使用表面纹理的相机预览
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【中文标题】使用表面纹理的相机预览【英文标题】:Camera Preview Using Surface Texture 【发布时间】:2015-02-21 22:16:58 【问题描述】:我正在尝试使用 SurfaceTexture 从我设备的后置摄像头显示摄像头预览,但我不断收到错误消息
bindTextureImage : 绑定外部纹理图像 0x2:0x502 时出错
看着上面写着的那一行
SurfaceTexture.UpdateTexImage()
查看 android 文档,似乎这可能是由在 SurfaceTexture.OnFrameAvailableListener
的 OnFrameAvailable 方法上调用 UpdateTexImage 引起的。根据文档“可以在任意线程上调用回调 (SurfaceTexture.OnFrameAvailableListener),所以在没有首先将 OpenGL ES 上下文绑定到调用回调的线程之前调用 updateTexImage() 是不安全的。
如何将 OpenGL ES 上下文“绑定”到调用回调的线程?
我一直在努力密切关注Grafika 项目中的“来自相机的纹理”活动,以尝试获取有关如何完成此任务的线索。感谢任何帮助。
我的完整代码粘贴在下面:
public class CameraPreviewFromTextureActivity extends Activity
private static String TAG = "CameraPreviewFromTexture";
private static SurfaceHolder mySurfaceHolder = null;
private SurfaceTexture mCameraTexture = null;
private Camera mCamera = null;
private EglCore mEglCore;
private WindowSurface mWindowSurface;
private int mWindowSurfaceWidth;
private int mWindowSurfaceHeight;
private int mCameraPreviewWidth, mCameraPreviewHeight;
private float mCameraPreviewFps;
private Texture2dProgram mTexProgram;
@Override
protected void onCreate(Bundle savedInstanceState)
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_camera_preview_from_texture);
mySurfaceHolder = ((SurfaceView)this.findViewById(R.id.surfaceView)).getHolder();
mySurfaceHolder.addCallback(mySurfaceHolderCallback);
//Run Thread Methods
mEglCore = new EglCore(null, 0);
openCamera(328, 288, 30);
private SurfaceHolder.Callback mySurfaceHolderCallback = new SurfaceHolder.Callback()
@Override
public void surfaceDestroyed(SurfaceHolder holder)
releaseGl();
@Override
public void surfaceCreated(SurfaceHolder holder)
surfaceAvailable(holder, true);
@Override
public void surfaceChanged(SurfaceHolder holder, int format, int width, int height)
Log.d(TAG, "SurfaceChanged " + width + "x" + height);
mWindowSurfaceWidth = width;
mWindowSurfaceHeight = height;
finishSurfaceSetup();
;
private void surfaceAvailable(SurfaceHolder holder, boolean newSurface)
Surface surface = holder.getSurface();
mWindowSurface = new WindowSurface(mEglCore, surface, false);
mWindowSurface.makeCurrent();
// Create and configure the SurfaceTexture, which will receive frames from the
// camera. We set the textured rect's program to render from it.
mTexProgram = new Texture2dProgram(Texture2dProgram.ProgramType.TEXTURE_EXT);
int textureId = mTexProgram.createTextureObject();
mCameraTexture = new SurfaceTexture(textureId);
//mRect.setTexture(textureId);
if (!newSurface)
// This Surface was established on a previous run, so no surfaceChanged()
// message is forthcoming. Finish the surface setup now.
//
// We could also just call this unconditionally, and perhaps do an unnecessary
// bit of reallocating if a surface-changed message arrives.
mWindowSurfaceWidth = mWindowSurface.getWidth();
mWindowSurfaceHeight = mWindowSurface.getHeight();
finishSurfaceSetup();
mCameraTexture.setOnFrameAvailableListener(myOnFrameListner);
private SurfaceTexture.OnFrameAvailableListener myOnFrameListner = new SurfaceTexture.OnFrameAvailableListener()
@Override
public void onFrameAvailable(SurfaceTexture surfaceTexture)
surfaceTexture.updateTexImage(); //Problem Occurs Here
draw();
;
private void draw()
GlUtil.checkGlError("draw start");
GLES20.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
//mRect.draw(mTexProgram, mDisplayProjectionMatrix);
mWindowSurface.swapBuffers();
GlUtil.checkGlError("draw done");
private void finishSurfaceSetup()
int width = mWindowSurfaceWidth;
int height = mWindowSurfaceHeight;
// Use full window.
GLES20.glViewport(0, 0, width, height);
// Ready to go, start the camera.
