harmony 鸿蒙NativeImage开发指导
NativeImage开发指导
场景介绍
NativeImage是提供Surface关联OpenGL外部纹理的模块,表示图形队列的消费者端。开发者可以通过NativeImage
接口接收和使用Buffer
,并将Buffer
关联输出到OpenGL外部纹理。
针对NativeImage,常见的开发场景如下:
- 通过
NativeImage
提供的Native API接口创建NativeImage
实例作为消费者端,获取与该实例对应的NativeWindow
作为生产者端。NativeWindow
相关接口可用于填充Buffer
内容并提交,NativeImage
将Buffer
内容更新到OpenGL外部纹理上。本模块需要配合NativeWindow、NativeBuffer、EGL、GLES3模块一起使用。
接口说明
接口名 | 描述 |
---|---|
OH_NativeImage_Create (uint32_t textureId, uint32_t textureTarget) | 创建一个OH_NativeImage实例,该实例与OpenGL ES的纹理ID和纹理目标相关联。 |
OH_NativeImage_AcquireNativeWindow (OH_NativeImage *image) | 获取与OH_NativeImage相关联的OHNativeWindow指针,该OHNativeWindow后续不再需要时需要调用 OH_NativeWindow_DestroyNativeWindow释放。 |
OH_NativeImage_AttachContext (OH_NativeImage *image, uint32_t textureId) | 将OH_NativeImage实例附加到当前OpenGL ES上下文,且该OpenGL ES纹理会绑定到 GL_TEXTURE_EXTERNAL_OES,并通过OH_NativeImage进行更新。 |
OH_NativeImage_DetachContext (OH_NativeImage *image) | 将OH_NativeImage实例从当前OpenGL ES上下文分离。 |
OH_NativeImage_UpdateSurfaceImage (OH_NativeImage *image) | 通过OH_NativeImage获取最新帧更新相关联的OpenGL ES纹理。 |
OH_NativeImage_GetTimestamp (OH_NativeImage *image) | 获取最近调用OH_NativeImage_UpdateSurfaceImage的纹理图像的相关时间戳。 |
OH_NativeImage_GetTransformMatrix (OH_NativeImage *image, float matrix[16]) | 获取最近调用OH_NativeImage_UpdateSurfaceImage的纹理图像的变化矩阵。 |
OH_NativeImage_Destroy (OH_NativeImage **image) | 销毁通过OH_NativeImage_Create创建的OH_NativeImage实例,销毁后该OH_NativeImage指针会被赋值为空。 |
详细的接口说明请参考native_image。
开发步骤
以下步骤描述了如何使用NativeImage
提供的Native API接口,创建OH_NativeImage
实例作为消费者端,将数据内容更新到OpenGL外部纹理上。
添加动态链接库
CMakeLists.txt中添加以下lib。
libEGL.so
libGLESv3.so
libnative_image.so
libnative_window.so
libnative_buffer.so
头文件
#include <EGL/egl.h>
#include <EGL/eglext.h>
#include <GLES3/gl3.h>
#include <native_image/native_image.h>
#include <native_window/external_window.h>
#include <native_buffer/native_buffer.h>
- 初始化EGL环境。
这里提供一份初始化EGL环境的代码示例。
#include <iostream>
#include <string>
#include <EGL/egl.h>
#include <EGL/eglext.h>
using GetPlatformDisplayExt = PFNEGLGETPLATFORMDISPLAYEXTPROC;
constexpr const char *EGL_EXT_PLATFORM_WAYLAND = "EGL_EXT_platform_wayland";
constexpr const char *EGL_KHR_PLATFORM_WAYLAND = "EGL_KHR_platform_wayland";
constexpr int32_t EGL_CONTEXT_CLIENT_VERSION_NUM = 2;
constexpr char CHARACTER_WHITESPACE = ' ';
constexpr const char *CHARACTER_STRING_WHITESPACE = " ";
constexpr const char *EGL_GET_PLATFORM_DISPLAY_EXT = "eglGetPlatformDisplayEXT";
EGLContext eglContext_ = EGL_NO_CONTEXT;
EGLDisplay eglDisplay_ = EGL_NO_DISPLAY;
static inline EGLConfig config_;
// 检查egl扩展
static bool CheckEglExtension(const char *extensions, const char *extension) {
