场景先容
NativeImage是提供Surface关联OpenGL外部纹理的模块,表现图形队列的消耗者端。开发者可以通过NativeImage接口接收和使用Buffer,并将Buffer关联输出到OpenGL外部纹理。
针对NativeImage,常见的开发场景如下:
- 通过NativeImage提供的Native API接口创建NativeImage实例作为消耗者端,获取与该实例对应的NativeWindow作为生产者端。NativeWindow相干接口可用于填充Buffer内容并提交,NativeImage将Buffer内容更新到OpenGL外部纹理上。本模块必要共同NativeWindow、NativeBuffer、EGL、GLES3模块一起使用。
接口说明
接口名描述OH_NativeImage_Create (uint32_t textureId, uint32_t textureTarget)创建一个OH_NativeImage实例,该实例与OpenGL ES的纹理ID和纹理目标相干联。OH_NativeImage_AcquireNativeWindow (OH_NativeImage *image)获取与OH_NativeImage相干联的OHNativeWindow指针,该OHNativeWindow后续不再必要时必要调用 OH_NativeWindow_DestroyNativeWindow开释。OH_NativeImage_AttachContext (OH_NativeImage *image, uint32_t textureId)将OH_NativeImage实例附加到当前OpenGL ES上下文,且该OpenGL ES纹理会绑定到 GL_TEXTURE_EXTERNAL_OES,并通过OH_NativeImage进行更新。OH_NativeImage_DetachContext (OH_NativeImage *image)将OH_NativeImage实例从当前OpenGL ES上下文分离。OH_NativeImage_UpdateSurfaceImage (OH_NativeImage *image)通过OH_NativeImage获取最新帧更新相干联的OpenGL ES纹理。OH_NativeImage_GetTimestamp (OH_NativeImage *image)获取最近调用OH_NativeImage_UpdateSurfaceImage的纹理图像的相干时间戳。OH_NativeImage_GetTransformMatrix (OH_NativeImage *image, float matrix[16])获取最近调用OH_NativeImage_UpdateSurfaceImage的纹理图像的厘革矩阵。OH_NativeImage_Destroy (OH_NativeImage **image)烧毁通过OH_NativeImage_Create创建的OH_NativeImage实例,烧毁后该OH_NativeImage指针会被赋值为空。 开发步骤
以下步骤描述了如何使用NativeImage提供的Native API接口,创建OH_NativeImage实例作为消耗者端,将数据内容更新到OpenGL外部纹理上。
添加动态链接库
CMakeLists.txt中添加以下lib。
- libEGL.so
- libGLESv3.so
- libnative_image.so
- libnative_window.so
- libnative_buffer.so
复制代码 头文件
- #include <EGL/egl.h>
- #include <EGL/eglext.h>
- #include <GLES3/gl3.h>
- #include <native_image/native_image.h>
- #include <native_window/external_window.h>
- #include <native_buffer/native_buffer.h>
复制代码 这里提供一份初始化EGL情况的代码示例。
- #include <iostream>
- #include <string>
- #include <EGL/egl.h>
- #include <EGL/eglext.h>
- using GetPlatformDisplayExt = PFNEGLGETPLATFORMDISPLAYEXTPROC;
- constexpr const char *EGL_EXT_PLATFORM_WAYLAND = "EGL_EXT_platform_wayland";
- constexpr const char *EGL_KHR_PLATFORM_WAYLAND = "EGL_KHR_platform_wayland";
- constexpr int32_t EGL_CONTEXT_CLIENT_VERSION_NUM = 2;
- constexpr char CHARACTER_WHITESPACE = ' ';
- constexpr const char *CHARACTER_STRING_WHITESPACE = " ";
- constexpr const char *EGL_GET_PLATFORM_DISPLAY_EXT = "eglGetPlatformDisplayEXT";
- EGLContext eglContext_ = EGL_NO_CONTEXT;
- EGLDisplay eglDisplay_ = EGL_NO_DISPLAY;
- static inline EGLConfig config_;
- static inline EGLSurface eglsurface_;
- // 从XComponent中获取到的OHNativeWindow
- OHNativeWindow *eglNativeWindow_;
- // 检查egl扩展
- static bool CheckEglExtension(const char *extensions, const char *extension) {
- size_t extlen = strlen(extension);
- const char *end = extensions + strlen(extensions);
- while (extensions < end) {
- size_t n = 0;
- if (*extensions == CHARACTER_WHITESPACE) {
- extensions++;
- continue;
- }
