1page.title=SurfaceTexture 2@jd:body 3 4<!-- 5 Copyright 2014 The Android Open Source Project 6 7 Licensed under the Apache License, Version 2.0 (the "License"); 8 you may not use this file except in compliance with the License. 9 You may obtain a copy of the License at 10 11 http://www.apache.org/licenses/LICENSE-2.0 12 13 Unless required by applicable law or agreed to in writing, software 14 distributed under the License is distributed on an "AS IS" BASIS, 15 WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 16 See the License for the specific language governing permissions and 17 limitations under the License. 18--> 19<div id="qv-wrapper"> 20 <div id="qv"> 21 <h2>In this document</h2> 22 <ol id="auto-toc"> 23 </ol> 24 </div> 25</div> 26 27 28<p>The SurfaceTexture class was introduced in Android 3.0. Just as SurfaceView 29is the combination of a Surface and a View, SurfaceTexture is a rough 30combination of a Surface and a GLES texture (with a few caveats).</p> 31 32<p>When you create a SurfaceTexture, you are creating a BufferQueue for which 33your app is the consumer. When a new buffer is queued by the producer, your app 34is notified via callback (<code>onFrameAvailable()</code>). Your app calls 35<code>updateTexImage()</code>, which releases the previously-held buffer, 36acquires the new buffer from the queue, and makes some EGL calls to make the 37buffer available to GLES as an external texture.</p> 38 39 40<h2 id=ext_texture>External textures</h2> 41<p>External textures (<code>GL_TEXTURE_EXTERNAL_OES</code>) are not quite the 42same as textures created by GLES (<code>GL_TEXTURE_2D</code>): You have to 43configure your renderer a bit differently, and there are things you can't do 44with them. The key point is that you can render textured polygons directly 45from the data received by your BufferQueue. gralloc supports a wide variety of 46formats, so we need to guarantee the format of the data in the buffer is 47something GLES can recognize. To do so, when SurfaceTexture creates the 48BufferQueue, it sets the consumer usage flags to 49<code>GRALLOC_USAGE_HW_TEXTURE</code>, ensuring that any buffer created by 50gralloc would be usable by GLES.</p> 51 52<p>Because SurfaceTexture interacts with an EGL context, you must be careful to 53call its methods from the correct thread (as detailed in the class 54documentation).</p> 55 56<h2 id=time_transforms>Timestamps and transformations</h2> 57<p>If you look deeper into the class documentation, you will see a couple of odd 58calls. One call retrieves a timestamp, the other a transformation matrix, the 59value of each having been set by the previous call to 60<code>updateTexImage()</code>. It turns out that BufferQueue passes more than 61just a buffer handle to the consumer. Each buffer is accompanied by a timestamp 62and transformation parameters.</p> 63 64<p>The transformation is provided for efficiency. In some cases, the source data 65might be in the incorrect orientation for the consumer; but instead of rotating 66the data before sending it, we can send the data in its current orientation with 67a transform that corrects it. The transformation matrix can be merged with other 68transformations at the point the data is used, minimizing overhead.</p> 69 70<p>The timestamp is useful for certain buffer sources. For example, suppose you 71connect the producer interface to the output of the camera (with 72<code>setPreviewTexture()</code>). To create a video, you need to set the 73presentation timestamp for each frame; but you want to base that on the time 74when the frame was captured, not the time when the buffer was received by your 75app. The timestamp provided with the buffer is set by the camera code, resulting 76in a more consistent series of timestamps.</p> 77 78<h2 id=surfacet>SurfaceTexture and Surface</h2> 79 80<p>If you look closely at the API you'll see the only way for an application 81to create a plain Surface is through a constructor that takes a SurfaceTexture 82as the sole argument. (Prior to API 11, there was no public constructor for 83Surface at all.) This might seem a bit backward if you view SurfaceTexture as a 84combination of a Surface and a texture.</p> 85 86<p>Under the hood, SurfaceTexture is called GLConsumer, which more accurately 87reflects its role as the owner and consumer of a BufferQueue. When you create a 88Surface from a SurfaceTexture, what you're doing is creating an object that 89represents the producer side of the SurfaceTexture's BufferQueue.</p> 90 91<h2 id=continuous_capture>Case Study: Grafika's continuous capture</h2> 92 93<p>The camera can provide a stream of frames suitable for recording as a movie. 94To display it on screen, you create a SurfaceView, pass the Surface to 95<code>setPreviewDisplay()</code>, and let the producer (camera) and consumer 96(SurfaceFlinger) do all the work. To record the video, you create a Surface with 97MediaCodec's <code>createInputSurface()</code>, pass that to the camera, and 98again sit back and relax. To show and record the it at the same time, you have 99to get more involved.</p> 100 101<p>The <em>continuous capture</em> activity displays video from the camera as 102the video is being recorded. In this case, encoded video is written to a 103circular buffer in memory that can be saved to disk at any time. It's 104straightforward to implement so long as you keep track of where everything is. 105</p> 106 107<p>This flow involves three BufferQueues: one created by the app, one created by 108SurfaceFlinger, and one created by mediaserver:</p> 109<ul> 110<li><strong>Application</strong>. The app uses a SurfaceTexture to receive 111frames from Camera, converting them to an external GLES texture.