size_t extlen = strlen(extension);
const char *end = extensions + strlen(extensions);
while (extensions < end) {
size_t n = 0;
if (*extensions == CHARACTER_WHITESPACE) {
extensions++;
continue;
}
n = strcspn(extensions, CHARACTER_STRING_WHITESPACE);
if (n == extlen && strncmp(extension, extensions, n) == 0) {
return true;
}
extensions += n;
}
return false;
}
// 获取当前的显示设备
static EGLDisplay GetPlatformEglDisplay(EGLenum platform, void *native_display, const EGLint *attrib_list) {
static GetPlatformDisplayExt eglGetPlatformDisplayExt = NULL;
if (!eglGetPlatformDisplayExt) {
const char *extensions = eglQueryString(EGL_NO_DISPLAY, EGL_EXTENSIONS);
if (extensions && (CheckEglExtension(extensions, EGL_EXT_PLATFORM_WAYLAND)||
CheckEglExtension(extensions, EGL_KHR_PLATFORM_WAYLAND))) {
eglGetPlatformDisplayExt = (GetPlatformDisplayExt)eglGetProcAddress(EGL_GET_PLATFORM_DISPLAY_EXT);
}
}
if (eglGetPlatformDisplayExt) {
return eglGetPlatformDisplayExt(platform, native_display, attrib_list);
}
return eglGetDisplay((EGLNativeDisplayType)native_display);
}
static void InitEGLEnv() {
// 获取当前的显示设备
eglDisplay_ = GetPlatformEglDisplay(EGL_PLATFORM_OHOS_KHR, EGL_DEFAULT_DISPLAY, NULL);
if (eglDisplay_ == EGL_NO_DISPLAY) {
std::cout << "Failed to create EGLDisplay gl errno : " << eglGetError() << std::endl;
}
EGLint major, minor;
// 初始化EGLDisplay
if (eglInitialize(eglDisplay_, &major, &minor) == EGL_FALSE) {
std::cout << "Failed to initialize EGLDisplay" << std::endl;
}
// 绑定图形绘制的API为OpenGLES
if (eglBindAPI(EGL_OPENGL_ES_API) == EGL_FALSE) {
std::cout << "Failed to bind OpenGL ES API" << std::endl;
}
unsigned int ret;
EGLint count;
EGLint config_attribs[] = {EGL_SURFACE_TYPE,
EGL_WINDOW_BIT,
EGL_RED_SIZE,
8,
EGL_GREEN_SIZE,
8,
EGL_BLUE_SIZE,
8,
EGL_ALPHA_SIZE,
8,
EGL_RENDERABLE_TYPE,
EGL_OPENGL_ES3_BIT,
EGL_NONE};
// 获取一个有效的系统配置信息
ret = eglChooseConfig(eglDisplay_, config_attribs, &config_, 1, &count);
if (!(ret && static_cast<unsigned int>(count) >= 1)) {
std::cout << "Failed to eglChooseConfig" << std::endl;
}
static const EGLint context_attribs[] = {EGL_CONTEXT_CLIENT_VERSION, EGL_CONTEXT_CLIENT_VERSION_NUM, EGL_NONE};
// 创建上下文
eglContext_ = eglCreateContext(eglDisplay_, config_, EGL_NO_CONTEXT, context_attribs);
if (eglContext_ == EGL_NO_CONTEXT) {
std::cout << "Failed to create egl context %{public}x, error:" << eglGetError() << std::endl;
}
// 关联上下文
eglMakeCurrent(eglDisplay_, EGL_NO_SURFACE, EGL_NO_SURFACE, eglContext_);
// EGL环境初始化完成
std::cout << "Create EGL context successfully, version" << major << "." << minor << std::endl;
}
- 创建OH_NativeImage实例。
// 创建 OpenGL 纹理
GLuint textureId;
glGenTextures(1, &textureId);
