让IjkPlayer支持插入自定义的GPU滤镜
Posted 湖广午王
tags:
篇首语:本文由小常识网(cha138.com)小编为大家整理,主要介绍了让IjkPlayer支持插入自定义的GPU滤镜相关的知识,希望对你有一定的参考价值。
最近因为工作的原因,需要提供一个将我们的AiyaEffectsSDK插入到IjkPlayer中的示例,就不得不好好看了下IjkPlayer的代码。在IjkPlayer中并没有提供设置自定义GPU滤镜的接口,所以最后只能自己动手,以求丰衣足食了。不得不说,Bilibili开源的这个IjkPlayer播放器的确非常强大,代码设计的非常清晰,仔细看看,能学到不少东西。
IjkPlayer源码获取及编译方法
源码地址,编译参考readme即可:
# 获取ijk源码
git clone https://github.com/Bilibili/ijkplayer.git ijkplayer-android
# 进入源码目录
cd ijkplayer-android
# checkout 最新版本
git checkout -B latest k0.8.0
# 执行脚本,此脚本会下载ijk依赖的源码,比如ffmpeg
./init-android.sh
# 编译ffmpeg, all可以换成指定版本,如armv7a
cd android/contrib
./compile-ffmpeg.sh clean
./compile-ffmpeg.sh all
# 编译ijkplayer,all可以换成指定版本,如armv7a
cd ..
./compile-ijk.sh all
IjkPlayer分析及修改
Android 版的IjkPlayer示例工程中,播放视频界面为tv.danmaku.ijk.media.example.activities.VideoActivity,在VideoActivity中使用的是IjkVideoView来播放视频的,位于tv.danmaku.ijk.media.example.widget.media包下。
IjkVideoView使用与Android的VideoView基本一致,在IjkVideoView中,设置视频源调用setVideoURI
方法,而此方法又会调用private属性的openVideo
方法。在openVideo
方法中,会根据mSettings.getPlayer()
的值创建一个IMediaPlayer
:
public IMediaPlayer createPlayer(int playerType)
IMediaPlayer mediaPlayer = null;
switch (playerType)
case Settings.PV_PLAYER__IjkExoMediaPlayer:
IjkExoMediaPlayer IjkExoMediaPlayer = new IjkExoMediaPlayer(mAppContext);
mediaPlayer = IjkExoMediaPlayer;
break;
case Settings.PV_PLAYER__AndroidMediaPlayer:
AndroidMediaPlayer androidMediaPlayer = new AndroidMediaPlayer();
mediaPlayer = androidMediaPlayer;
break;
case Settings.PV_PLAYER__IjkMediaPlayer:
default:
IjkMediaPlayer ijkMediaPlayer = null;
if (mUri != null)
ijkMediaPlayer = new IjkMediaPlayer();
ijkMediaPlayer.native_setLogLevel(IjkMediaPlayer.IJK_LOG_DEBUG);
if (mSettings.getUsingMediaCodec())
ijkMediaPlayer.setOption(IjkMediaPlayer.OPT_CATEGORY_PLAYER, "mediacodec", 1);
if (mSettings.getUsingMediaCodecAutoRotate())
ijkMediaPlayer.setOption(IjkMediaPlayer.OPT_CATEGORY_PLAYER, "mediacodec-auto-rotate", 1);
else
ijkMediaPlayer.setOption(IjkMediaPlayer.OPT_CATEGORY_PLAYER, "mediacodec-auto-rotate", 0);
if (mSettings.getMediaCodecHandleResolutionChange())
ijkMediaPlayer.setOption(IjkMediaPlayer.OPT_CATEGORY_PLAYER, "mediacodec-handle-resolution-change", 1);
else
ijkMediaPlayer.setOption(IjkMediaPlayer.OPT_CATEGORY_PLAYER, "mediacodec-handle-resolution-change", 0);
else
ijkMediaPlayer.setOption(IjkMediaPlayer.OPT_CATEGORY_PLAYER, "mediacodec", 0);
//省略其他参数设置的的代码
mediaPlayer = ijkMediaPlayer;
break;
if (mSettings.getEnableDetachedSurfaceTextureView())
mediaPlayer = new TextureMediaPlayer(mediaPlayer);
return mediaPlayer;
从上面代码中可以看到,在IjkVideoView中多处用到了mSettings,mSettings的值主要是用户设置的,通过SharedPreferences保存的,包括音视频解码设置、是否使用OpenSLES、渲染View等等。可以参看SettingsActivity界面。
根据playerType创建IjkMediaPlayer,前两类分别为google的ExoPlayer和Android的MediaPlayer。除此之外才是真正的创建的IjkPlayer。
mSettings中的其他参数最终会转换后通过IjkMediaPlayer的setOption方法进行设置,而IjkMediaPlayer.setOption又是直接调用native方法。进入IjkMediaPlayer可以发现,IjkMediaPlayer中的许多方法都是native方法,或者调用了native方法。
增加setGLFilter接口
在ijkmedia文件夹下全局搜索其中一个方法_setDataSource,得到内容大致如下:
F:\\cres\\C\\ijkplayer-android\\ijkmedia\\ijkplayer\\android\\ijkplayer_jni.c:
151
152 static void
153: IjkMediaPlayer_setDataSourceAndHeaders(
154 JNIEnv *env, jobject thiz, jstring path,
155 jobjectArray keys, jobjectArray values)
...