Log.d(TAG, "starting camera preview");
try
mCamera.setPreviewTexture(mCameraTexture);
catch (IOException ioe)
throw new RuntimeException(ioe);
mCamera.startPreview();
private void openCamera(int desiredWidth, int desiredHeight, int desiredFps)
if (mCamera != null)
throw new RuntimeException("camera already initialized");
Camera.CameraInfo info = new Camera.CameraInfo();
try
mCamera = Camera.open();
catch(Exception ex)
ex.printStackTrace();
Camera.Parameters parms = mCamera.getParameters();
// Try to set the frame rate to a constant value.
int thousandFps = chooseFixedPreviewFps(parms, desiredFps * 1000);
// Give the camera a hint that we're recording video. This can have a big
// impact on frame rate.
parms.setRecordingHint(true);
mCamera.setParameters(parms);
int[] fpsRange = new int[2];
Camera.Size mCameraPreviewSize = parms.getPreviewSize();
parms.getPreviewFpsRange(fpsRange);
String previewFacts = mCameraPreviewSize.width + "x" + mCameraPreviewSize.height;
if (fpsRange[0] == fpsRange[1])
previewFacts += " @" + (fpsRange[0] / 1000.0) + "fps";
else
previewFacts += " @[" + (fpsRange[0] / 1000.0) +
" - " + (fpsRange[1] / 1000.0) + "] fps";
Log.i(TAG, "Camera config: " + previewFacts);
mCameraPreviewWidth = mCameraPreviewSize.width;
mCameraPreviewHeight = mCameraPreviewSize.height;
mCameraPreviewFps = desiredFps;
public static int chooseFixedPreviewFps(Camera.Parameters parms, int desiredThousandFps)
List<int[]> supported = parms.getSupportedPreviewFpsRange();
for (int[] entry : supported)
//Log.d(TAG, "entry: " + entry[0] + " - " + entry[1]);
if ((entry[0] == entry[1]) && (entry[0] == desiredThousandFps))
parms.setPreviewFpsRange(entry[0], entry[1]);
return entry[0];
int[] tmp = new int[2];
parms.getPreviewFpsRange(tmp);
int guess;
if (tmp[0] == tmp[1])
guess = tmp[0];
else
guess = tmp[1] / 2; // shrug
Log.d(TAG, "Couldn't find match for " + desiredThousandFps + ", using " + guess);
return guess;
@Override
public boolean onCreateOptionsMenu(Menu menu)
// Inflate the menu; this adds items to the action bar if it is present.
getMenuInflater().inflate(R.menu.camera_preview_from_texture, menu);
return true;
@Override
public boolean onOptionsItemSelected(MenuItem item)
// Handle action bar item clicks here. The action bar will
// automatically handle clicks on the Home/Up button, so long
// as you specify a parent activity in AndroidManifest.xml.
int id = item.getItemId();
if (id == R.id.action_settings)
return true;
return super.onOptionsItemSelected(item);
private void releaseGl()
GlUtil.checkGlError("releaseGl start");
if (mWindowSurface != null)
mWindowSurface.release();
mWindowSurface = null;
if (mTexProgram != null)
mTexProgram.release();
mTexProgram = null;
GlUtil.checkGlError("releaseGl done");
mEglCore.makeNothingCurrent();
private void releaseCamera()
if (mCamera != null)
mCamera.stopPreview();
mCamera.release();
mCamera = null;
Log.d(TAG, "releaseCamera -- done");
@Override
public void onDestroy()
releaseCamera();
releaseGl();
mEglCore.release();
【问题讨论】:
【参考方案1】:每个线程都有一个“当前”EGL 上下文,由 GLES 驱动程序通过线程本地存储引用。您发出的任何 GLES 命令(包括纹理绑定)都在此上下文中运行。
快速浏览您的代码表明您正在尝试在 UI 线程上执行所有操作。如果您创建自己的上下文并使其成为当前上下文,它将与 UI 代码发生冲突,该代码将拥有自己的 EGL 上下文,用于硬件加速的视图渲染。如果你创建一个单独的线程,让你的 EGL 上下文在其中成为当前的,然后就不用管它,生活会简单一些。
您可以看到“来自相机的纹理”活动的可用帧处理程序只是:
public void onFrameAvailable(SurfaceTexture surfaceTexture)
mHandler.sendFrameAvailable();
因为可用帧消息可以到达任意线程,所以您不知道那里的当前 EGL 上下文(或者线程是否有一个)。你可以调用eglMakeCurrent()
(通过EglCore#makeCurrent()
)来使你的成为最新的,但是你不能从多个线程中使用相同的EGL上下文,所以如果它同时在其他地方你可能会遇到问题.因此,将帧可用消息转发到您知道 EGL 上下文是当前的线程会更容易。
FWIW,0x0502 是GL_INVALID_OPERATION
。
【讨论】:
【参考方案2】:同样的错误,我已经通过在函数draw()
的开头添加mWindowSurface.makeCurrent()
来修复它。
【讨论】:
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