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北京建设工程交易信息网站,网站建设的6个基本步骤,器材管理网站开发,东莞营销公司1 前言 IJKPLAYER在视频render之时#xff0c;并非简单使用SDL渲染API#xff0c;而是用了OpenGL ES#xff0c;再分别在Android和iOS平台做视频的显示#xff1b;一言以蔽之#xff0c;OpenGL ES并不能做到直接在窗口上render并显示#xff0c;而是需要一个中间媒介。这…1 前言 IJKPLAYER在视频render之时并非简单使用SDL渲染API而是用了OpenGL ES再分别在Android和iOS平台做视频的显示一言以蔽之OpenGL ES并不能做到直接在窗口上render并显示而是需要一个中间媒介。这个中间媒介将OpenGL ES的render结果最终输出到窗口上显示在Android端这个中间媒介是EGL是surface输出而iOS端则是Layer具体到IJKPLAYER是CAEAGLLayer本文只介绍IJKPLAYER使用OpenGL ES跨Android和iOS平台的视频render显示部分将另起文章介绍 提示阅读本文需要有一定的OpenGL shader编程基础。 2 接口 2.1 SDL_Vout接口 与SDL_Aout接口类似SDL_Vout是IJKPLAYER对Android和iOS端视频输出的抽象输入端是解码后的像素数据输出端是OpenGL ES由OpenGL ES做具体render工作 关于SDL_Vout实例的创建将在Android和iOS平台显示一文再做介绍。此处略过。  以下是视频输出在render外围的几个重要结构体定义 typedef struct SDL_Vout_Opaque {ANativeWindow *native_window;SDL_AMediaCodec *acodec;int null_native_window_warned; // reduce log for null windowint next_buffer_id;ISDL_Array overlay_manager;ISDL_Array overlay_pool;IJK_EGL *egl; } SDL_Vout_Opaque;typedef struct SDL_VoutOverlay_Opaque SDL_VoutOverlay_Opaque; typedef struct SDL_VoutOverlay SDL_VoutOverlay; struct SDL_VoutOverlay {int w; /** Read-only */int h; /** Read-only */Uint32 format; /** Read-only */int planes; /** Read-only */Uint16 *pitches; /** in bytes, Read-only */Uint8 **pixels; /** Read-write */int is_private;int sar_num;int sar_den;SDL_Class *opaque_class;SDL_VoutOverlay_Opaque *opaque;void (*free_l)(SDL_VoutOverlay *overlay);int (*lock)(SDL_VoutOverlay *overlay);int (*unlock)(SDL_VoutOverlay *overlay);void (*unref)(SDL_VoutOverlay *overlay);int (*func_fill_frame)(SDL_VoutOverlay *overlay, const AVFrame *frame); };typedef struct SDL_Vout_Opaque SDL_Vout_Opaque; typedef struct SDL_Vout SDL_Vout; struct SDL_Vout {SDL_mutex *mutex;SDL_Class *opaque_class;SDL_Vout_Opaque *opaque;SDL_VoutOverlay *(*create_overlay)(int width, int height, int frame_format, SDL_Vout *vout);void (*free_l)(SDL_Vout *vout);int (*display_overlay)(SDL_Vout *vout, SDL_VoutOverlay *overlay);Uint32 overlay_format; }; 2.2 render接口 IJKPLAYER对像素格式的支持无外乎yuv系列和rgb系列以及iOS的videotoolbox的硬解像素格式每种像素格式的render遵循共同的接口规范IJK_GLES2_Renderer值得一提的是若视频源像素格式不在IJKPLAYER所支持的范围内会提供一个选项使得视频源的像素格式转换为IJKPLAYER所支持的目标格式再render 像素格式render的接口定义  typedef struct IJK_GLES2_Renderer {IJK_GLES2_Renderer_Opaque *opaque;GLuint program;GLuint vertex_shader;GLuint fragment_shader;GLuint plane_textures[IJK_GLES2_MAX_PLANE];GLuint av4_position;GLuint av2_texcoord;GLuint um4_mvp;GLuint us2_sampler[IJK_GLES2_MAX_PLANE];GLuint um3_color_conversion;GLboolean (*func_use)(IJK_GLES2_Renderer *renderer);GLsizei (*func_getBufferWidth)(IJK_GLES2_Renderer *renderer, SDL_VoutOverlay *overlay);GLboolean (*func_uploadTexture)(IJK_GLES2_Renderer *renderer, SDL_VoutOverlay *overlay);GLvoid (*func_destroy)(IJK_GLES2_Renderer *renderer);GLsizei buffer_width;GLsizei visible_width;GLfloat texcoords[8];GLfloat vertices[8];int vertices_changed;int format;int gravity;GLsizei layer_width;GLsizei layer_height;int frame_width;int frame_height;int frame_sar_num;int frame_sar_den;GLsizei last_buffer_width; } IJK_GLES2_Renderer; 3 render 此处以常见的yuv420p进行介绍其他类似所不同的是视频像素格式排列差异。 3.1 shader 所谓shader其实是一段可以在GPU上执行的程序。为何视频render要用到shader原因在于可以利用GPU强大的浮点运算和并行计算能力发挥硬件加速的作用代替CPU做它不擅长的运算进行图形render。 视频的render需要关注的shader有2个一是顶点shader一是片段shader。 3.1.1 vertex shader 3.1.2 顶点坐标 typedef struct IJK_GLES2_Renderer {// ......// 顶点坐标GLfloat vertices[8];// ...... } IJK_GLES2_Renderer; 顶点坐标初始化以确定图像显示区域iOS端图像缩放可以基于顶点坐标进行等比缩放或拉伸Android端图像缩放或拉伸是放在Java层实现的 顶点坐标的初始化  static void IJK_GLES2_Renderer_Vertices_apply(IJK_GLES2_Renderer *renderer) {switch (renderer-gravity) {case IJK_GLES2_GRAVITY_RESIZE_ASPECT:break;case IJK_GLES2_GRAVITY_RESIZE_ASPECT_FILL:break;case IJK_GLES2_GRAVITY_RESIZE:IJK_GLES2_Renderer_Vertices_reset(renderer);return;default:ALOGE([GLES2] unknown gravity %d\n, renderer-gravity);IJK_GLES2_Renderer_Vertices_reset(renderer);return;}if (renderer-layer_width 0 ||renderer-layer_height 0 ||renderer-frame_width 0 ||renderer-frame_height 0){ALOGE([GLES2] invalid width/height for gravity aspect\n);IJK_GLES2_Renderer_Vertices_reset(renderer);return;}float width