android - 使用表面纹理的相机预览

标签 android opengl-es android-camera

我正在尝试使用 SurfaceTexture 从我的设备的后置摄像头显示摄像头预览,但我一直收到错误

bindTextureImage : error binding external texture image 0x2:0x502

看那一行

SurfaceTexture.UpdateTexImage()

查看 android 文档,似乎这可能是由于在 SurfaceTexture.OnFrameAvailableListener 的 OnFrameAvailable 方法上调用 UpdateTexImage 引起的。根据文档“回调 (SurfaceTexture.OnFrameAvailableListener) 可能在任意线程上调用,因此在不首先将 OpenGL ES 上下文绑定(bind)到调用回调的线程的情况下调用 updateTexImage() 是不安全的。

如何将 OpenGL ES 上下文“绑定(bind)”到调用回调的线程?

我一直在努力密切关注 Grafika 中的“相机纹理” Activity 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();
}

}

最佳答案

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(bind),都在此上下文中运行。

快速浏览一下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,UI 代码将拥有自己的 EGL 上下文以进行硬件加速 View 渲染。如果您创建一个单独的线程,使您的 EGL 上下文处于当前状态,然后就不管它了,那么生活会简单一些。

您可以看到“来自相机的纹理” Activity 的帧可用处理程序只是:

    public void onFrameAvailable(SurfaceTexture surfaceTexture) {
        mHandler.sendFrameAvailable();
    }

因为帧可用消息可以到达任意线程,所以您不知道那里当前的 EGL 上下文是什么(或者线程是否有)。您可以调用 eglMakeCurrent()(通过 EglCore#makeCurrent())使您的线程成为当前线程,但您不能从多个线程使用相同的 EGL 上下文,所以如果它同时在其他地方出现,你可能会遇到问题。因此,将帧可用消息转发到您知道 EGL 上下文是最新的线程会更容易。

FWIW,0x0502 是 GL_INVALID_OPERATION

关于android - 使用表面纹理的相机预览,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/27626002/

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