// 创建 NativeImage 实例,关联 OpenGL 纹理
OH_NativeImage* image = OH_NativeImage_Create(textureId, GL_TEXTURE_2D);
- 获取对应的数据生产者端NativeWindow。
// 获取生产者NativeWindow
OHNativeWindow* nativeWindow = OH_NativeImage_AcquireNativeWindow(image);
- 设置NativeWindow的宽高。
int code = SET_BUFFER_GEOMETRY;
int32_t width = 800;
int32_t height = 600;
int32_t ret = OH_NativeWindow_NativeWindowHandleOpt(nativeWindow, code, width, height);
将生产的内容写入NativeWindowBuffer。
- 从NativeWindow中获取NativeWindowBuffer。
OHNativeWindowBuffer *buffer = nullptr; int fenceFd; // 通过 OH_NativeWindow_NativeWindowRequestBuffer 获取 OHNativeWindowBuffer 实例 OH_NativeWindow_NativeWindowRequestBuffer(nativeWindow, &buffer, &fenceFd); BufferHandle *handle = OH_NativeWindow_GetBufferHandleFromNative(buffer);
- 将生产的内容写入NativeWindowBuffer。
#include <sys/mman.h> // 使用系统mmap接口拿到bufferHandle的内存虚拟地址 void *mappedAddr = mmap(handle->virAddr, handle->size, PROT_READ|PROT_WRITE, MAP_SHARED, handle->fd, 0); if (mappedAddr == MAP_FAILED) { // mmap failed } static uint32_t value = 0x00; value++; uint32_t *pixel = static_cast<uint32_t *>(mappedAddr); for (uint32_t x = 0; x < width; x++) { for (uint32_t y = 0; y < height; y++) { *pixel++ = value; } } // 内存使用完记得去掉内存映射 int result = munmap(mappedAddr, handle->size); if (result == -1) { // munmap failed }
- 将NativeWindowBuffer提交到NativeWindow。
// 设置刷新区域,如果Region中的Rect为nullptr,或者rectNumber为0,则认为NativeWindowBuffer全部有内容更改。 Region region{nullptr, 0}; // 通过OH_NativeWindow_NativeWindowFlushBuffer 提交给消费者使用,例如:显示在屏幕上。 OH_NativeWindow_NativeWindowFlushBuffer(nativeWindow, buffer, fenceFd, region);
- 用完需要销毁NativeWindow。
OH_NativeWindow_DestroyNativeWindow(nativeWindow);
更新内容到OpenGL纹理。
// 更新内容到OpenGL纹理。
ret = OH_NativeImage_UpdateSurfaceImage(image);
if (ret != 0) {
std::cout << "OH_NativeImage_UpdateSurfaceImage failed" << std::endl;
}
// 获取最近调用OH_NativeImage_UpdateSurfaceImage的纹理图像的时间戳和变化矩阵。
int64_t timeStamp = OH_NativeImage_GetTimestamp(image);
float matrix[16];
ret = OH_NativeImage_GetTransformMatrix(image, matrix);
if (ret != 0) {
std::cout << "OH_NativeImage_GetTransformMatrix failed" << std::endl;
}
- 解绑OpenGL纹理,绑定到新的外部纹理上。
// 将OH_NativeImage实例从当前OpenGL ES上下文分离
ret = OH_NativeImage_DetachContext(image);
if (ret != 0) {
std::cout << "OH_NativeImage_DetachContext failed" << std::endl;
}
// 将OH_NativeImage实例附加到当前OpenGL ES上下文, 且该OpenGL ES纹理会绑定到 GL_TEXTURE_EXTERNAL_OES, 并通过OH_NativeImage进行更新
GLuint textureId2;
glGenTextures(1, &textureId2);
ret = OH_NativeImage_AttachContext(image, textureId2);
- OH_NativeImage实例使用完需要销毁掉。
// 销毁OH_NativeImage实例
OH_NativeImage_Destroy(&image);
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