renderer-frame_width;float height renderer-frame_height;if (renderer-frame_sar_num 0 renderer-frame_sar_den 0) {width width * renderer-frame_sar_num / renderer-frame_sar_den;}const float dW (float)renderer-layer_width / width;const float dH (float)renderer-layer_height / height;float dd 1.0f;float nW 1.0f;float nH 1.0f;// 2种等比缩放以填充指定屏幕iOS支持Android则是在Java层处理缩放switch (renderer-gravity) {case IJK_GLES2_GRAVITY_RESIZE_ASPECT_FILL: dd FFMAX(dW, dH); break;case IJK_GLES2_GRAVITY_RESIZE_ASPECT: dd FFMIN(dW, dH); break;}nW (width * dd / (float)renderer-layer_width);nH (height * dd / (float)renderer-layer_height);renderer-vertices[0] - nW;renderer-vertices[1] - nH;renderer-vertices[2] nW;renderer-vertices[3] - nH;renderer-vertices[4] - nW;renderer-vertices[5] nH;renderer-vertices[6] nW;renderer-vertices[7] nH; } 其实仔细查看代码Android和iOS在shader的顶点初始化时均会调用到此函数但Android略有不同由于Android端图像的缩放在Android SDK之上层做因此Android端shader的顶点坐标初始化其实是在以下函数 static void IJK_GLES2_Renderer_Vertices_reset(IJK_GLES2_Renderer *renderer) {renderer-vertices[0] -1.0f;renderer-vertices[1] -1.0f;renderer-vertices[2] 1.0f;renderer-vertices[3] -1.0f;renderer-vertices[4] -1.0f;renderer-vertices[5] 1.0f;renderer-vertices[6] 1.0f;renderer-vertices[7] 1.0f; } 3.1.3 纹理坐标 为何有了顶点坐标还要有纹理坐标个人浅见 纹理坐标可以确定图像的区域宽高比但纹理坐标需要转换为顶点坐标才能最终确定图像的显示区域也才能进一步render显示 typedef struct IJK_GLES2_Renderer {// ......// 纹理坐标GLfloat texcoords[8]; } IJK_GLES2_Renderer; 3.1.4 model view projection model是模型矩阵view是视图矩阵projection是投影矩阵。在shader中我们先将模型矩阵model与视图矩阵view相乘得到模型视图矩阵mv 然后将顶点坐标position乘以mv矩阵并最后乘以投影矩阵projection得到最终的屏幕坐标gl_Position 这个操作通常在渲染场景之前在CPU上计算好相应的模型视图矩阵和投影矩阵然后通过统一变量uniform variable传递到GLSL着色器中 // 通过model view projection矩阵将顶点坐标转换为屏幕坐标IJK_GLES_Matrix modelViewProj;IJK_GLES2_loadOrtho(modelViewProj, -1.0f, 1.0f, -1.0f, 1.0f, -1.0f, 1.0f);glUniformMatrix4fv(renderer-um4_mvp, 1, GL_FALSE, modelViewProj.m); IJK_GLES2_checkError_TRACE(glUniformMatrix4fv(um4_mvp));在CPU上计算好model view projecttion矩阵然后通过uniform variable传递给GLSL shader  void IJK_GLES2_loadOrtho(IJK_GLES_Matrix *matrix, GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat near, GLfloat far) {GLfloat r_l right - left;GLfloat t_b top - bottom;GLfloat f_n far - near;GLfloat tx - (right left) / (right - left);GLfloat ty - (top bottom) / (top - bottom);GLfloat tz - (far near) / (far - near);matrix-m[0] 2.0f / r_l;matrix-m[1] 0.0f;matrix-m[2] 0.0f;matrix-m[3] 0.0f;matrix-m[4] 0.0f;matrix-m[5] 2.0f / t_b;matrix-m[6] 0.0f;matrix-m[7] 0.0f;matrix-m[8] 0.0f;matrix-m[9] 0.0f;matrix-m[10] -2.0f / f_n;matrix-m[11] 0.0f;matrix-m[12] tx;matrix-m[13] ty;matrix-m[14] tz;matrix-m[15] 1.0f; }3.1.5 fragment shader 分别通过yuv的纹理采样器采样到纹理的yuv分量然后将yuv乘以1个bt709的矩阵把yuv转为rgb再让fragment shader着色 static const char g_shader[] IJK_GLES_STRING(precision highp float;varying highp vec2 vv2_Texcoord;uniform mat3 um3_ColorConversion;uniform lowp sampler2D us2_SamplerX;uniform lowp sampler2D us2_SamplerY;uniform lowp sampler2D us2_SamplerZ;void main(){mediump vec3 yuv;lowp vec3 rgb;yuv.x (texture2D(us2_SamplerX, vv2_Texcoord).r - (16.0 / 255.0));yuv.y (texture2D(us2_SamplerY, vv2_Texcoord).r - 0.5);yuv.z (texture2D(us2_SamplerZ, vv2_Texcoord).r - 0.5);rgb um3_ColorConversion * yuv;gl_FragColor vec4(rgb, 1);} ); yuv转rgb的颜色空间转换矩阵bt709标准的  glUniformMatrix3fv(renderer-um3_color_conversion, 1, GL_FALSE, IJK_GLES2_getColorMatrix_bt709());// BT.709, which is the standard for HDTV. static const GLfloat g_bt709[] {1.164, 1.164, 1.164,0.0, -0.213, 2.112,1.793, -0.533, 0.0, }; const GLfloat *IJK_GLES2_getColorMatrix_bt709() {return g_bt709; } bt709矩阵在创建了对应像素格式的render之后通过uniform变量传入GPU 创建bt709矩阵的外围函数 ......opaque-renderer IJK_GLES2_Renderer_create(overlay);if (!opaque-renderer) {ALOGE([EGL] Could not create render.);return EGL_FALSE;}if (!IJK_GLES2_Renderer_use(opaque-renderer)) {ALOGE([EGL] Could not use render.);IJK_GLES2_Renderer_freeP(opaque-renderer);return EGL_FALSE;}...... /** Per-Renderer routine*/ GLboolean IJK_GLES2_Renderer_use(IJK_GLES2_Renderer *renderer) {if (!renderer)return GL_FALSE;assert(renderer-func_use);if (!renderer-func_use(renderer))return GL_FALSE;// 通过model view projection矩阵将顶点坐标转换为屏幕坐标IJK_GLES_Matrix