- n = strcspn(extensions, CHARACTER_STRING_WHITESPACE);
- if (n == extlen && strncmp(extension, extensions, n) == 0) {
- return true;
- }
- extensions += n;
- }
- return false;
- }
- // 获取当前的显示设备
- static EGLDisplay GetPlatformEglDisplay(EGLenum platform, void *native_display, const EGLint *attrib_list) {
- static GetPlatformDisplayExt eglGetPlatformDisplayExt = NULL;
- if (!eglGetPlatformDisplayExt) {
- const char *extensions = eglQueryString(EGL_NO_DISPLAY, EGL_EXTENSIONS);
- if (extensions && (CheckEglExtension(extensions, EGL_EXT_PLATFORM_WAYLAND) ||
- CheckEglExtension(extensions, EGL_KHR_PLATFORM_WAYLAND))) {
- eglGetPlatformDisplayExt = (GetPlatformDisplayExt)eglGetProcAddress(EGL_GET_PLATFORM_DISPLAY_EXT);
- }
- }
- if (eglGetPlatformDisplayExt) {
- return eglGetPlatformDisplayExt(platform, native_display, attrib_list);
- }
- return eglGetDisplay((EGLNativeDisplayType)native_display);
- }
- static void InitEGLEnv() {
- // 获取当前的显示设备
- eglDisplay_ = GetPlatformEglDisplay(EGL_PLATFORM_OHOS_KHR, EGL_DEFAULT_DISPLAY, NULL);
- if (eglDisplay_ == EGL_NO_DISPLAY) {
- std::cout << "Failed to create EGLDisplay gl errno : " << eglGetError() << std::endl;
- }
- EGLint major, minor;
- // 初始化EGLDisplay
- if (eglInitialize(eglDisplay_, &major, &minor) == EGL_FALSE) {
- std::cout << "Failed to initialize EGLDisplay" << std::endl;
- }
- // 绑定图形绘制的API为OpenGLES
- if (eglBindAPI(EGL_OPENGL_ES_API) == EGL_FALSE) {
- std::cout << "Failed to bind OpenGL ES API" << std::endl;
- }
- unsigned int ret;
- EGLint count;
- EGLint config_attribs[] = {EGL_SURFACE_TYPE,
- EGL_WINDOW_BIT,
- EGL_RED_SIZE,
- 8,
- EGL_GREEN_SIZE,
- 8,
- EGL_BLUE_SIZE,
- 8,
- EGL_ALPHA_SIZE,
- 8,
- EGL_RENDERABLE_TYPE,
- EGL_OPENGL_ES3_BIT,
- EGL_NONE};
- // 获取一个有效的系统配置信息
- ret = eglChooseConfig(eglDisplay_, config_attribs, &config_, 1, &count);
- if (!(ret && static_cast<unsigned int>(count) >= 1)) {
- std::cout << "Failed to eglChooseConfig" << std::endl;
- }
- static const EGLint context_attribs[] = {EGL_CONTEXT_CLIENT_VERSION, EGL_CONTEXT_CLIENT_VERSION_NUM, EGL_NONE};
- // 创建上下文
- eglContext_ = eglCreateContext(eglDisplay_, config_, EGL_NO_CONTEXT, context_attribs);
- if (eglContext_ == EGL_NO_CONTEXT) {
- std::cout << "Failed to create egl context %{public}x, error:" << eglGetError() << std::endl;
- }
- // 创建eglSurface
- eglSurface_ = eglCreateWindowSurface(eglDisplay_, config_, eglNativeWindow_, context_attribs);
- if (eglSurface_ == EGL_NO_SURFACE) {
- std::cout << "Failed to create egl surface %{public}x, error:" << eglGetError() << std::endl;
- }
- // 关联上下文
- eglMakeCurrent(eglDisplay_, eglSurface_, eglSurface_, eglContext_);
- // EGL环境初始化完成
- std::cout << "Create EGL context successfully, version" << major << "." << minor << std::endl;
- }
复制代码- // 创建 OpenGL 纹理
- GLuint textureId;
- glGenTextures(1, &textureId);
- // 创建 NativeImage 实例,关联 OpenGL 纹理