176
177 static void
178: IjkMediaPlayer_setDataSourceFd(JNIEnv *env, jobject thiz, jint fd)
179
180 MPTRACE("%s\\n", __func__);
...
199
200 static void
201: IjkMediaPlayer_setDataSourceCallback(JNIEnv *env, jobject thiz, jobject callback)
202
203 MPTRACE("%s\\n", __func__);
...
1072 static JNINativeMethod g_methods[] =
1073
1074: "_setDataSource",
1075 "(Ljava/lang/String;[Ljava/lang/String;[Ljava/lang/String;)V",
1076: (void *) IjkMediaPlayer_setDataSourceAndHeaders
1077 ,
1078: "_setDataSourceFd", "(I)V", (void *) IjkMediaPlayer_setDataSourceFd ,
1079: "_setDataSource", "(Ltv/danmaku/ijk/media/player/misc/IMediaDataSource;)V", (void *)IjkMediaPlayer_setDataSourceCallback ,
1080 "_setAndroidIOCallback", "(Ltv/danmaku/ijk/media/player/misc/IAndroidIO;)V", (void *)IjkMediaPlayer_setAndroidIOCallback ,
1081
即知,在Android版本的ijkplayer,入口即为ijkmedia\\ijkplayer\\android\\ijkplayer_jni.c
在IjkMediaPlayer.java及ijkplayer_jni.c文件中增加setGLFilter方法:
//增加setGLFilter方法
static void IjkMediaPlayer_native_setGLFilter(JNIEnv *env, jclass clazz,jobject filter)
// ----------------------------------------------------------------------------
static JNINativeMethod g_methods[] =
"_setDataSource",
"(Ljava/lang/String;[Ljava/lang/String;[Ljava/lang/String;)V",
(void *) IjkMediaPlayer_setDataSourceAndHeaders
,
"_setDataSourceFd", "(I)V", (void *) IjkMediaPlayer_setDataSourceFd ,
"_setDataSource", "(Ltv/danmaku/ijk/media/player/misc/IMediaDataSource;)V", (void *)IjkMediaPlayer_setDataSourceCallback ,
//···省略其他方法
"_setGLFilter", "(Ltv/danmaku/ijk/media/player/IjkFilter;)V", (void *) IjkMediaPlayer_native_setGLFilter ,
;
渲染时回调用户设置的GLFilter相关方法
在ijkmedia/ijksdl/gles2/internal.h文件中,IJK_GLES2_Renderer结构体内增加:
typedef struct IJK_GLES2_Renderer
//...
GLuint frame_buffers[1];
GLuint frame_textures[1];
int hasFilter=0;
void (* func_onCreate)(void);
void (* func_onSizeChanged)(int width,int height);
void (* func_onDrawFrame)(int textureId);
//...
