/** * Edits a stream of video data. */ private void editVideoData(VideoChunks inputData, MediaCodec decoder, OutputSurface outputSurface, InputSurface inputSurface, MediaCodec encoder, VideoChunks outputData) { const int TIMEOUT_USEC = 10000; ByteBuffer[] decoderInputBuffers = decoder.GetInputBuffers(); ByteBuffer[] encoderOutputBuffers = encoder.GetOutputBuffers(); MediaCodec.BufferInfo info = new MediaCodec.BufferInfo(); int inputChunk = 0; int outputCount = 0; bool outputDone = false; bool inputDone = false; bool decoderDone = false; while (!outputDone) { if (AppSettings.Logging.SendToConsole) { Log.Debug(TAG, "edit loop"); } // Feed more data to the decoder. if (!inputDone) { int inputBufIndex = decoder.DequeueInputBuffer(TIMEOUT_USEC); if (inputBufIndex >= 0) { if (inputChunk == inputData.NumChunks) { // End of stream -- send empty frame with EOS flag set. decoder.QueueInputBuffer(inputBufIndex, 0, 0, 0L, MediaCodecBufferFlags.EndOfStream); inputDone = true; if (AppSettings.Logging.SendToConsole) { Log.Debug(TAG, "sent input EOS (with zero-length frame)"); } } else { // Copy a chunk of input to the decoder. The first chunk should have // the BUFFER_FLAG_CODEC_CONFIG flag set. ByteBuffer inputBuf = decoderInputBuffers[inputBufIndex]; inputBuf.Clear(); inputData.getChunkData(inputChunk, inputBuf); int flags = inputData.getChunkFlags(inputChunk); long time = inputData.getChunkTime(inputChunk); decoder.QueueInputBuffer(inputBufIndex, 0, inputBuf.Position(), time, (MediaCodecBufferFlags)flags); // TODO: Not sure if it's MediaCodecBufferFlags, verify. if (AppSettings.Logging.SendToConsole) { Log.Debug(TAG, "submitted frame " + inputChunk + " to dec, size=" + inputBuf.Position() + " flags=" + flags); } inputChunk++; } } else { if (AppSettings.Logging.SendToConsole) { Log.Debug(TAG, "input buffer not available"); } } } // Assume output is available. Loop until both assumptions are false. bool decoderOutputAvailable = !decoderDone; bool encoderOutputAvailable = true; while (decoderOutputAvailable || encoderOutputAvailable) { // Start by draining any pending output from the encoder. It's important to // do this before we try to stuff any more data in. int encoderStatus = encoder.DequeueOutputBuffer(info, TIMEOUT_USEC); if (encoderStatus == (int)MediaCodecInfoState.TryAgainLater) { // no output available yet if (AppSettings.Logging.SendToConsole) { Log.Debug(TAG, "no output from encoder available"); } encoderOutputAvailable = false; } else if (encoderStatus == (int)MediaCodecInfoState.OutputBuffersChanged) { encoderOutputBuffers = encoder.GetOutputBuffers(); if (AppSettings.Logging.SendToConsole) { Log.Debug(TAG, "encoder output buffers changed"); } } else if (encoderStatus == (int)MediaCodecInfoState.OutputFormatChanged) { MediaFormat newFormat = encoder.OutputFormat; if (AppSettings.Logging.SendToConsole) { Log.Debug(TAG, "encoder output format changed: " + newFormat); } } else if (encoderStatus < 0) { fail("unexpected result from encoder.dequeueOutputBuffer: " + encoderStatus); } else // encoderStatus >= 0 { ByteBuffer encodedData = encoderOutputBuffers[encoderStatus]; if (encodedData == null) { fail("encoderOutputBuffer " + encoderStatus + " was null"); } // Write the data to the output "file". if (info.Size != 0) { encodedData.Position(info.Offset); encodedData.Limit(info.Offset + info.Size); outputData.addChunk(encodedData, (int)info.Flags, info.PresentationTimeUs); outputCount++; if (AppSettings.Logging.SendToConsole) { Log.Debug(TAG, "encoder output " + info.Size + " bytes"); } } outputDone = (info.Flags & MediaCodec.BufferFlagEndOfStream) != 0; encoder.ReleaseOutputBuffer(encoderStatus, false); } if (encoderStatus != (int)MediaCodec.InfoTryAgainLater) { // Continue attempts to drain output. continue; } // Encoder is drained, check to see if we've got a new frame of output from // the decoder. (The output is going to a Surface, rather than a ByteBuffer, // but we still get information through BufferInfo.) if (!decoderDone) { int decoderStatus = decoder.DequeueOutputBuffer(info, TIMEOUT_USEC); if (decoderStatus == (int)MediaCodec.InfoTryAgainLater) { // no output available yet if (AppSettings.Logging.SendToConsole) { Log.Debug(TAG, "no output from decoder available"); } decoderOutputAvailable = false; } else if (decoderStatus == (int)MediaCodec.InfoOutputBuffersChanged) { //decoderOutputBuffers = decoder.getOutputBuffers(); if (AppSettings.Logging.SendToConsole) { Log.Debug(TAG, "decoder output buffers changed (we don't care)"); } } else if (decoderStatus == (int)MediaCodec.InfoOutputFormatChanged) { // expected before first buffer of data MediaFormat newFormat = decoder.OutputFormat; if (AppSettings.Logging.SendToConsole) { Log.Debug(TAG, "decoder output format changed: " + newFormat); } } else if (decoderStatus < 0) { fail("unexpected result from decoder.dequeueOutputBuffer: " + decoderStatus); } else // decoderStatus >= 0 { if (AppSettings.Logging.SendToConsole) { Log.Debug(TAG, "surface