modelViewProj;IJK_GLES2_loadOrtho(modelViewProj, -1.0f, 1.0f, -1.0f, 1.0f, -1.0f, 1.0f);glUniformMatrix4fv(renderer-um4_mvp, 1, GL_FALSE, modelViewProj.m); IJK_GLES2_checkError_TRACE(glUniformMatrix4fv(um4_mvp));IJK_GLES2_Renderer_TexCoords_reset(renderer);IJK_GLES2_Renderer_TexCoords_reloadVertex(renderer);IJK_GLES2_Renderer_Vertices_reset(renderer);IJK_GLES2_Renderer_Vertices_reloadVertex(renderer);return GL_TRUE; } 然后在此将bt709矩阵传入GPU static GLboolean yuv420sp_use(IJK_GLES2_Renderer *renderer) {ALOGI(use render yuv420sp\n);glPixelStorei(GL_UNPACK_ALIGNMENT, 1);glUseProgram(renderer-program); IJK_GLES2_checkError_TRACE(glUseProgram);if (0 renderer-plane_textures[0])glGenTextures(2, renderer-plane_textures);for (int i 0; i 2; i) {glActiveTexture(GL_TEXTURE0 i);glBindTexture(GL_TEXTURE_2D, renderer-plane_textures[i]);glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);glUniform1i(renderer-us2_sampler[i], i);}// 在此将bt709矩阵传入GPUglUniformMatrix3fv(renderer-um3_color_conversion, 1, GL_FALSE, IJK_GLES2_getColorMatrix_bt709());return GL_TRUE; } 3.1.6 加载shader程序 使用shader程序的固定步骤如下 首先创建shader并把所编写shader程序code传入通过编译再通过glCreateProgram创建GPU程序attach program link program use program在经过以上固定步骤之后正常情况下就可以使用所编写的shader程序了 创建shader设置shader程序并通过编译  GLuint IJK_GLES2_loadShader(GLenum shader_type, const char *shader_source) {assert(shader_source);GLuint shader glCreateShader(shader_type); IJK_GLES2_checkError(glCreateShader);if (!shader)return 0;assert(shader_source);glShaderSource(shader, 1, shader_source, NULL); IJK_GLES2_checkError_TRACE(glShaderSource);glCompileShader(shader); IJK_GLES2_checkError_TRACE(glCompileShader);GLint compile_status 0;glGetShaderiv(shader, GL_COMPILE_STATUS, compile_status);if (!compile_status)goto fail;return shader;fail:if (shader) {IJK_GLES2_printShaderInfo(shader);glDeleteShader(shader);}return 0; } shader程序要真正跑起来必须先附加到program再link到program程序并使用该程序方可这是固定步骤 IJK_GLES2_Renderer *IJK_GLES2_Renderer_create_base(const char *fragment_shader_source) {assert(fragment_shader_source);IJK_GLES2_Renderer *renderer (IJK_GLES2_Renderer *)calloc(1, sizeof(IJK_GLES2_Renderer));if (!renderer)goto fail;renderer-vertex_shader IJK_GLES2_loadShader(GL_VERTEX_SHADER, IJK_GLES2_getVertexShader_default());if (!renderer-vertex_shader)goto fail;renderer-fragment_shader IJK_GLES2_loadShader(GL_FRAGMENT_SHADER, fragment_shader_source);if (!renderer-fragment_shader)goto fail;renderer-program glCreateProgram(); IJK_GLES2_checkError(glCreateProgram);if (!renderer-program)goto fail;glAttachShader(renderer-program, renderer-vertex_shader); IJK_GLES2_checkError(glAttachShader(vertex));glAttachShader(renderer-program, renderer-fragment_shader); IJK_GLES2_checkError(glAttachShader(fragment));glLinkProgram(renderer-program); IJK_GLES2_checkError(glLinkProgram);GLint link_status GL_FALSE;glGetProgramiv(renderer-program, GL_LINK_STATUS, link_status);if (!link_status)goto fail;renderer-av4_position glGetAttribLocation(renderer-program, av4_Position); IJK_GLES2_checkError_TRACE(glGetAttribLocation(av4_Position));renderer-av2_texcoord glGetAttribLocation(renderer-program, av2_Texcoord); IJK_GLES2_checkError_TRACE(glGetAttribLocation(av2_Texcoord));renderer-um4_mvp glGetUniformLocation(renderer-program, um4_ModelViewProjection); IJK_GLES2_checkError_TRACE(glGetUniformLocation(um4_ModelViewProjection));return renderer;fail:if (renderer renderer-program)IJK_GLES2_printProgramInfo(renderer-program);IJK_GLES2_Renderer_free(renderer);return NULL; } 3.2 render  好了以上对shader的使用有了个大概了解之后现在可以进入到真正视频render阶段了。 