# Virtual Camera The virtual camera feature allows 3rd party application to expose a remote or virtual camera to the standard Android camera frameworks (Camera2/CameraX, NDK, camera1). The stack is composed into 4 different parts: 1. The **Virtual Camera Service** (this directory), implementing the Camera HAL and acts as an interface between the Android Camera Server and the *Virtual Camera Owner* (via the VirtualDeviceManager APIs). 2. The **VirtualDeviceManager** running in the system process and handling the communication between the Virtual Camera service and the Virtual Camera owner 3. The **Virtual Camera Owner**, the client application declaring the Virtual Camera and handling the production of image data. We will also refer to this part as the **producer** 4. The **Consumer Application**, the client application consuming camera data, which can be any application using the camera APIs This document describes the functionalities of the *Virtual Camera Service* ## Before reading The service implements the Camera HAL. It's best to have a bit of an understanding of how it works by reading the [HAL documentation first](https://source.android.com/docs/core/camera) ![](https://source.android.com/static/docs/core/camera/images/ape_fwk_camera2.png) The HAL implementations are declared in: - [VirtualCameraDevice](./VirtualCameraDevice.h) - [VirtualCameraProvider](./VirtualCameraProvider.h) - [VirtualCameraSession](./VirtualCameraSession.h) ## Current supported features Virtual Cameras report `EXTERNAL` [hardware level](https://developer.android.com/reference/android/hardware/camera2/CameraCharacteristics#INFO_SUPPORTED_HARDWARE_LEVEL) but some [functionalities of `EXTERNAL`](https://developer.android.com/reference/android/hardware/camera2/CameraMetadata#INFO_SUPPORTED_HARDWARE_LEVEL_EXTERNAL) hardware level are not fully supported. Here is a list of supported features - Single input multiple output stream and capture: - Support for YUV and JPEG Notable missing features: - Support for auto 3A (AWB, AE, AF): virtual camera will announce convergence of 3A algorithm even though it can't receive any information about this from the owner. - No flash/torch support ## Overview Graphic data are exchanged using the Surface infrastructure. Like any other Camera HAL, the Surfaces to write data into are received from the client. Virtual Camera exposes a **different** Surface onto which the owner can write data. In the middle, we use an EGL Texture which adapts (if needed) the producer data to the required consumer format (scaling only for now, but we might also add support for rotation and cropping in the future). When the client application requires multiple resolutions, the closest one among supported resolutions is used for the input data and the image data is down scaled for the lower resolutions. Depending on the type of output, the rendering pipelines change. Here is an overview of the YUV and JPEG pipelines. **YUV Rendering:** ``` Virtual Device Owner Surface[1] (Producer) --{binds to}--> EGL Texture[1] --{renders into}--> Client Surface[1-n] (Consumer) ``` **JPEG Rendering:** ``` Virtual Device Owner Surface[1] (Producer) --{binds to}--> EGL Texture[1] --{compress data into}--> temporary buffer --{renders into}--> Client Surface[1-n] (Consumer) ``` ## Life of a capture request > Before reading the following, you must understand the concepts of > [CaptureRequest](https://developer.android.com/reference/android/hardware/camera2/CaptureRequest) > and > [OutputConfiguration](https://developer.android.com/reference/android/hardware/camera2/OutputConfiguration). 1. The consumer creates a session with one or more `Surfaces` 2. The VirtualCamera owner will receive a call to `VirtualCameraCallback#onStreamConfigured` with a reference to another `Suface` where it can write into. 3. The consumer will then start sending `CaptureRequests`. The owner will receive a call to `VirtualCameraCallback#onProcessCaptureRequest`, at which points it should write the required data into the surface it previously received. At the same time, a new task will be enqueued in the render thread 4. The [VirtualCameraRenderThread](./VirtualCameraRenderThread.cc) will consume the enqueued tasks as they come. It will wait for the producer to write into the input Surface (using `Surface::waitForNextFrame`). > **Note:** Since the Surface API allows us to wait for the next frame, > there is no need for the producer to notify when the frame is ready by > calling a `processCaptureResult()` equivalent. 5. The EGL Texture is updated with the content of the Surface. 6. The EGL Texture renders into the output Surfaces. 7. The Camera client is notified of the "shutter" event and the `CaptureResult` is sent to the consumer. ## EGL Rendering ### The render thread The [VirtualCameraRenderThread](./VirtualCameraRenderThread.h) module takes care of rendering the input from the owner to the output via the EGL Texture. The rendering is done either to a JPEG buffer, which is the BLOB rendering for creating a JPEG or to a YUV buffer used mainly for preview Surfaces or video. Two EGLPrograms (shaders) defined in [EglProgram](./util/EglProgram.cc) handle the rendering of the data. ### Initialization [EGlDisplayContext](./util/EglDisplayContext.h) initializes the whole EGL environment (Display, Surface, Context, and Config). The EGL Rendering is backed by a [ANativeWindow](https://developer.android.com/ndk/reference/group/a-native-window) which is just the native counterpart of the [Surface](https://developer.android.com/reference/android/view/Surface), which itself is the producer side of buffer queue, the consumer being either the display (Camera preview) or some encoder (to save the data or send it across the network). ### More about OpenGL To better understand how the EGL rendering works the following resources can be used: Introduction to OpenGL: https://learnopengl.com/ The official documentation of EGL API can be queried at: https://www.khronos.org/registry/egl/sdk/docs/man/xhtml/ And using Google search with the following query: ``` [function name] site:https://registry.khronos.org/EGL/sdk/docs/man/html/ // example: eglSwapBuffers site:https://registry.khronos.org/EGL/sdk/docs/man/html/ ```