【问题标题】:Corrupted decoding of a video using MediaCodec in Android 5+在 Android 5+ 中使用 MediaCodec 对视频的解码损坏
【发布时间】:2015-06-17 13:54:14
【问题描述】:

只需尝试解码视频中的帧。 在使用 Android 4+ (http://bigflake.com/mediacodec/ “ExtractMpegFramesTest.java(需要 4.1,API 16)”

问题是 - 它提取了一个帧,但结果位图如下所示(解码后立即保存图像):

真实的视频当然有“真实”的帧,而不是“拉伸”的 1 列。

我在代码行之后保存了这张图片:

bmp.copyPixelsFromBuffer(mPixelBuf);
// <-- here I saved the above image

解决此问题的解码器是否有一些重大更新(我找不到)?

【问题讨论】:

  • 为了清楚起见,我刚刚尝试创建一个仅包含此示例的新项目,在它自己的线程上运行“ExtractMpegFramesTest.java”,它提取了 10 个拉伸的图像一张贴在上面^^。
  • 另外,在将项目设置回 Android 4.4.2 后,在 Galaxy S5 (Android 5.0) 上运行它,同样糟糕的结果。
  • 您是否使用 MediaExtractor 提供样本作为 MediaCodec 的输入?

标签: android android-5.0-lollipop decode android-mediacodec


【解决方案1】:

在 API 级别 21 及更高级别上,解码器在渲染到表面时应用旋转。因此,您从 SurfaceTexture 获得的 transformMatrix 包含旋转信息,这意味着示例中用于反转 SurfaceTexture 的方式不起作用。为了正确反转纹理,我将其旋转 z 轴并进行 x、y 轴变换。以下是我的工作:

修改

st.getTransformMatrix(mSTMatrix);
if (invert) {
     mSTMatrix[5] = -mSTMatrix[5];
     mSTMatrix[13] = 1.0f - mSTMatrix[13];
}

st.getTransformMatrix(mMatrix);
if(invert){
    Matrix.setIdentityM(identifyMatrix, 0); 
    Matrix.translateM(identifyMatrix, 0, 1, 1, 0);      
    Matrix.rotateM(identifyMatrix, 0, 180, 0, 0, 1); 
    Matrix.multiplyMM(mSTMatrix, 0, identifyMatrix, 0, mMatrix,0);
}

其中 mMatrix 和 identifyMatrix 都是

new float[16];

【讨论】:

    【解决方案2】:

    yst 的回答创建了一个镜像

    st.getTransformMatrix(mIntermediateMatrix);
    if(invert){
       Matrix.setIdentityM(identityMatrix, 0);
       Matrix.translateM(identityMatrix, 0, 1, 1, 0);
       Matrix.rotateM(identityMatrix, 0, 180, 0, 0, 1);
       //fixes mirror image
       Matrix.translateM(identityMatrix, 0, 0, 1, 0);
       Matrix.rotateM(identityMatrix, 0, 180, 1, 0, 0);
       Matrix.multiplyMM(mSTMatrix, 0, identityMatrix, 0,mIntermediateMatrix,0);
    } else {
       identityMatrix = mIntermediateMatrix;
    }
    

    这是我从 bigflake 的 ExtractMpegFramesTest.java (requires 4.2, API 17) 中稍微修改的 STextureRender 类

    /**
    * Code for rendering a texture onto a surface using OpenGL ES 2.0.
    */
    private static class STextureRender {
    
    
    private static final int FLOAT_SIZE_BYTES = 4;
    private static final int TRIANGLE_VERTICES_DATA_STRIDE_BYTES = 5 * FLOAT_SIZE_BYTES;
    private static final int TRIANGLE_VERTICES_DATA_POS_OFFSET = 0;
    private static final int TRIANGLE_VERTICES_DATA_UV_OFFSET = 3;
    private final float[] mTriangleVerticesData = {
            // X, Y, Z, U, V
            -1.0f, -1.0f, 0, 0.f, 0.f,
            1.0f, -1.0f, 0, 1.f, 0.f,
            -1.0f,  1.0f, 0, 0.f, 1.f,
            1.0f,  1.0f, 0, 1.f, 1.f,
    };
    