IJK_GLES2_Renderer;
这三个方法即为IjkFlter的三个方法,将会在Jni里面,将Java中设置的IjkFilter对象的三个方法与之对应起来。
全局搜索glDraw搜索到只有一个在renderer.c的IJK_GLES2_Renderer_renderOverlay
方法中,渲染工作也是此方法执行的。当然,IjkPlayer利用OpenGLES渲染时,会根据从视频中解码出来的数据具体格式来进行渲染,比如yuv420p、yuv420sp、rbg565等等诸多格式。具体在ijkmedia/ijksdl/gles2/下找到,renderer_rgb.c\\renderer.yuv420p.c等等都是。
当用户在Java层设置了GLFilter时,GLFilter的三个方法应该在合适的时候被C回调,从名字可以看出来,这三个方法,和GLSurfaceView.Renderer接口中定义的三个方法其实是一样的。具体在IJK_GLES2_Renderer_renderOverlay
方法中的修改如下:
GLboolean IJK_GLES2_Renderer_renderOverlay(IJK_GLES2_Renderer *renderer, SDL_VoutOverlay *overlay)
/*用户设置了fitler,而且没有创建过framebuffer,创建framebuffer,依旧利用
IjkPlayer里面原来的流程,就yuv或rgb的数据,渲染到一个texture上面去,然后将
这个texture作为原始数据传递给java层进行处理。
*/
if(renderer->hasFilter&&!renderer->frame_buffers[0]&&renderer->frame_width>0&&renderer->frame_height>0)
//创建一个texture,用来接受将不同格式的视频帧数据,渲染成一个纹理
glGenTextures(1,renderer->frame_textures);
glBindTexture(GL_TEXTURE_2D,renderer->frame_textures[0]);
glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,renderer->frame_width,renderer->frame_height,0,GL_RGBA,GL_UNSIGNED_BYTE,NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBindTexture(GL_TEXTURE_2D,0);
//创建framebuffer来挂载纹理,以渲染视频帧
glGenFramebuffers(1,renderer->frame_buffers);
glBindFramebuffer(GL_FRAMEBUFFER,renderer->frame_buffers[0]);
glFramebufferTexture2D(GL_FRAMEBUFFER,GL_COLOR_ATTACHMENT0,GL_TEXTURE_2D,renderer->frame_textures[0],0);
// int r;
// if ((r = glCheckFramebufferStatus(GL_FRAMEBUFFER)) != GL_FRAMEBUFFER_COMPLETE)
//
// ALOGE("wuwang: Error in Framebuffer 0x%x", r);
// else
// ALOGE("wuwang: glCheckFramebufferStatus 0x%x", r);
//
glBindFramebuffer(GL_FRAMEBUFFER,0);
//调用Java传递进来的Filter的onCreated方法及onSizeChanged方法
renderer->func_onCreated();
renderer->func_onSizeChanged(renderer->frame_width,renderer->frame_height);
ALOGE("wuwang: create frame_buffers and textures %d,%d",renderer->frame_width,renderer->frame_height);
//用户设置了Filter,就挂载frameBuffer,否则就按照原来的流程直接渲染到屏幕上
if(renderer->hasFilter&&renderer->frame_buffers[0])
GLint bindFrame;
glGetIntegerv(GL_FRAMEBUFFER_BINDING,&bindFrame);
ALOGE("wuwang: default frame binding %d",bindFrame);
glBindFramebuffer(GL_FRAMEBUFFER,renderer->frame_buffers[0]);
// glFramebufferTexture2D(GL_FRAMEBUFFER,GL_COLOR_ATTACHMENT0,GL_TEXTURE_2D,renderer->frame_textures[0],0);
/* 这句一定要加上,否则无法增加了Filter之后,启用了其他GLProgram,无法渲染原始视频到Texture上去了 */
IJK_GLES2_Renderer_use(renderer);
if (!renderer || !renderer->func_uploadTexture)
return GL_FALSE;
glClear(GL_COLOR_BUFFER_BIT); IJK_GLES2_checkError_TRACE("glClear");
ALOGE("wuwang: frame buffer id:%d",renderer->frame_buffers[0]);
GLsizei visible_width = renderer->frame_width;
GLsizei visible_height = renderer->frame_height;
if (overlay)
visible_width = overlay->w;
