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ijkplayer源码分析之opengl与surface关联初始化
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ijkplayer源码分析系列文章列表:
ijkplayer源码分析之surface与opengl es关联初始化(一)
ijkplayer源码分析之audio与opensl es初始化(二)
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上层java代码
- IjkMediaPlayer.java
构造方法
step 1:
IjkMediaPlayer()|--this(sLocalLibLoader);|--initPlayer(libLoader);|--loadLibrariesOnce(libLoader); //加载所需要的库| |--libLoader.loadLibrary("ijkffmpeg");| |--libLoader.loadLibrary("ijksdl");| |--libLoader.loadLibrary("ijkplayer"); // step 2: |--initNativeOnce(); | |--native_init(); //初始化 native || |--native_setup(new WeakReference<IjkMediaPlayer>(this)); //step 3:
底层c代码
IjkMediaPlayer.java --> ijkplayer_jni.c
step 2.5:
native_init() --> IjkMediaPlayer_native_init
//底层是个空实现
IjkMediaPlayer_native_init(JNIEnv *env)
{MPTRACE("%s\n", __func__);
}step 3:
native_setup --> IjkMediaPlayer_native_setupIjkMediaPlayer_native_setup(JNIEnv *env, jobject thiz, jobject weak_this)
{IjkMediaPlayer *mp = ijkmp_android_create(message_loop); //创建一个 player 结构体jni_set_media_player(env, thiz, mp); //保存当前player结构体ijkmp_set_weak_thiz(mp, (*env)->NewGlobalRef(env, weak_this));ijkmp_set_inject_opaque(mp, ijkmp_get_weak_thiz(mp));ijkmp_set_ijkio_inject_opaque(mp, ijkmp_get_weak_thiz(mp));ijkmp_android_set_mediacodec_select_callback(mp, mediacodec_select_callback, ijkmp_get_weak_thiz(mp));LABEL_RETURN:ijkmp_dec_ref_p(&mp);
}
加载class的宏定义
j4a_allclasses.loader.h //头文件中包含加载class的宏定义J4A_LOAD_CLASS(java_nio_Buffer);
J4A_LOAD_CLASS(java_nio_ByteBuffer);
J4A_LOAD_CLASS(java_util_ArrayList);
J4A_LOAD_CLASS(android_media_AudioTrack);
J4A_LOAD_CLASS(android_media_MediaCodec);
J4A_LOAD_CLASS(android_media_MediaFormat);
J4A_LOAD_CLASS(android_media_PlaybackParams);
J4A_LOAD_CLASS(android_os_Build);
J4A_LOAD_CLASS(android_os_Bundle);
J4A_LOAD_CLASS(tv_danmaku_ijk_media_player_misc_IMediaDataSource);
J4A_LOAD_CLASS(tv_danmaku_ijk_media_player_misc_IIjkIOHttp);
J4A_LOAD_CLASS(tv_danmaku_ijk_media_player_IjkMediaPlayer);
#define J4A_LOAD_CLASS(class__) --> J4A_loadClass__J4AC_##class__(env)
--> J4A_loadClass__J4AC_IjkMediaPlayer
or
--> J4A_loadClass__J4AC_MediaCodec
class初始化流程
step 2:
Ijksdl_android_jni.c
JNI_OnLoad(JavaVM *vm, void *reserved)|--J4A_LoadAll__catchAll(env);
J4a_allclasses.c
J4A_LoadAll__catchAll(JNIEnv *env) //调用头文件中的宏定义函数|--#include "j4a/j4a_allclasses.loader.h"|--J4A_LOAD_CLASS(tv_danmaku_ijk_media_player_IjkMediaPlayer);|--J4A_loadClass__J4AC_##class__(env);|--J4A_loadClass__J4AC_tv_danmaku_ijk_media_player_IjkMediaPlayer(env)|--class_id = class_J4AC_tv_danmaku_ijk_media_player_IjkMediaPlayer.id;|--name = "mNativeMediaPlayer";|--sign = "J";|--class_J4AC_tv_danmaku_ijk_media_player_IjkMediaPlayer.field_mNativeMediaPlayer = J4A_GetFieldID__catchAll(env, class_id, name, sign);
IjkMediaPlayer结构体
struct IjkMediaPlayer {volatile int ref_count;pthread_mutex_t mutex;FFPlayer *ffplayer;int (*msg_loop)(void*);SDL_Thread *msg_thread;SDL_Thread _msg_thread;int mp_state;char *data_source;void *weak_thiz;int restart;int restart_from_beginning;int seek_req;long seek_msec;
};
step 3的创建player过程
SDL_Class结构体变量
typedef struct SDL_Class {const char *name;
} SDL_Class;static SDL_Class g_class = {.name = "EGL",
