如何使用渲染脚本将Camera2预览帧获取为位图或OpenCV Mat

时间:2019-04-27 21:02:05

标签: android opencv android-camera2 renderscript yuv

我想使用OpenCV进行实时图像处理,并且想使用Android Camera2 API。我的问题是将预览帧转换为OpenCV Mat(或者首先转换为位图也会有所帮助)。

我知道您可以将ImageReader附加到相机并将每个可用的图像转换为位图。问题在于将ImageReader附加到相机会大大降低帧速率(不是任何图像转换,而只是使用ImageReader而没有任何其他代码)。 所以我的想法是将Allocation的表面附加到相机上,将该Allocation传递给ScriptIntrinsicYuvToRGB-Renderscript并将输出的Allocation复制到位图,就像在android-hdf-viewfinder example中一样。 那就是我到目前为止所尝试的:

private fun setupRenderscript(){
        rs = RenderScript.create(context)

        val tb1 = Type.Builder(rs, Element.YUV(rs)).setX(size.width).setY(size.height)
        rsInput = Allocation.createTyped(rs, tb1.create(), Allocation.USAGE_IO_INPUT or Allocation.USAGE_SCRIPT)

        bmOut = Bitmap.createBitmap(size.width, size.height, Bitmap.Config.ARGB_8888)
        val tb2 = Type.Builder(rs, Element.RGBA_8888(rs)).setX(size.width).setY(size.height)
        rsOutput = Allocation.createTyped(rs, tb2.create(), Allocation.USAGE_SCRIPT)

        yuvToRgbIntrinistic = ScriptIntrinsicYuvToRGB.create(rs, Element.U8_4(rs))
        yuvToRgbIntrinistic.setInput(rsInput)
    }

private fun createCameraPreviewSession() {
        setupRenderscript()

        val texture = cameraTextureView.surfaceTexture //Normal camera preview surface
        texture.setDefaultBufferSize(size.width, size.height)
        val surface = Surface(texture)

        captureRequestBuilder = cameraDevice?.createCaptureRequest(CameraDevice.TEMPLATE_PREVIEW)
        captureRequestBuilder?.addTarget(surface)
        captureRequestBuilder?.addTarget(rsInput.surface) //Attach Allocation Surface to CaptureRequest
        cameraDevice?.createCaptureSession(Arrays.asList(surface, rsInput.surface), cameraCaptureSession, backgroundHandler)

private val surfaceTextureListener = object : SurfaceTextureListener {
        override fun onSurfaceTextureAvailable(texture: SurfaceTexture?, width: Int, height: Int) {
            openCamera(width, height)
        }

        override fun onSurfaceTextureSizeChanged(texture: SurfaceTexture?, width: Int, heigth: Int) {
            configureTransform(width, heigth)
        }

        override fun onSurfaceTextureUpdated(texture: SurfaceTexture?){
            if (::rsOutput.isInitialized){
                log("Image")
                rsInput.ioReceive()
                yuvToRgbIntrinistic.forEach(rsOutput)
                rsOutput.copyTo(bmOut)
            }
        }

        override fun onSurfaceTextureDestroyed(texture: SurfaceTexture?) = true
    }

相机预览工作正常,现在引发致命错误,但我没有将预览作为位图。我收到以下日志消息:
对于rsInput.ioReceive()

E/NdkImageReader: acquireImageLocked: Output buffer format: 0x22, ImageReader configured format: 0x1
E/RenderScript: lockNextBuffer: acquire image from reader 0x7427c7d8a0 failed! ret: -10000, img 0x0
E/RenderScript_jni: non fatal RS error, Error receiving IO input buffer.

对于yuvToRgbIntrinistic.forEach(rsOutput),我可能会针对每个像素多次收到相同的消息:

E/RenderScript: YuvToRGB executed without data, skipping

因此,似乎无法将数据复制/读取到输入分配中,但是我不知道自己在做什么错。它的工作方式应类似于上面链接的hdr示例。

1 个答案:

答案 0 :(得分:0)

  

问题在于,将ImageReader附加到相机会大大降低帧率(不是任何图像转换,而只是使用ImageReader而没有任何其他代码)

这不应该发生。您可能没有正确配置相机会话和图像读取器的输出目标。您还需要确保尽快关闭发送到图像阅读器的图像,以便下一幅图像可以进入。如果您真的很在意性能,则应该使用YUV_420_888作为像素格式,具体取决于输出目标的大小,3-5帧作为图像读取器的缓冲区。以下是一些示例代码,可帮助您开始适应this blog post

val bufferSize = 3
val imageReader = ImageReader.newInstance(
    // Pick width and height from supported camera output sizes
    width, height, ImageFormat.YUV_420_888, bufferSize)

// Retrieve surface from image reader
val imReaderSurface = imageReader.surface
val targets: MutableList<Surface> = arrayOf(imReaderSurface).toMutableList()

// Create a capture session using the predefined targets
cameraDevice.createCaptureSession(targets, object: CameraCaptureSession.StateCallback() {
    override fun onConfigured(session: CameraCaptureSession) {
        // Submit capture requests here
    }
    // Omitting for brevity...
    override fun onConfigureFailed(session: CameraCaptureSession) = Unit
}, null)

关于RenderScript错误,很难判断您提供的详细信息是怎么回事。如果您尚未这样做,我建议您使用RenderScript support library,并在模拟器中测试代码以排除潜在的驱动程序实现问题。