visible_height = overlay->h;
if (renderer->frame_width != visible_width ||
renderer->frame_height != visible_height ||
renderer->frame_sar_num != overlay->sar_num ||
renderer->frame_sar_den != overlay->sar_den)
renderer->frame_width = visible_width;
renderer->frame_height = visible_height;
renderer->frame_sar_num = overlay->sar_num;
renderer->frame_sar_den = overlay->sar_den;
renderer->vertices_changed = 1;
renderer->last_buffer_width = renderer->func_getBufferWidth(renderer, overlay);
if (!renderer->func_uploadTexture(renderer, overlay))
return GL_FALSE;
else
// NULL overlay means force reload vertice
renderer->vertices_changed = 1;
GLsizei buffer_width = renderer->last_buffer_width;
if (renderer->vertices_changed ||
(buffer_width > 0 &&
buffer_width > visible_width &&
buffer_width != renderer->buffer_width &&
visible_width != renderer->visible_width))
if(renderer->hasFilter&&renderer->frame_buffers[0])
renderer->func_onSizeChanged(renderer->frame_width,renderer->frame_height);
renderer->vertices_changed = 0;
IJK_GLES2_Renderer_Vertices_apply(renderer);
IJK_GLES2_Renderer_Vertices_reset(renderer);
IJK_GLES2_Renderer_Vertices_reloadVertex(renderer);
renderer->buffer_width = buffer_width;
renderer->visible_width = visible_width;
GLsizei padding_pixels = buffer_width - visible_width;
GLfloat padding_normalized = ((GLfloat)padding_pixels) / buffer_width;
IJK_GLES2_Renderer_TexCoords_reset(renderer);
IJK_GLES2_Renderer_TexCoords_cropRight(renderer, padding_normalized);
IJK_GLES2_Renderer_TexCoords_reloadVertex(renderer);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); IJK_GLES2_checkError_TRACE("glDrawArrays");
//用户设置了Filter,就取消挂载FrameBuffer,并调用Filter的onDrawFrame方法。
if(renderer->hasFilter&&renderer->frame_buffers[0])
glBindFramebuffer(GL_FRAMEBUFFER,0);
renderer->func_onDrawFrame(renderer->frame_textures[0]);
// renderer->func_onDrawFrame(renderer->plane_textures[0]);
return GL_TRUE;
GLFilter从设置到调用实现分析
上面已经完成的接口的编写,也做好执行的编写。现在需要将接口传递进来的GLFilter的三个方法与执行的三个方法对应起来,才能是用户的Filter真正发挥作用。
IJK_GLES2_Renderer的创建是根据SDL_VoutOverlay来的,在查找SDL_VoutOverlay从哪里来的,一路可以搜索到ijkmedia/ijksdl/android/ijksdl_vout_android_nativewindow.c中的func_create_overlay
方法:
static SDL_VoutOverlay *func_create_overlay(int width, int height, int frame_format, SDL_Vout *vout)
SDL_LockMutex(vout->mutex);
SDL_VoutOverlay *overlay = func_create_overlay_l(width, height, frame_format, vout);
SDL_UnlockMutex(vout->mutex);
return overlay;
SDL_VoutOverlay的创建和SDL_Vout有关,再查找SDL_Vout的来源,可以找到
ijkmedia/ijksdl/android/ijksdl_vout_android_nativewindow.c中的SDL_VoutAndroid_CreateForANativeWindow
:
SDL_Vout *SDL_VoutAndroid_CreateForANativeWindow()
SDL_Vout *vout = SDL_Vout_CreateInternal(sizeof(SDL_Vout_Opaque));
