frame rate (to an extent)
* Side affect of having more PBO's the frames you get from the PBO's will lag behind by the amount of pbo's
*/
private IntBuffer mPboIds = IntBuffer.allocate(2);;
/**
* The current PBO Index
*/
private int mCurrentPboIndex = 0;
/**
* The next PBO Index
*/
private int mNextPboIndex = 1;
所以现在我们需要初始化我们的PBO--这很简单
// Generate the buffers for the pbo's
GLES30.glGenBuffers(mPboIds.capacity(), mPboIds);
// Loop for how many pbo's we have
for (int i = 0; i < mPboIds.capacity(); i++)
{
// Bind the Pixel_Pack_Buffer to the current pbo id
GLES30.glBindBuffer(GLES30.GL_PIXEL_PACK_BUFFER, mPboIds.get(i));
// Buffer empty data, capacity is the width * height * 4
GLES30.glBufferData(GLES30.GL_PIXEL_PACK_BUFFER, capacity, null, GLES30.GL_STATIC_READ);
}
// Reset the current buffer so we can draw properly
GLES30.glBindBuffer(GLES30.GL_PIXEL_PACK_BUFFER, 0);
然后,在开始绘制调用此方法之前,这将将像素数据读入pbo,交换缓冲区,并允许您访问像素数据。
/**
* Reads the pixels from the PBO and swaps the buffers
*/
private void readPixelsFromPBO()
{
// Bind the current buffer
GLES30.glBindBuffer(GLES30.GL_PIXEL_PACK_BUFFER, mPboIds.get(mCurrentPboIndex));
// Read pixels into the bound buffer
GlesHelper.glReadPixels(0, 0, mViewWidth, mViewHeight, GLES20.GL_RGBA, GLES30.GL_UNSIGNED_BYTE);
// Bind the next buffer
GLES30.glBindBuffer(GLES30.GL_PIXEL_PACK_BUFFER, mPboIds.get(mNextPboIndex));
// Map to buffer to a byte buffer, this is our pixel data
ByteBuffer pixelsBuffer = (ByteBuffer) GLES30.glMapBufferRange(GLES30.GL_PIXEL_PACK_BUFFER, 0, mViewWidth * mViewHeight * 4, GLES30.GL_MAP_READ_BIT);
if(mSkipFirstFrame)
{
// Skip the first frame as the PBO's have nothing in them until the second render cycle
}
// Set skip first frame to true so we can begin frame processing
mSkipFirstFrame = true;
// Swap the buffer index
mCurrentPboIndex = (mCurrentPboIndex + 1) % mPboIds.capacity();
mNextPboIndex = (mNextPboIndex + 1) % mPboIds.capacity();
// Unmap the buffers
GLES30.glUnmapBuffer(GLES30.GL_PIXEL_PACK_BUFFER);
GLES30.glBindBuffer(GLES30.GL_PIXEL_PACK_BUFFER, GLES20.GL_NONE);
GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, GLES20.GL_NONE);
}
回到我最初的问题,我们的Redner/onDrawMethod会是这样的。
// Use the OpenGL Program for rendering
GLES20.glUseProgram(mProgram);
// If the Texture Matrix is not null
if (textureMatrix != null)
{
// Apply the Matrix
GLES20.glUniformMatrix4fv(mTexMatrixLoc, 1, false, textureMatrix, 0);
}
// Apply the Matrix
GLES20.glUniformMatrix4fv(mMVPMatrixLoc, 1, false, mMvpMatrix, 0);
// Bind the Texture
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, textureID);
// Draw the texture
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, GLConstants.VERTEX_NUM);
// Unbind the Texture
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, 0);
// Read from PBO
readPixelsFromPBO()
我希望这能帮助那些在使用glReadPixels的性能上遇到类似问题的人,或者至少是努力实现PBO的人。
https://stackoverflow.com/questions/56379809
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