3.2.1 像素数据 首先video的render对象是像素数据诸如yuv系列或rgb系列不管Android还是iOS平台也不论软解或硬解IJKPLAYER对此分析出共性对解码出来的像素数据统一入口处理对不支持的像素格式通过sws_scale()或libyuv(Android平台)进行转换转换为支持的像素格式再render 解码后像素格式的调用链入口均是queue_picture()  queue_picture() SDL_VoutFillFrameYUVOverlay() func_fill_frame() 此处以FFmpeg软解为例Android的mediacodec硬解及iOS的videotoolbox均不涉及 解码后的像素数据输入到SDL_VoutOverlay具体是pixels及pitches中准备rendervideo源和所支持的像素格式不一致先转换像素格式再render static int func_fill_frame(SDL_VoutOverlay *overlay, const AVFrame *frame) {assert(overlay);SDL_VoutOverlay_Opaque *opaque overlay-opaque;AVFrame swscale_dst_pic { { 0 } };av_frame_unref(opaque-linked_frame);int need_swap_uv 0;int use_linked_frame 0;enum AVPixelFormat dst_format AV_PIX_FMT_NONE;switch (overlay-format) {case SDL_FCC_YV12:need_swap_uv 1;// no break;case SDL_FCC_I420:if (frame-format AV_PIX_FMT_YUV420P || frame-format AV_PIX_FMT_YUVJ420P) {// ALOGE(direct draw frame);use_linked_frame 1;dst_format frame-format;} else {// ALOGE(copy draw frame);dst_format AV_PIX_FMT_YUV420P;}break;case SDL_FCC_I444P10LE:if (frame-format AV_PIX_FMT_YUV444P10LE) {// ALOGE(direct draw frame);use_linked_frame 1;dst_format frame-format;} else {// ALOGE(copy draw frame);dst_format AV_PIX_FMT_YUV444P10LE;}break;case SDL_FCC_RV32:dst_format AV_PIX_FMT_0BGR32;break;case SDL_FCC_RV24:dst_format AV_PIX_FMT_RGB24;break;case SDL_FCC_RV16:dst_format AV_PIX_FMT_RGB565;break;default:ALOGE(SDL_VoutFFmpeg_ConvertPicture: unexpected overlay format %s(%d),(char*)overlay-format, overlay-format);return -1;}// setup frameif (use_linked_frame) {// linked frameav_frame_ref(opaque-linked_frame, frame);overlay_fill(overlay, opaque-linked_frame, opaque-planes);if (need_swap_uv)FFSWAP(Uint8*, overlay-pixels[1], overlay-pixels[2]);} else {// managed frameAVFrame* managed_frame opaque_obtain_managed_frame_buffer(opaque);if (!managed_frame) {ALOGE(OOM in opaque_obtain_managed_frame_buffer);return -1;}overlay_fill(overlay, opaque-managed_frame, opaque-planes);// setup frame managedfor (int i 0; i overlay-planes; i) {swscale_dst_pic.data[i] overlay-pixels[i];swscale_dst_pic.linesize[i] overlay-pitches[i];}if (need_swap_uv)FFSWAP(Uint8*, swscale_dst_pic.data[1], swscale_dst_pic.data[2]);}// swscale / direct drawif (use_linked_frame) {// do nothing} else if (ijk_image_convert(frame-width, frame-height,dst_format, swscale_dst_pic.data, swscale_dst_pic.linesize,frame-format, (const uint8_t**) frame-data, frame-linesize)) {opaque-img_convert_ctx sws_getCachedContext(opaque-img_convert_ctx,frame-width, frame-height, frame-format, frame-width, frame-height,dst_format, opaque-sws_flags, NULL, NULL, NULL);if (opaque-img_convert_ctx NULL) {ALOGE(sws_getCachedContext failed);return -1;}sws_scale(opaque-img_convert_ctx, (const uint8_t**) frame-data, frame-linesize,0, frame-height, swscale_dst_pic.data, swscale_dst_pic.linesize);if (!opaque-no_neon_warned) {opaque-no_neon_warned 1;ALOGE(non-neon image convert %s - %s, av_get_pix_fmt_name(frame-format), av_get_pix_fmt_name(dst_format));}}// TODO: 9 draw black if overlay is larger than screenreturn 0; } 填充像素数据及其linesize  static void overlay_fill(SDL_VoutOverlay *overlay, AVFrame *frame, int planes) {overlay-planes planes;for (int i 0; i AV_NUM_DATA_POINTERS; i) {overlay-pixels[i] frame-data[i];overlay-pitches[i] frame-linesize[i];} }于此FFmpeg软解后render的像素数据就准备好了可以render了。  3.2.2 创建render 由于OpenGL ES的render是跨Android和iOS平台的因此提供了统一的创建对应像素格式的render的接口但IJKPLAYER只支持几种yuv系列和rgb系列的像素格式render对于视频源像素格式不在IJKPLAYER支持之列的会通过sws_scale()转为支持的像素格式再render 在此根据IJKPLAYER所支持的像素格式创建对应的render  IJK_GLES2_Renderer *IJK_GLES2_Renderer_create(SDL_VoutOverlay *overlay) {if (!overlay)return NULL;IJK_GLES2_printString(Version, GL_VERSION);IJK_GLES2_printString(Vendor, GL_VENDOR);IJK_GLES2_printString(Renderer, GL_RENDERER);IJK_GLES2_printString(Extensions, GL_EXTENSIONS);IJK_GLES2_Renderer *renderer NULL;switch (overlay-format) {case SDL_FCC_RV16: renderer IJK_GLES2_Renderer_create_rgb565(); break;case SDL_FCC_RV24: renderer IJK_GLES2_Renderer_create_rgb888(); break;case SDL_FCC_RV32: renderer IJK_GLES2_Renderer_create_rgbx8888(); break; #ifdef __APPLE__case SDL_FCC_NV12: renderer IJK_GLES2_Renderer_create_yuv420sp(); break;case SDL_FCC__VTB: renderer IJK_GLES2_Renderer_create_yuv420sp_vtb(overlay); break; #endifcase SDL_FCC_YV12: renderer IJK_GLES2_Renderer_create_yuv420p(); break;case SDL_FCC_I420: renderer IJK_GLES2_Renderer_create_yuv420p(); break;case SDL_FCC_I444P10LE: renderer IJK_GLES2_Renderer_create_yuv444p10le(); break;default:ALOGE([GLES2] unknown format %4s(%d)\n, (char *)overlay-format, overlay-format);return NULL;}renderer-format overlay-format;return renderer; } 以yuv420p为例render实例的创建 IJK_GLES2_Renderer *IJK_GLES2_Renderer_create_yuv420p() {ALOGI(create render