Implement SurfaceTexture frame-available callback.

This change implements the onFrameAvailable callback for the
SurfaceTexture java class.  It includes the C++ SurfaceTexture code as
well as the JNI and Java code to enable the callback.

Change-Id: Ifd8b8e7ad46ee70cba6da1c2e96dab8045d1ea30
This commit is contained in:
Jamie Gennis 2011-01-13 14:43:36 -08:00
parent a214c64d7f
commit c4d4aeab52
2 changed files with 23 additions and 0 deletions

View File

@ -40,6 +40,10 @@ public:
enum { MIN_BUFFER_SLOTS = 3 };
enum { NUM_BUFFER_SLOTS = 32 };
struct FrameAvailableListener : public virtual RefBase {
virtual void onFrameAvailable() = 0;
};
// tex indicates the name OpenGL texture to which images are to be streamed.
// This texture name cannot be changed once the SurfaceTexture is created.
SurfaceTexture(GLuint tex);
@ -93,6 +97,10 @@ public:
// functions.
void getTransformMatrix(float mtx[16]);
// setFrameAvailableListener sets the listener object that will be notified
// when a new frame becomes available.
void setFrameAvailableListener(const sp<FrameAvailableListener>& l);
private:
// freeAllBuffers frees the resources (both GraphicBuffer and EGLImage) for
@ -195,6 +203,11 @@ private:
// to a buffer, but other processes do.
Vector<sp<GraphicBuffer> > mAllocdBuffers;
// mFrameAvailableListener is the listener object that will be called when a
// new frame becomes available. If it is not NULL it will be called from
// queueBuffer.
sp<FrameAvailableListener> mFrameAvailableListener;
// mMutex is the mutex used to prevent concurrent access to the member
// variables of SurfaceTexture objects. It must be locked whenever the
// member variables are accessed.

View File

@ -166,6 +166,9 @@ status_t SurfaceTexture::queueBuffer(int buf) {
mLastQueued = buf;
mLastQueuedCrop = mNextCrop;
mLastQueuedTransform = mNextTransform;
if (mFrameAvailableListener != 0) {
mFrameAvailableListener->onFrameAvailable();
}
return OK;
}
@ -294,6 +297,13 @@ void SurfaceTexture::getTransformMatrix(float mtx[16]) {
mtxMul(mtx, mtxFlipV, mtxBeforeFlipV);
}
void SurfaceTexture::setFrameAvailableListener(
const sp<FrameAvailableListener>& l) {
LOGV("SurfaceTexture::setFrameAvailableListener");
Mutex::Autolock lock(mMutex);
mFrameAvailableListener = l;
}
void SurfaceTexture::freeAllBuffers() {
for (int i = 0; i < NUM_BUFFER_SLOTS; i++) {
mSlots[i].mGraphicBuffer = 0;