};static SDL_Class g_nativewindow_class = {.name = "ANativeWindow_Vout",
};static SDL_Class g_pipeline_class = {.name = "ffpipeline_ffplay",
};
SDL_Vout结构体
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;
};
SDL_Vout_Opaque结构体
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;
IJKFF_Pipeline结构体
struct IJKFF_Pipeline {SDL_Class *opaque_class;IJKFF_Pipeline_Opaque *opaque;void (*func_destroy) (IJKFF_Pipeline *pipeline);IJKFF_Pipenode *(*func_open_video_decoder) (IJKFF_Pipeline *pipeline, FFPlayer *ffp);SDL_Aout *(*func_open_audio_output) (IJKFF_Pipeline *pipeline, FFPlayer *ffp);
};
IjkMediaPlayer_native_setup(JNIEnv *env, jobject thiz, jobject weak_this)|--IjkMediaPlayer *mp = ijkmp_android_create(message_loop);|--IjkMediaPlayer *mp = ijkmp_create(msg_loop);|--mp->ffplayer->vout = SDL_VoutAndroid_CreateForAndroidSurface(); //创建surface用于视频输出| |--SDL_VoutAndroid_CreateForANativeWindow();| |--SDL_Vout_CreateInternal(size_t opaque_size)| | |--SDL_Vout *vout = (SDL_Vout*) calloc(1, sizeof(SDL_Vout));| || |--SDL_Vout_Opaque *opaque = vout->opaque;| |--opaque->native_window = NULL;| |--opaque->egl = IJK_EGL_create();创建egl结构体| | |--IJK_EGL *egl = (IJK_EGL*) mallocz(sizeof(IJK_EGL));| | |--egl->opaque_class = &g_class;| | |--egl->opaque = mallocz(sizeof(IJK_EGL_Opaque));| || |--vout->opaque_class = &g_nativewindow_class;| |--vout->create_overlay = func_create_overlay;| |--vout->free_l = func_free_l;| |--vout->display_overlay = func_display_overlay| ||--mp->ffplayer->pipeline = ffpipeline_create_from_android(mp->ffplayer); //创建ffplay管线| |--IJKFF_Pipeline *pipeline = ffpipeline_alloc(&g_pipeline_class, sizeof(IJKFF_Pipeline_Opaque));| |--IJKFF_Pipeline_Opaque *opaque = pipeline->opaque;| |--opaque->ffp = ffp;| |--opaque->surface_mutex = SDL_CreateMutex();| |--opaque->left_volume = 1.0f;| |--opaque->right_volume = 1.0f;| |--pipeline->func_destroy = func_destroy;| |--pipeline->func_open_video_decoder = func_open_video_decoder;| |--pipeline->func_open_audio_output = func_open_audio_output;|||--ffpipeline_set_vout(mp->ffplayer->pipeline, mp->ffplayer->vout); //将管线和视频输出关联|--IJKFF_Pipeline_Opaque *opaque = pipeline->opaque;|--opaque->weak_vout = vout;
初始化总结
在step 1
中进行IjkMediaPlayer实例的构造,构造过程中完成的step 2
加载so并在加载过程中将底层的一些信息保存到IjkMediaPlayer实例中step 3
将IjkMediaPlayer实例对象设置到底层IjkMediaPlayer结构体中,创建底层IjkMediaPlayer结构体。在创建结构体的同时设置message_loop
回调函数实现将底层消息传递到上层的作用
初始化后个结构体的关联图
结构体关联图.jpg
到此完成了IJKPlayer的初始化
IjkMediaPlayer使用前的设置
IjkMediaPlayer被封装到了IjkVideoView中,在IjkVideoView实例化的过程中会完成上面的初始化过程。同时在构造函数中会将surface设置到底层,下面是初始化图像渲染环境的代码分析
以设置surfaceView为例:
step 1:
initVideoView()|--initRenders();|--setRender(mCurrentRender);|--renderView = new SurfaceRenderView(getContext());| |--getHolder().addCallback(mSurfaceCallback); //当SurfaceRenderView被添加到屏幕显示时会回调 mSurfaceCallback 中的 surfaceCreated 方法,在 surfaceCreated 方法中又会调用注册到 renderView 中的 mSHCallback 实例的 onSurfaceCreated 方法|--setRenderView(renderView);|--mRenderView.addRenderCallback(mSHCallback);mSHCallback = new IRenderView.IRenderCallback() //在 mSHCallback 的 onSurfaceCreated 中将 mSurfaceHolder 赋值|--onSurfaceCreated()|--mSurfaceHolder = holder; step 2:setVideoPath()|--setVideoURI()|--openVideo();|--mMediaPlayer = createPlayer(mSettings.getPlayer());|--bindSurfaceHolder(mMediaPlayer, mSurfaceHolder); //完成了 mSurfaceHolder 赋值后就将它和 mMediaPlayer 进行绑定|--holder.bindToMediaPlayer(mp); 即 mSurfaceHolder.bindToMediaPlayer(mMediaPlayer)|--InternalSurfaceHolder.bindToMediaPlayer()|--mp.setDisplay(mSurfaceHolder); //即 mMediaPlayer.setDisplay(mSurfaceHolder)|--surface = sh.getSurface();|-- _setVideoSurface(surface); //native 方法设置surface到native