</li> 112<li><strong>SurfaceFlinger</strong>. The app declares a SurfaceView, which we 113use to display the frames.</li> 114<li><strong>MediaServer</strong>. You configure a MediaCodec encoder with an 115input Surface to create the video.</li> 116</ul> 117 118<img src="images/continuous_capture_activity.png" alt="Grafika continuous 119capture activity" /> 120 121<p class="img-caption"><strong>Figure 1.</strong>Grafika's continuous capture 122activity. Arrows indicate data propagation from the camera and BufferQueues are 123in color (producers are teal, consumers are green).</p> 124 125<p>Encoded H.264 video goes to a circular buffer in RAM in the app process, and 126is written to an MP4 file on disk using the MediaMuxer class when the capture 127button is hit.</p> 128 129<p>All three of the BufferQueues are handled with a single EGL context in the 130app, and the GLES operations are performed on the UI thread. Doing the 131SurfaceView rendering on the UI thread is generally discouraged, but since we're 132doing simple operations that are handled asynchronously by the GLES driver we 133should be fine. (If the video encoder locks up and we block trying to dequeue a 134buffer, the app will become unresponsive. But at that point, we're probably 135failing anyway.) The handling of the encoded data -- managing the circular 136buffer and writing it to disk -- is performed on a separate thread.</p> 137 138<p>The bulk of the configuration happens in the SurfaceView's <code>surfaceCreated()</code> 139callback. The EGLContext is created, and EGLSurfaces are created for the 140display and for the video encoder. When a new frame arrives, we tell 141SurfaceTexture to acquire it and make it available as a GLES texture, then 142render it with GLES commands on each EGLSurface (forwarding the transform and 143timestamp from SurfaceTexture). The encoder thread pulls the encoded output 144from MediaCodec and stashes it in memory.</p> 145 146<h2 id=st_vid_play>Secure texture video playback</h2> 147<p>Android 7.0 supports GPU post-processing of protected video content. This 148allows using the GPU for complex non-linear video effects (such as warps), 149mapping protected video content onto textures for use in general graphics scenes 150(e.g., using OpenGL ES), and virtual reality (VR).</p> 151 152<img src="images/graphics_secure_texture_playback.png" alt="Secure Texture Video Playback" /> 153<p class="img-caption"><strong>Figure 2.</strong>Secure texture video playback</p> 154 155<p>Support is enabled using the following two extensions:</p> 156<ul> 157<li><strong>EGL extension</strong> 158(<code><a href="https://www.khronos.org/registry/egl/extensions/EXT/EGL_EXT_protected_content.txt">EGL_EXT_protected_content</code></a>). 159Allows the creation of protected GL contexts and surfaces, which can both 160operate on protected content.</li> 161<li><strong>GLES extension</strong> 162(<code><a href="https://www.khronos.org/registry/gles/extensions/EXT/EXT_protected_textures.txt">GL_EXT_protected_textures</code></a>). 163Allows tagging textures as protected so they can be used as framebuffer texture 164attachments.</li> 165</ul> 166 167<p>Android 7.0 also updates SurfaceTexture and ACodec 168(<code>libstagefright.so</code>) to allow protected content to be sent even if 169the windows surface does not queue to the window composer (i.e., SurfaceFlinger) 170and provide a protected video surface for use within a protected context. This 171is done by setting the correct protected consumer bits 172(<code>GRALLOC_USAGE_PROTECTED</code>) on surfaces created in a protected 173context (verified by ACodec).</p> 174 175<p>These changes benefit app developers who can create apps that perform 176enhanced video effects or apply video textures using protected content in GL 177(for example, in VR), end users who can view high-value video content (such as 178movies and TV shows) in GL environment (for example, in VR), and OEMs who can 179achieve higher sales due to added device functionality (for example, watching HD 180movies in VR). The new EGL and GLES extensions can be used by system on chip 181(SoCs) providers and other vendors, and are currently implemented on the 182Qualcomm MSM8994 SoC chipset used in the Nexus 6P. 183 184<p>Secure texture video playback sets the foundation for strong DRM 185implementation in the OpenGL ES environment. Without a strong DRM implementation 186such as Widevine Level 1, many content providers would not allow rendering of 187their high-value content in the OpenGL ES environment, preventing important VR 188use cases such as watching DRM protected content in VR.</p> 189 190<p>AOSP includes framework code for secure texture video playback; driver 191support is up to the vendor. Partners must implement the 192<code>EGL_EXT_protected_content</code> and 193<code>GL_EXT_protected_textures extensions</code>. When using your own codec 194library (to replace libstagefright), note the changes in 195<code>/frameworks/av/media/libstagefright/SurfaceUtils.cpp</code> that allow 196buffers marked with <code>GRALLOC_USAGE_PROTECTED</code> to be sent to 197ANativeWindows (even if the ANativeWindow does not queue directly to the window 198composer) as long as the consumer usage bits contain 199<code>GRALLOC_USAGE_PROTECTED</code>. For detailed documentation on implementing 200the extensions, refer to the Khronos Registry 201(<a href="https://www.khronos.org/registry/egl/extensions/EXT/EGL_EXT_protected_content.txt">EGL_EXT_protected_content</a>, 202<a href="https://www.khronos.org/registry/gles/extensions/EXT/EXT_protected_textures.txt">GL_EXT_protected_textures</a>).</p> 203 204<p>Partners may also need to make hardware changes to ensure that protected 205memory mapped onto the GPU remains protected and unreadable by unprotected 206code.</p> 207