我正在使用GLSurfaceView创建自定义相机预览,并使用OpenGl渲染相机给我的帧。我已经完全实现了相机的功能,并且正在工作,希望相机在没有fps损失和正确的宽高比等情况下正常工作。但是问题出在我需要捕捉来自相机提要的帧时,我的第一个念头是使用glReadPixles ()
使用GLES20.glReadPixels(),我发现有些设备会遭受fps丢失,这主要是因为屏幕分辨率更高,这是有道理的,因为glReadPixels需要读取更多分辨率更高的像素。
我做了一些挖掘,发现其他人在glReadPixels上也有类似的问题,许多人建议使用PBO,最好将其中两个用作双缓冲区,这样我就可以读取像素数据而不会阻塞/滞留当前的渲染过程。我完全了解双重缓冲的概念,对于OpenGL来说我还很陌生,并且需要一些有关如何使双重缓冲PBO工作的指导。
我已经找到了一些有关PBO双缓冲的解决方案,但我找不到一个完整的解决方案来完全理解它与GLES的相互作用。
我对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);
答案 0 :(得分:1)
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缓冲图像/帧以供以后处理。
因此,我们要做的第一件事是在GLES2中公开一个附加功能。 在您的应用模块中,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(或者您想要的名称)
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,您需要将CMakeFile添加到项目的根目录。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"
}
}
这就是所有MakeFile和c东西,所有设置让我们移至某个Java
在您的项目中创建与c文件中的包匹配的新文件,即 com_your_full_package_name_helper = com.your.full.package.name.helper
确保它们正确匹配,与类名和函数名相同。
所以您的班级应该看起来像这样
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);
}
因为我们已经向项目中添加了本机代码,所以需要使用System.loadLibrary(“ native-lib”)来加载我们的新方法。
在开始下一个步骤之前,请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,在我们开始绘图之前,调用此方法,它将把像素数据读入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);
}
所以回到我最初的问题,我们的Redner / onDrawMethod看起来像这样。
// 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()
我希望这可以帮助对glReadPixels的性能有类似问题或至少难以实现PBO的人