yuv420p\n);IJK_GLES2_Renderer *renderer IJK_GLES2_Renderer_create_base(IJK_GLES2_getFragmentShader_yuv420p());if (!renderer)goto fail;renderer-us2_sampler[0] glGetUniformLocation(renderer-program, us2_SamplerX); IJK_GLES2_checkError_TRACE(glGetUniformLocation(us2_SamplerX));renderer-us2_sampler[1] glGetUniformLocation(renderer-program, us2_SamplerY); IJK_GLES2_checkError_TRACE(glGetUniformLocation(us2_SamplerY));renderer-us2_sampler[2] glGetUniformLocation(renderer-program, us2_SamplerZ); IJK_GLES2_checkError_TRACE(glGetUniformLocation(us2_SamplerZ));renderer-um3_color_conversion glGetUniformLocation(renderer-program, um3_ColorConversion); IJK_GLES2_checkError_TRACE(glGetUniformLocation(um3_ColorConversionMatrix));renderer-func_use yuv420p_use;renderer-func_getBufferWidth yuv420p_getBufferWidth;renderer-func_uploadTexture yuv420p_uploadTexture;return renderer; fail:IJK_GLES2_Renderer_free(renderer);return NULL; } 3.2.3 使用shader程序 在完成编写/加载/链接shader程序到program之后必须要将shader程序用起来 static GLboolean yuv420p_use(IJK_GLES2_Renderer *renderer) {ALOGI(use render yuv420p\n);glPixelStorei(GL_UNPACK_ALIGNMENT, 1);glUseProgram(renderer-program); //IJK_GLES2_checkE·1rror_TRACE(glUseProgram);if (0 renderer-plane_textures[0])glGenTextures(3, renderer-plane_textures);for (int i 0; i 3; i) {glActiveTexture(GL_TEXTURE0 i);glBindTexture(GL_TEXTURE_2D, renderer-plane_textures[i]);glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);glUniform1i(renderer-us2_sampler[i], i);}glUniformMatrix3fv(renderer-um3_color_conversion, 1, GL_FALSE, IJK_GLES2_getColorMatrix_bt709());return GL_TRUE; } 必须说明的是以上在使用shader程序之时还得创建texture用以GPU采样纹理数据。简单来讲就是通过texture将像素数据喂给GPU处理。  3.2.4 upload texture 将于yuv420p像素数据喂给GPU处理 static GLboolean yuv420p_uploadTexture(IJK_GLES2_Renderer *renderer, SDL_VoutOverlay *overlay) {if (!renderer || !overlay)return GL_FALSE;int planes[3] { 0, 1, 2 };const GLsizei widths[3] { overlay-pitches[0], overlay-pitches[1], overlay-pitches[2] };const GLsizei heights[3] { overlay-h, overlay-h / 2, overlay-h / 2 };const GLubyte *pixels[3] { overlay-pixels[0], overlay-pixels[1], overlay-pixels[2] };switch (overlay-format) {case SDL_FCC_I420:break;case SDL_FCC_YV12:planes[1] 2;planes[2] 1;break;default:ALOGE([yuv420p] unexpected format %x\n, overlay-format);return GL_FALSE;}for (int i 0; i 3; i) {int plane planes[i];glBindTexture(GL_TEXTURE_2D, renderer-plane_textures[i]);glTexImage2D(GL_TEXTURE_2D,0,GL_LUMINANCE,widths[plane],heights[plane],0,GL_LUMINANCE,GL_UNSIGNED_BYTE,pixels[plane]);}return GL_TRUE; } 3.2.5 draw 最后调用glDrawArray(GL_TRIANGLE_STRIP, 0, 4)绘制 /** Per-Frame routine*/ GLboolean IJK_GLES2_Renderer_renderOverlay(IJK_GLES2_Renderer *renderer, SDL_VoutOverlay *overlay) {if (!renderer || !renderer-func_uploadTexture)return GL_FALSE;glClear(GL_COLOR_BUFFER_BIT); IJK_GLES2_checkError_TRACE(glClear);GLsizei visible_width renderer-frame_width;GLsizei visible_height renderer-frame_height;if (overlay) {visible_width overlay-w;visible_height overlay-h;if (renderer-frame_width ! visible_width ||renderer-frame_height ! visible_height ||renderer-frame_sar_num ! overlay-sar_num ||renderer-frame_sar_den ! overlay-sar_den) {renderer-frame_width visible_width;renderer-frame_height visible_height;renderer-frame_sar_num overlay-sar_num;renderer-frame_sar_den overlay-sar_den;renderer-vertices_changed 1;}renderer-last_buffer_width renderer-func_getBufferWidth(renderer, overlay);if (!renderer-func_uploadTexture(renderer, overlay))return GL_FALSE;} else {// NULL overlay means force reload verticerenderer-vertices_changed 1;}GLsizei buffer_width renderer-last_buffer_width;if (renderer-vertices_changed ||(buffer_width 0 buffer_width visible_width buffer_width ! renderer-buffer_width visible_width ! renderer-visible_width)){renderer-vertices_changed 0;IJK_GLES2_Renderer_Vertices_apply(renderer);IJK_GLES2_Renderer_Vertices_reloadVertex(renderer);renderer-buffer_width buffer_width;renderer-visible_width visible_width;GLsizei padding_pixels buffer_width - visible_width;GLfloat padding_normalized ((GLfloat)padding_pixels) / buffer_width;IJK_GLES2_Renderer_TexCoords_reset(renderer);IJK_GLES2_Renderer_TexCoords_cropRight(renderer, padding_normalized);IJK_GLES2_Renderer_TexCoords_reloadVertex(renderer);}glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); IJK_GLES2_checkError_TRACE(glDrawArrays);return GL_TRUE; } 3.3 video_refresh_thread  最后提一下视频刷新线程主要做几件事情 音视频同步若以video为参考时钟按duration播放视频若以audio为参考时钟纠正video的播放时间在音视频同步之后对准备display的video帧Frame开始render更新video的时钟也即当前video播放到哪个时间点了即对pts更新调到第一步loop video的display线程主函数  static int video_refresh_thread(void *arg) {FFPlayer *ffp arg;VideoState *is ffp-is;double remaining_time 0.0;while (!is-abort_request) {if (remaining_time 0.0)av_usleep((int)(int64_t)(remaining_time * 1000000.0));remaining_time REFRESH_RATE;if (is-show_mode ! SHOW_MODE_NONE (!is-paused || is-force_refresh))video_refresh(ffp, remaining_time);}return 0; } display线程的具体执行函数  /* called to display each frame */ static void video_refresh(FFPlayer *opaque, double *remaining_time) {FFPlayer *ffp opaque;VideoState *is ffp-is;double time;Frame *sp, *sp2;if (!is-paused get_master_sync_type(is) AV_SYNC_EXTERNAL_CLOCK is-realtime)check_external_clock_speed(is);if (!ffp-display_disable is-show_mode ! SHOW_MODE_VIDEO is-audio_st) {time av_gettime_relative() / 1000000.0;if (is-force_refresh || is-last_vis_time ffp-rdftspeed time) {video_display2(ffp);is-last_vis_time time;}// video按duration显示此字段用以display线程在完成当前帧render之后下一帧render的时间*remaining_time FFMIN(*remaining_time, is-last_vis_time ffp-rdftspeed - time);}if (is-video_st) { retry:if (frame_queue_nb_remaining(is-pictq) 0) {// nothing to do, no picture to display in the queue} else {double last_duration, duration, delay;Frame *vp, *lastvp;/* dequeue the picture */lastvp frame_queue_peek_last(is-pictq);vp frame_queue_peek(is-pictq);if (vp-serial ! is-videoq.serial) {frame_queue_next(is-pictq);goto retry;}if (lastvp-serial ! vp-serial)is-frame_timer av_gettime_relative() / 1000000.0;if (is-paused)goto display;/* compute nominal last_duration */// 音视频同步纠正video的pts时钟last_duration vp_duration(is, lastvp, vp);delay compute_target_delay(ffp, last_duration, is);time av_gettime_relative()/1000000.0;if (isnan(is-frame_timer) || time is-frame_timer)is-frame_timer time;if (time is-frame_timer delay) {*remaining_time FFMIN(is-frame_timer delay - time, *remaining_time);goto display;}is-frame_timer delay;if (delay 0 time - is-frame_timer AV_SYNC_THRESHOLD_MAX)is-frame_timer time;SDL_LockMutex(is-pictq.mutex);if (!isnan(vp-pts))// 更新video的时钟update_video_pts(is, vp-pts, vp-pos, vp-serial);SDL_UnlockMutex(is-pictq.mutex);if (frame_queue_nb_remaining(is-pictq) 1) {Frame *nextvp frame_queue_peek_next(is-pictq);duration vp_duration(is, vp, nextvp);if(!is-step (ffp-framedrop 0 || (ffp-framedrop get_master_sync_type(is) ! AV_SYNC_VIDEO_MASTER)) time is-frame_timer duration) {frame_queue_next(is-pictq);goto retry;}}// 略去字幕相关处理逻辑......frame_queue_next(is-pictq);is-force_refresh 1;SDL_LockMutex(ffp-is-play_mutex);if (is-step) {is-step 0;if (!is-paused)stream_update_pause_l(ffp);}SDL_UnlockMutex(ffp-is-play_mutex);} display:/* display picture */if (!ffp-display_disable is-force_refresh is-show_mode SHOW_MODE_VIDEO is-pictq.rindex_shown)video_display2(ffp);}is-force_refresh 0;// 略去状态打印code...... } video开始render  /* display the current picture, if any */ static void video_display2(FFPlayer *ffp) {VideoState *is ffp-is;if (is-video_st)video_image_display2(ffp); } 调用render的外围接口开始render static void video_image_display2(FFPlayer *ffp) {VideoState *is ffp-is;Frame *vp;Frame *sp NULL;vp frame_queue_peek_last(is-pictq);if (vp-bmp) {// 略去字幕逻辑......if (ffp-render_wait_start !ffp-start_on_prepared is-pause_req) {if (!ffp-first_video_frame_rendered) {ffp-first_video_frame_rendered 1;ffp_notify_msg1(ffp, FFP_MSG_VIDEO_RENDERING_START);}while (is-pause_req !is-abort_request) {SDL_Delay(20);}}// 调用render模块接口开始renderSDL_VoutDisplayYUVOverlay(ffp-vout, vp-bmp);ffp-stat.vfps SDL_SpeedSamplerAdd(ffp-vfps_sampler, FFP_SHOW_VFPS_FFPLAY, vfps[ffplay]);if (!ffp-first_video_frame_rendered) {ffp-first_video_frame_rendered 1;ffp_notify_msg1(ffp, FFP_MSG_VIDEO_RENDERING_START);}if (is-latest_video_seek_load_serial vp-serial) {int latest_video_seek_load_serial __atomic_exchange_n((is-latest_video_seek_load_serial), -1, memory_order_seq_cst);if (latest_video_seek_load_serial vp-serial) {ffp-stat.latest_seek_load_duration (av_gettime() - is-latest_seek_load_start_at) / 1000;if (ffp-av_sync_type AV_SYNC_VIDEO_MASTER) {ffp_notify_msg2(ffp, FFP_MSG_VIDEO_SEEK_RENDERING_START, 1);} else {ffp_notify_msg2(ffp, FFP_MSG_VIDEO_SEEK_RENDERING_START, 0);}}}} } 最后再通过SDL_Vout实例display_overlay回调让GPU做视频的render工作  int SDL_VoutDisplayYUVOverlay(SDL_Vout *vout, SDL_VoutOverlay *overlay) {if (vout overlay vout-display_overlay)return vout-display_overlay(vout, overlay);return -1; } 4 其他 4.1 分辨率变更 分辨率变更在render的时候需要重置顶点坐标并裁剪纹理坐标的右侧再重新启动顶点坐标 GLboolean IJK_GLES2_Renderer_renderOverlay(IJK_GLES2_Renderer *renderer, SDL_VoutOverlay *overlay) {if (!renderer || !renderer-func_uploadTexture)return GL_FALSE;glClear(GL_COLOR_BUFFER_BIT); IJK_GLES2_checkError_TRACE(glClear);GLsizei visible_width renderer-frame_width;GLsizei visible_height renderer-frame_height;if (overlay) {visible_width overlay-w;visible_height overlay-h;if (renderer-frame_width ! visible_width ||renderer-frame_height ! visible_height ||renderer-frame_sar_num ! overlay-sar_num ||renderer-frame_sar_den ! overlay-sar_den) {renderer-frame_width visible_width;renderer-frame_height visible_height;renderer-frame_sar_num overlay-sar_num;renderer-frame_sar_den overlay-sar_den;renderer-vertices_changed 1;}renderer-last_buffer_width renderer-func_getBufferWidth(renderer, overlay);if (!renderer-func_uploadTexture(renderer, overlay))return GL_FALSE;} else {// NULL overlay means force reload verticerenderer-vertices_changed 1;}GLsizei buffer_width renderer-last_buffer_width;if (renderer-vertices_changed ||(buffer_width 0 buffer_width visible_width buffer_width ! renderer-buffer_width visible_width ! renderer-visible_width)){renderer-vertices_changed 0;IJK_GLES2_Renderer_Vertices_apply(renderer);IJK_GLES2_Renderer_Vertices_reloadVertex(renderer);renderer-buffer_width buffer_width;renderer-visible_width visible_width;GLsizei padding_pixels buffer_width - visible_width;GLfloat padding_normalized ((GLfloat)padding_pixels) / buffer_width;IJK_GLES2_Renderer_TexCoords_reset(renderer);IJK_GLES2_Renderer_TexCoords_cropRight(renderer, padding_normalized);IJK_GLES2_Renderer_TexCoords_reloadVertex(renderer);}glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); IJK_GLES2_checkError_TRACE(glDrawArrays);return GL_TRUE; } 调整纹理坐标裁剪右侧即宽度  static void IJK_GLES2_Renderer_TexCoords_cropRight(IJK_GLES2_Renderer *renderer, GLfloat cropRight) {ALOGE(IJK_GLES2_Renderer_TexCoords_cropRight\n);renderer-texcoords[0] 0.0f;renderer-texcoords[1] 1.0f;renderer-texcoords[2] 1.0f - cropRight;renderer-texcoords[3] 1.0f;renderer-texcoords[4] 0.0f;renderer-texcoords[5] 0.0f;renderer-texcoords[6] 1.0f - cropRight;renderer-texcoords[7] 0.0f; } 4.2 iOS端画面缩放 首先在iOS播放器初始化之时设置缩放或拉伸选项 - (void)setContentMode:(UIViewContentMode)contentMode {[super setContentMode:contentMode];switch (contentMode) {case UIViewContentModeScaleToFill:_rendererGravity IJK_GLES2_GRAVITY_RESIZE;break;case UIViewContentModeScaleAspectFit:_rendererGravity IJK_GLES2_GRAVITY_RESIZE_ASPECT;break;case UIViewContentModeScaleAspectFill:_rendererGravity IJK_GLES2_GRAVITY_RESIZE_ASPECT_FILL;break;default:_rendererGravity IJK_GLES2_GRAVITY_RESIZE_ASPECT;break;}[self invalidateRenderBuffer]; } 再将此选项传入IJK_GLES2_Renderer中用变量gravity保存  - (BOOL)setupRenderer: (SDL_VoutOverlay *) overlay {if (overlay nil)return _renderer ! nil;if (!IJK_GLES2_Renderer_isValid(_renderer) ||!IJK_GLES2_Renderer_isFormat(_renderer, overlay-format)) {IJK_GLES2_Renderer_reset(_renderer);IJK_GLES2_Renderer_freeP(_renderer);_renderer IJK_GLES2_Renderer_create(overlay);if (!IJK_GLES2_Renderer_isValid(_renderer))return NO;if (!IJK_GLES2_Renderer_use(_renderer))return NO;IJK_GLES2_Renderer_setGravity(_renderer, _rendererGravity, _backingWidth, _backingHeight);}return YES; } render用变量gravity来保存所设置的选项  GLboolean IJK_GLES2_Renderer_setGravity(IJK_GLES2_Renderer *renderer, int gravity, GLsizei layer_width, GLsizei layer_height) {if (renderer-gravity ! gravity gravity IJK_GLES2_GRAVITY_MIN