if (!vout)
return NULL;
SDL_Vout_Opaque *opaque = vout->opaque;
opaque->native_window = NULL;
if (ISDL_Array__init(&opaque->overlay_manager, 32))
goto fail;
if (ISDL_Array__init(&opaque->overlay_pool, 32))
goto fail;
opaque->egl = IJK_EGL_create();
if (!opaque->egl)
goto fail;
vout->opaque_class = &g_nativewindow_class;
vout->create_overlay = func_create_overlay;
vout->free_l = func_free_l;
vout->display_overlay = func_display_overlay;
return vout;
fail:
func_free_l(vout);
return NULL;
它的初始化,再没啥可以关联了,那就只能找调用它的地方了。搜索后发现SDL_VoutAndroid_CreateForANativeWindow
只在ijkmedia\\ijksdl\\android\\ijksdl_vout_android_surface.c的SDL_VoutAndroid_CreateForAndroidSurface
方法:
SDL_Vout *SDL_VoutAndroid_CreateForAndroidSurface()
return SDL_VoutAndroid_CreateForANativeWindow();
看来是被包了一层皮,那就接着查找SDL_VoutAndroid_CreateForAndroidSurface
,搜索到调用它的为ijkmedia\\ijkplayer\\android\\ijkplayer_android.c的ijkmp_android_create
方法:
IjkMediaPlayer *ijkmp_android_create(int(*msg_loop)(void*))
IjkMediaPlayer *mp = ijkmp_create(msg_loop);
if (!mp)
goto fail;
mp->ffplayer->vout = SDL_VoutAndroid_CreateForAndroidSurface();
if (!mp->ffplayer->vout)
goto fail;
mp->ffplayer->pipeline = ffpipeline_create_from_android(mp->ffplayer);
if (!mp->ffplayer->pipeline)
goto fail;
ffpipeline_set_vout(mp->ffplayer->pipeline, mp->ffplayer->vout);
return mp;
fail:
ijkmp_dec_ref_p(&mp);
return NULL;
可以看到ijkmp_android_create
返回了一个IjkMediaPlayer,这个在Java中也有一个这样的类,那么曙光应该就不远了。
再搜索ijkmp_android_create,结果调用它的只有ijkmedia\\ijkplayer\\android\\ijkplayer_jni.c中的IjkMediaPlayer_native_setup方法,到了这里,就可以将IjkFilter传递下去了。
在上面的过程中,可以看到从renderer.c到jni,IJK_GLES2_Renderer的创建,依赖SDL_VoutOverlay。SDL_VoutOverlay的创建依赖SDL_Vout。SDL_Vout是FFPlayer的成员,而FFPlayer又是IjkMediaPlayer的成员变量。Java层的IjkMediaPlayer依赖于IjkMediaPlayer
从GLFilter到IJK_GLES2_Renderer
根据上面的分析,可以知道,在jni中增加的setGLFilter的方法中,我们可以将GLFilter的方法传递给IjkMediaPlayer->FFPlayer->SDLVout,然后再传递给SDL_VoutOverlay,再由SDL_VoutOverlay传递给IJK_GLES2_Renderer即可。这样将增加Filter的功能增加进去了,也不会影响IjkPlayer的流程,让ios同样能够快速的实现增加GPU滤镜的功能。
先在SDL_VoutOverlay和SDL_Vout中的结构体定义中(ijkmedia/ijksdl/ijksdl_vout.h文件中)同样加入在IJK_GLES2_Renderer中增加的成员:
struct SDL_VoutOverlay
//...
int hasFilter;
void (* func_onCreated)(void);
void (* func_onSizeChanged)(int width,int height);
int (* func_onDrawFrame)(int textureId);
//...
;
struct SDL_Vout
//...
int hasFilter;
void (* func_onCreated)(void);
void (* func_onSizeChanged)(int width,int height);
int (* func_onDrawFrame)(int textureId);
//...
;
然后在上述几个方法,分别完成这几个成员数据从SDL_Vout到SDL_VoutOverlay,再到IJK_GLES2_Renderer的传递。
分别为:
ijkmedia\\ijksdl\\gles2\\renderer.c文件中IJK_GLES2_Renderer_create方法
IJK_GLES2_Renderer *IJK_GLES2_Renderer_create(SDL_VoutOverlay *overlay)
if (!overlay)
return NULL;
//中间省略...