    private FloatBuffer mTriangleVertices;
    
    private static final String VERTEX_SHADER =
            "uniform mat4 uMVPMatrix;\n" +
                    "uniform mat4 uSTMatrix;\n" +
                    "attribute vec4 aPosition;\n" +
                    "attribute vec4 aTextureCoord;\n" +
                    "varying vec2 vTextureCoord;\n" +
                    "void main() {\n" +
                    "    gl_Position = uMVPMatrix * aPosition;\n" +
                    "    vTextureCoord = (uSTMatrix * aTextureCoord).xy;\n" +
                    "}\n";
    
    private static final String FRAGMENT_SHADER =
            "#extension GL_OES_EGL_image_external : require\n" +
                    "precision mediump float;\n" +      // highp here doesn't seem to matter
                    "varying vec2 vTextureCoord;\n" +
                    "uniform samplerExternalOES sTexture;\n" +
                    "void main() {\n" +
                    "    gl_FragColor = texture2D(sTexture, vTextureCoord);\n" +
                    "}\n";
    
    private float[] mMVPMatrix = new float[16];
    private float[] mSTMatrix = new float[16];
    private float[] identityMatrix = new float[16];
    private float[] mIntermediateMatrix = new float[16];
    
    private int mProgram;
    private int mTextureID = -12345;
    private int muMVPMatrixHandle;
    private int muSTMatrixHandle;
    private int maPositionHandle;
    private int maTextureHandle;
    
    public STextureRender() {
        mTriangleVertices = ByteBuffer.allocateDirect(
                mTriangleVerticesData.length * FLOAT_SIZE_BYTES)
                .order(ByteOrder.nativeOrder()).asFloatBuffer();
        mTriangleVertices.put(mTriangleVerticesData).position(0);
    
        Matrix.setIdentityM(mSTMatrix, 0);
    }
    
    public int getTextureId() {
        return mTextureID;
    }
    
    /**
     * Draws the external texture in SurfaceTexture onto the current EGL surface.
     */
    public void drawFrame(SurfaceTexture st, boolean invert) {
        checkGlError("onDrawFrame start");
        st.getTransformMatrix(mIntermediateMatrix);
    
    
        if(invert){
            Matrix.setIdentityM(identityMatrix, 0);
            Matrix.translateM(identityMatrix, 0, 1, 1, 0);
            Matrix.rotateM(identityMatrix, 0, 180, 0, 0, 1);
            //fixes mirror image
            Matrix.translateM(identityMatrix, 0, 0, 1, 0);
            Matrix.rotateM(identityMatrix, 0, 180, 1, 0, 0);
            Matrix.multiplyMM(mSTMatrix, 0, identityMatrix, 0, mIntermediateMatrix,0);
        } else {
            mSTMatrix = mIntermediateMatrix;
        }
    
    /*
        if (invert) {
            mSTMatrix[5] = -mSTMatrix[5];
            mSTMatrix[13] = 1.0f - mSTMatrix[13];
        }
    */
        // (optional) clear to green so we can see if we're failing to set pixels
        GLES20.glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
        GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
    
        GLES20.glUseProgram(mProgram);
        checkGlError("glUseProgram");
    
        GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
        GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, mTextureID);
    
        mTriangleVertices.position(TRIANGLE_VERTICES_DATA_POS_OFFSET);
        GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT, false,
                TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices);
        checkGlError("glVertexAttribPointer maPosition");
        GLES20.glEnableVertexAttribArray(maPositionHandle);
        checkGlError("glEnableVertexAttribArray maPositionHandle");
    
        mTriangleVertices.position(TRIANGLE_VERTICES_DATA_UV_OFFSET);
        GLES20.glVertexAttribPointer(maTextureHandle, 2, GLES20.GL_FLOAT, false,
                TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices);
        checkGlError("glVertexAttribPointer maTextureHandle");
        GLES20.glEnableVertexAttribArray(maTextureHandle);
        checkGlError("glEnableVertexAttribArray maTextureHandle");
    
        Matrix.setIdentityM(mMVPMatrix, 0);
        GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, mMVPMatrix, 0);
        GLES20.glUniformMatrix4fv(muSTMatrixHandle, 1, false, mSTMatrix, 0);
    
        GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
        checkGlError("glDrawArrays");
    
        GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, 0);
    }
    
    /**
     * Initializes GL state.  Call this after the EGL surface has been created and made current.
     */
    public void surfaceCreated() {
        mProgram = createProgram(VERTEX_SHADER, FRAGMENT_SHADER);
        if (mProgram == 0) {
            throw new RuntimeException("failed creating program");
        }
    
        maPositionHandle = GLES20.glGetAttribLocation(mProgram, "aPosition");
        checkLocation(maPositionHandle, "aPosition");
        maTextureHandle = GLES20.glGetAttribLocation(mProgram, "aTextureCoord");
        checkLocation(maTextureHandle, "aTextureCoord");
    
        muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
        checkLocation(muMVPMatrixHandle, "uMVPMatrix");
        muSTMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uSTMatrix");
        checkLocation(muSTMatrixHandle, "uSTMatrix");
    
        int[] textures = new int[1];
        GLES20.glGenTextures(1, textures, 0);
    
        mTextureID = textures[0];
        GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, mTextureID);
        checkGlError("glBindTexture mTextureID");
    
        GLES20.glTexParameterf(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_MIN_FILTER,
                GLES20.GL_NEAREST);
        GLES20.glTexParameterf(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_MAG_FILTER,
                GLES20.GL_LINEAR);
        GLES20.glTexParameteri(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_WRAP_S,
                GLES20.GL_CLAMP_TO_EDGE);
        GLES20.glTexParameteri(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_WRAP_T,
                GLES20.GL_CLAMP_TO_EDGE);
        checkGlError("glTexParameter");
    }
    
    /**
     * Replaces the fragment shader.  Pass in null to reset to default.
     */
    public void changeFragmentShader(String fragmentShader) {
        if (fragmentShader == null) {
            fragmentShader = FRAGMENT_SHADER;
        }
        GLES20.glDeleteProgram(mProgram);
        mProgram = createProgram(VERTEX_SHADER, fragmentShader);
        if (mProgram == 0) {
            throw new RuntimeException("failed creating program");
        }
    }
    
    private int loadShader(int shaderType, String source) {
        int shader = GLES20.glCreateShader(shaderType);
        checkGlError("glCreateShader type=" + shaderType);
        GLES20.glShaderSource(shader, source);
        GLES20.glCompileShader(shader);
        int[] compiled = new int[1];
        GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
        if (compiled[0] == 0) {
            Log.e(TAG, "Could not compile shader " + shaderType + ":");
            Log.e(TAG, " " + GLES20.glGetShaderInfoLog(shader));
            GLES20.glDeleteShader(shader);
            shader = 0;
        }
        return shader;
    }
    
    private int createProgram(String vertexSource, String fragmentSource) {
        int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexSource);
        if (vertexShader == 0) {
            return 0;
        }
        int pixelShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource);
        if (pixelShader == 0) {
            return 0;
        }
    
        int program = GLES20.glCreateProgram();
        if (program == 0) {
            Log.e(TAG, "Could not create program");
        }
        GLES20.glAttachShader(program, vertexShader);
        checkGlError("glAttachShader");
        GLES20.glAttachShader(program, pixelShader);
        checkGlError("glAttachShader");
        GLES20.glLinkProgram(program);
        int[] linkStatus = new int[1];
        GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0);
        if (linkStatus[0] != GLES20.GL_TRUE) {
            Log.e(TAG, "Could not link program: ");
            Log.e(TAG, GLES20.glGetProgramInfoLog(program));
            GLES20.glDeleteProgram(program);
            program = 0;
        }
        return program;
    }
    
    public void checkGlError(String op) {
        int error;
        while ((error = GLES20.glGetError()) != GLES20.GL_NO_ERROR) {
            Log.e(TAG, op + ": glError " + error);
            throw new RuntimeException(op + ": glError " + error);
        }
    }
    
    public static void checkLocation(int location, String label) {
        if (location < 0) {
            throw new RuntimeException("Unable to locate '" + label + "' in program");
        }
    }
    
    }
    

    【讨论】:

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