decoder given buffer " + decoderStatus + " (size=" + info.Size + "("); } // The ByteBuffers are null references, but we still get a nonzero // size for the decoded data. bool doRender = (info.Size != 0); // As soon as we call releaseOutputBuffer, the buffer will be forwarded // to SurfaceTexture to convert to a texture. The API doesn't // guarantee that the texture will be available before the call // returns, so we need to wait for the onFrameAvailable callback to // fire. If we don't wait, we risk rendering from the previous frame. decoder.ReleaseOutputBuffer(decoderStatus, doRender); if (doRender) { // This waits for the image and renders it after it arrives. if (AppSettings.Logging.SendToConsole) { Log.Debug(TAG, "awaiting frame"); } outputSurface.AwaitNewImage(); outputSurface.DrawImage(); // Send it to the encoder. inputSurface.SetPresentationTime(info.PresentationTimeUs * 1000); if (AppSettings.Logging.SendToConsole) { Log.Debug(TAG, "swapBuffers"); } inputSurface.SwapBuffers(); } if ((info.Flags & MediaCodec.BufferFlagEndOfStream) != 0) { // forward decoder EOS to encoder if (AppSettings.Logging.SendToConsole) { Log.Debug(TAG, "signaling input EOS"); } if (WORK_AROUND_BUGS) { // Bail early, possibly dropping a frame. return; } else { encoder.SignalEndOfInputStream(); } } } } } } if (inputChunk != outputCount) { throw new RuntimeException("frame lost: " + inputChunk + " in, " + outputCount + " out"); } }
/** * Generates video frames, feeds them into the encoder, and writes the output to the * VideoChunks instance. */ private void generateVideoData(MediaCodec encoder, InputSurface inputSurface, VideoChunks output) { ByteBuffer[] encoderOutputBuffers = encoder.GetOutputBuffers(); MediaCodec.BufferInfo info = new MediaCodec.BufferInfo(); int generateIndex = 0; int outputCount = 0; // Loop until the output side is done. bool inputDone = false; bool outputDone = false; while (!outputDone) { if (AppSettings.Logging.SendToConsole) { Log.Debug(TAG, "gen loop"); } // If we're not done submitting frames, generate a new one and submit it. The // eglSwapBuffers call will block if the input is full. if (!inputDone) { if (generateIndex == NUM_FRAMES) { // Send an empty frame with the end-of-stream flag set. if (AppSettings.Logging.SendToConsole) { Log.Debug(TAG, "signaling input EOS"); } if (WORK_AROUND_BUGS) { // Might drop a frame, but at least we won't crash mediaserver. try { Thread.Sleep(500); } catch (InterruptedException ie) {} outputDone = true; } else { encoder.SignalEndOfInputStream(); } inputDone = true; } else { generateSurfaceFrame(generateIndex); inputSurface.SetPresentationTime(computePresentationTime(generateIndex) * 1000); if (AppSettings.Logging.SendToConsole) { Log.Debug(TAG, "inputSurface swapBuffers"); } inputSurface.SwapBuffers(); } generateIndex++; } // Check for output from the encoder. If there's no output yet, we either need to // provide more input, or we need to wait for the encoder to work its magic. We // can't actually tell which is the case, so if we can't get an output buffer right // away we loop around and see if it wants more input. // // If we do find output, drain it all before supplying more input. while (true) { int encoderStatus = encoder.DequeueOutputBuffer(info, TIMEOUT_USEC); if (encoderStatus == (int)MediaCodecInfoState.TryAgainLater) { // no output available yet if (AppSettings.Logging.SendToConsole) { Log.Debug(TAG, "no output from encoder available"); } break; // out of while } else if (encoderStatus == (int)MediaCodecInfoState.OutputBuffersChanged) { // not expected for an encoder encoderOutputBuffers = encoder.GetOutputBuffers(); if (AppSettings.Logging.SendToConsole) { Log.Debug(TAG, "encoder output buffers changed"); } } else if (encoderStatus == (int)MediaCodecInfoState.OutputFormatChanged) { // not expected for an encoder MediaFormat newFormat = encoder.OutputFormat; if (AppSettings.Logging.SendToConsole) { Log.Debug(TAG, "encoder output format changed: " + newFormat); } } else if (encoderStatus < 0) { fail("unexpected result from encoder.dequeueOutputBuffer: " + encoderStatus); } else // encoderStatus >= 0 { ByteBuffer encodedData = encoderOutputBuffers[encoderStatus]; if (encodedData == null) { fail("encoderOutputBuffer " + encoderStatus + " was null"); } // Codec config flag must be set iff this is the first chunk of output. This // may not hold for all codecs, but it appears to be the case for video/avc. assertTrue((info.Flags & MediaCodec.BufferFlagCodecConfig) != 0 || outputCount != 0); if (info.Size != 0) { // Adjust the ByteBuffer values to match BufferInfo. encodedData.Position(info.Offset); encodedData.Limit(info.Offset + info.Size); output.addChunk(encodedData, (int)info.Flags, info.PresentationTimeUs); outputCount++; } encoder.ReleaseOutputBuffer(encoderStatus, false); if ((info.Flags & MediaCodec.BufferFlagEndOfStream) != 0) { outputDone = true; break; // out of while } } } } assertEquals("Frame count", NUM_FRAMES + 1, outputCount); }