gravity IJK_GLES2_GRAVITY_MAX)renderer-vertices_changed 1;else if (renderer-layer_width ! layer_width)renderer-vertices_changed 1;else if (renderer-layer_height ! layer_height)renderer-vertices_changed 1;elsereturn GL_TRUE;renderer-gravity gravity;renderer-layer_width layer_width;renderer-layer_height layer_height;return GL_TRUE; } 最后在此进行缩放或拉伸 static void IJK_GLES2_Renderer_Vertices_apply(IJK_GLES2_Renderer *renderer) {switch (renderer-gravity) {case IJK_GLES2_GRAVITY_RESIZE_ASPECT:break;case IJK_GLES2_GRAVITY_RESIZE_ASPECT_FILL:break;case IJK_GLES2_GRAVITY_RESIZE:IJK_GLES2_Renderer_Vertices_reset(renderer);return;default:ALOGE([GLES2] unknown gravity %d\n, renderer-gravity);IJK_GLES2_Renderer_Vertices_reset(renderer);return;}if (renderer-layer_width 0 ||renderer-layer_height 0 ||renderer-frame_width 0 ||renderer-frame_height 0){ALOGE([GLES2] invalid width/height for gravity aspect\n);IJK_GLES2_Renderer_Vertices_reset(renderer);return;}float width renderer-frame_width;float height renderer-frame_height;if (renderer-frame_sar_num 0 renderer-frame_sar_den 0) {width width * renderer-frame_sar_num / renderer-frame_sar_den;}const float dW (float)renderer-layer_width / width;const float dH (float)renderer-layer_height / height;float dd 1.0f;float nW 1.0f;float nH 1.0f;// 2种等比缩放以填充指定屏幕iOS支持Android则是在native层处理缩放switch (renderer-gravity) {case IJK_GLES2_GRAVITY_RESIZE_ASPECT_FILL: dd FFMAX(dW, dH); break;case IJK_GLES2_GRAVITY_RESIZE_ASPECT: dd FFMIN(dW, dH); break;}nW (width * dd / (float)renderer-layer_width);nH (height * dd / (float)renderer-layer_height);renderer-vertices[0] - nW;renderer-vertices[1] - nH;renderer-vertices[2] nW;renderer-vertices[3] - nH;renderer-vertices[4] - nW;renderer-vertices[5] nH;renderer-vertices[6] nW;renderer-vertices[7] nH; } 4.3 支持的像素格式 IJKPLAYER支持对video像素格式的支持有以下8种 #define SDL_FCC_YV12 SDL_FOURCC(Y, V, 1, 2) /** bpp12, Planar mode: Y V U (3 planes) */ #define SDL_FCC_I420 SDL_FOURCC(I, 4, 2, 0) /** bpp12, Planar mode: Y U V (3 planes) */ #define SDL_FCC_I444P10LE SDL_FOURCC(I, 4, A, L)#define SDL_FCC_NV12 SDL_FOURCC(N, V, 1, 2) #define SDL_FCC__VTB SDL_FOURCC(_, V, T, B) /** iOS VideoToolbox */// RGB formats #define SDL_FCC_RV16 SDL_FOURCC(R, V, 1, 6) /** bpp16, RGB565 */ #define SDL_FCC_RV24 SDL_FOURCC(R, V, 2, 4) /** bpp24, RGB888 */ #define SDL_FCC_RV32 SDL_FOURCC(R, V, 3, 2) /** bpp32, RGBX8888 */ 具体参见以下函数实现  IJK_GLES2_Renderer *IJK_GLES2_Renderer_create(SDL_VoutOverlay *overlay) {if (!overlay)return NULL;IJK_GLES2_printString(Version, GL_VERSION);IJK_GLES2_printString(Vendor, GL_VENDOR);IJK_GLES2_printString(Renderer, GL_RENDERER);IJK_GLES2_printString(Extensions, GL_EXTENSIONS);IJK_GLES2_Renderer *renderer NULL;switch (overlay-format) {case SDL_FCC_RV16: renderer IJK_GLES2_Renderer_create_rgb565(); break;case SDL_FCC_RV24: renderer IJK_GLES2_Renderer_create_rgb888(); break;case SDL_FCC_RV32: renderer IJK_GLES2_Renderer_create_rgbx8888(); break; #ifdef __APPLE__case SDL_FCC_NV12: renderer IJK_GLES2_Renderer_create_yuv420sp(); break;case SDL_FCC__VTB: renderer IJK_GLES2_Renderer_create_yuv420sp_vtb(overlay); break; #endifcase SDL_FCC_YV12: renderer IJK_GLES2_Renderer_create_yuv420p(); break;case SDL_FCC_I420: renderer IJK_GLES2_Renderer_create_yuv420p(); break;case SDL_FCC_I444P10LE: renderer IJK_GLES2_Renderer_create_yuv444p10le(); break;default:ALOGE([GLES2] unknown format %4s(%d)\n, (char *)overlay-format, overlay-format);return NULL;}renderer-format overlay-format;return renderer; } 4.4 设置目标像素格式 通过setOption()设置目标像素格式进行render缺省是SDL_FCC_RV32 { overlay-format, fourcc of overlay format,OPTION_OFFSET(overlay_format), OPTION_INT(SDL_FCC_RV32, INT_MIN, INT_MAX), 若目标像素格式设置为SDL_FCC__GLES2并且视频源的像素格式为以下3种时由IJKPLAYER自由选择  ......Uint32 overlay_format display-overlay_format;switch (overlay_format) {case SDL_FCC__GLES2: {switch (frame_format) {case AV_PIX_FMT_YUV444P10LE:overlay_format SDL_FCC_I444P10LE;break;case AV_PIX_FMT_YUV420P:case AV_PIX_FMT_YUVJ420P:default: #if defined(__ANDROID__)overlay_format SDL_FCC_YV12; #elseoverlay_format SDL_FCC_I420; #endifbreak;}break;}}......
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