- OH_NativeImage* image = OH_NativeImage_Create(textureId, GL_TEXTURE_EXTERNAL_OES);
复制代码- // 获取生产者NativeWindow
- OHNativeWindow* nativeWindow = OH_NativeImage_AcquireNativeWindow(image);
复制代码- int code = SET_BUFFER_GEOMETRY;
- int32_t width = 800;
- int32_t height = 600;
- int32_t ret = OH_NativeWindow_NativeWindowHandleOpt(nativeWindow, code, width, height);
复制代码
- 将生产的内容写入NativeWindowBuffer。
- 从NativeWindow中获取NativeWindowBuffer。
- OHNativeWindowBuffer *buffer = nullptr;
- int fenceFd;
- // 通过 OH_NativeWindow_NativeWindowRequestBuffer 获取 OHNativeWindowBuffer 实例
- OH_NativeWindow_NativeWindowRequestBuffer(nativeWindow, &buffer, &fenceFd);
-
- BufferHandle *handle = OH_NativeWindow_GetBufferHandleFromNative(buffer);
复制代码
- 将生产的内容写入NativeWindowBuffer。
- #include <sys/mman.h>
-
- // 使用系统mmap接口拿到bufferHandle的内存虚拟地址
- void *mappedAddr = mmap(handle->virAddr, handle->size, PROT_READ | PROT_WRITE, MAP_SHARED, handle->fd, 0);
- if (mappedAddr == MAP_FAILED) {
- // mmap failed
- }
- static uint32_t value = 0x00;
- value++;
- uint32_t *pixel = static_cast<uint32_t *>(mappedAddr);
- for (uint32_t x = 0; x < width; x++) {
- for (uint32_t y = 0; y < height; y++) {
- *pixel++ = value;
- }
- }
- // 内存使用完记得去掉内存映射
- int result = munmap(mappedAddr, handle->size);
- if (result == -1) {
- // munmap failed
- }
复制代码
- 将NativeWindowBuffer提交到NativeWindow。
- // 设置刷新区域,如果Region中的Rect为nullptr,或者rectNumber为0,则认为NativeWindowBuffer全部有内容更改。
- Region region{nullptr, 0};
- // 通过OH_NativeWindow_NativeWindowFlushBuffer 提交给消费者使用,例如:显示在屏幕上。
- OH_NativeWindow_NativeWindowFlushBuffer(nativeWindow, buffer, fenceFd, region);
复制代码- OH_NativeWindow_DestroyNativeWindow(nativeWindow);
复制代码- // 更新内容到OpenGL纹理。
- ret = OH_NativeImage_UpdateSurfaceImage(image);
- if (ret != 0) {
- std::cout << "OH_NativeImage_UpdateSurfaceImage failed" << std::endl;
- }
- // 获取最近调用OH_NativeImage_UpdateSurfaceImage的纹理图像的时间戳和变化矩阵。
- int64_t timeStamp = OH_NativeImage_GetTimestamp(image);
- float matrix[16];
- ret = OH_NativeImage_GetTransformMatrix(image, matrix);
- if (ret != 0) {
- std::cout << "OH_NativeImage_GetTransformMatrix failed" << std::endl;
- }
- // 对update绑定到对应textureId的纹理做对应的opengl后处理后,将纹理上屏
- EGLBoolean eglRet = eglSwapBuffers(eglDisplay_, eglSurface_);
- if (eglRet == EGL_FALSE) {
- std::cout << "eglSwapBuffers failed" << std::endl;
- }
复制代码- // 将OH_NativeImage实例从当前OpenGL ES上下文分离
- ret = OH_NativeImage_DetachContext(image);
- if (ret != 0) {
- std::cout << "OH_NativeImage_DetachContext failed" << std::endl;
- }
- // 将OH_NativeImage实例附加到当前OpenGL ES上下文, 且该OpenGL ES纹理会绑定到 GL_TEXTURE_EXTERNAL_OES, 并通过OH_NativeImage进行更新
- GLuint textureId2;
- glGenTextures(1, &textureId2);
- ret = OH_NativeImage_AttachContext(image, textureId2);
复制代码
- OH_NativeImage实例使用完必要烧毁掉。
- // 销毁OH_NativeImage实例
- OH_NativeImage_Destroy(&image);
复制代码 最后呢
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