go to native _setVideoSurface
ijkplayer_jni.c
IjkMediaPlayer_setVideoSurface|--ijkmp_android_set_surface //go to Ijkplayer_android.c
Ijkplayer_android.c
ijkmp_android_set_surface(JNIEnv *env, jobject thiz, jobject jsurface)|--ijkmp_android_set_surface_l(env, mp, android_surface);|--SDL_VoutAndroid_SetAndroidSurface(env, mp->ffplayer->vout, android_surface); //Ijksdl_vout_android_surface.c|--ffpipeline_set_surface(env, mp->ffplayer->pipeline, android_surface);
Ijksdl_vout_android_surface.c
SDL_VoutAndroid_SetAndroidSurface(env, mp->ffplayer->vout, android_surface)|--native_window = ANativeWindow_fromSurface(env, android_surface);|--SDL_VoutAndroid_SetNativeWindow(vout, native_window); //Ijksdl_vout_android_nativewindow.c|--SDL_VoutAndroid_SetNativeWindow_l(vout, native_window);|--IJK_EGL_terminate(opaque->egl);|--SDL_VoutAndroid_invalidateAllBuffers_l(vout);|--if (opaque->native_window)| |--ANativeWindow_release(opaque->native_window);|--if (native_window)| |--ANativeWindow_acquire(native_window);|--opaque->native_window = native_window;
在上面的初始化的过程中就已经通过IjkMediaPlayer_native_setup
函数对SDL_Vout
结构中的回调函数,和egl信息进行了初始化。而IjkMediaPlayer_setVideoSurface
则将native_window
的地址保存到SDL_Vout->opaque->native_window
中。到目前为止所有关于显示的信息都保存的了SDL_Vout
结构体中.以便在ff_player.c
文件中进行调用
下面展示了调用过程:
IjkMediaPlayer_prepareAsync //Ijkplayer_jni.c|--ijkmp_prepare_async|--ijkmp_prepare_async_l(IjkMediaPlayer *mp) //Ijkplayer.c|--ffp_prepare_async_l(FFPlayer *ffp, const char *file_name) //Ff_ffplay.c|--stream_open(FFPlayer *ffp, const char *filename, AVInputFormat *iformat)|--SDL_CreateThreadEx(&is->_video_refresh_tid, video_refresh_thread, ffp, "ff_vout");| |--video_refresh_thread(void *arg)| |--video_refresh(FFPlayer *opaque, double *remaining_time| |--video_display2(FFPlayer *ffp)| |--video_image_display2(FFPlayer *ffp)| |--SDL_VoutDisplayYUVOverlay(ffp->vout, vp->bmp);| |--vout->display_overlay(vout, overlay); // vout->display_overlay = func_display_overlay;在SDL_VoutAndroid_CreateForANativeWindow中设置了回调函数| |--func_display_overlay| |--func_display_overlay_l(vout, overlay);| |--IJK_EGL_display(opaque->egl, native_window, overlay);| | |--IJK_EGL_makeCurrent(egl, window)| | | |--eglMakeCurrent(egl->display, egl->surface, egl->surface, egl->context)| | |--IJK_EGL_display_internal(egl, window, overlay);| | | |--IJK_EGL_prepareRenderer(egl, overlay)| | | |--IJK_GLES2_Renderer_renderOverlay(opaque->renderer, overlay)| | | |--eglSwapBuffers(egl->display, egl->surface);| | || | |--eglMakeCurrent(egl->display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);| |--eglReleaseThread(); // FIXME: call at thread exit|--SDL_CreateThreadEx(&is->_read_tid, read_thread, ffp, "ff_read"); //创建视频文件读取线程
流程图
流程图.jpg
作者:ytxhao
链接:https://www.jianshu.com/p/84151c863c72
来源:简书
著作权归作者所有。商业转载请联系作者获得授权,非商业转载请注明出处。
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