renderer->format = overlay->format;
//增加的内容
renderer->hasFilter=overlay->hasFilter;
renderer->func_onCreated=overlay->func_onCreated;
renderer->func_onSizeChanged=overlay->func_onSizeChanged;
renderer->func_onDrawFrame=overlay->func_onDrawFrame;
return renderer;
ijksdl\\android\\ijksdl_vout_android_nativewindow.c文件中func_create_overlay方法
static SDL_VoutOverlay *func_create_overlay(int width, int height, int frame_format, SDL_Vout *vout)
SDL_LockMutex(vout->mutex);
SDL_VoutOverlay *overlay = func_create_overlay_l(width, height, frame_format, vout);
//增加的内容
overlay->hasFilter=vout->hasFilter;
overlay->func_onCreated=vout->func_onCreated;
overlay->func_onSizeChanged=vout->func_onSizeChanged;
overlay->func_onDrawFrame=vout->func_onDrawFrame;
SDL_UnlockMutex(vout->mutex);
return overlay;
最后还需要完成SDL_Vout中这几个成员的赋值,并调用Java传入的GLFilter对象的相关方法(ijkplayer_jni.c文件中):
static JNIEnv * mEnv;
static jobject mFilter;
static jmethodID onCreatedMethod;
static jmethodID onSizeChangedMethod;
static jmethodID onDrawFrameMethod;
void onCreated()
if(!mEnv)
(*g_jvm)->AttachCurrentThread(g_jvm,&mEnv,NULL);
jclass filterClass=(*mEnv)->GetObjectClass(mEnv,mFilter);
onCreatedMethod=(*mEnv)->GetMethodID(mEnv,filterClass,"onCreated","()V");
onSizeChangedMethod=(*mEnv)->GetMethodID(mEnv,filterClass,"onSizeChanged","(II)V");
onDrawFrameMethod=(*mEnv)->GetMethodID(mEnv,filterClass,"onDrawFrame","(I)I");
(*g_jvm)->DetachCurrentThread(g_jvm);
if(onCreatedMethod)
(*g_jvm)->AttachCurrentThread(g_jvm,&mEnv,NULL);
(*mEnv)->CallVoidMethod(mEnv,mFilter,onCreatedMethod);
(*g_jvm)->DetachCurrentThread(g_jvm);
void onSizeChanged(int width,int height)
if(onSizeChangedMethod)
(*g_jvm)->AttachCurrentThread(g_jvm,&mEnv,NULL);
(*mEnv)->CallVoidMethod(mEnv,mFilter,onSizeChangedMethod,width,height);
(*g_jvm)->DetachCurrentThread(g_jvm);
int onDrawFrame(int textureId)
if(onDrawFrameMethod)
(*g_jvm)->AttachCurrentThread(g_jvm,&mEnv,NULL);
int ret=(*mEnv)->CallIntMethod(mEnv,mFilter,onDrawFrameMethod,textureId);
(*g_jvm)->DetachCurrentThread(g_jvm);
return ret;
return textureId;
/*注意不能直接保存env,filter然后在onDrawFrame等方法中使用,因为这三个方法的调用与setGLFilter不是在同一个线程中*/
static void IjkMediaPlayer_native_setGLFilter(JNIEnv *env, jobject clazz, jobject filter)
if(mFilter)
(*env)->DeleteGlobalRef(env,mFilter);
IjkMediaPlayer *mp = jni_get_media_player(env, clazz);
if(filter!=NULL)
mFilter=(*env)->NewGlobalRef(env,filter);
mp->ffplayer->vout->hasFilter=1;
mp->ffplayer->vout->func_onCreated=onCreated;
mp->ffplayer->vout->func_onSizeChanged=onSizeChanged;
mp->ffplayer->vout->func_onDrawFrame=onDrawFrame;
else
mp->ffplayer->vout->hasFilter=0;
至此,Java一直到sdl中的renderer就算连通了。在Java中的处理就和GLSurfaceView设置Renderer基本一致了,不同的是,我们给IjkPlayer中增加的GLFilter,已经提供了一个原始的视频图像作为onDrawFrame的参数,在GLFilter中,只需要处理这个Texture并渲染出来就可以了。
插入滤镜示例
将修改后的代码重新编译下,编译后的库会自动更新到Ijkplayer的Android工程下,设置自定义的滤镜后,不出意外就可以看到效果了。以下分别为原始视频、黑白滤镜处理后的视频、增加了AiyaEffectsSDK并设置了特效的视频效果,因为CSDN对图片大小限制的问题,都是截取了一小段:
工程太大了,修改的地方也不算多,就不上传代码了。有需要的朋友根据以上流程下载ijkplayer源码自行修改即可,同时也可以看看Ijkplayer的源码。
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