我目前正在使用媒体编解码器进行实时视图硬件解码。代码如下所示
mMediaCodecDecoder = MediaCodec.createDecoderByType(MIME_TYPE);
format = MediaFormat.createVideoFormat(MIME_TYPE, mLiveViewBuff.frameData.picWidth, mLiveViewBuff.frameData.picHeight);
if (mSurfaceHolder.getSurface().isValid()) {
mMediaCodecDecoder.configure(format, mSurfaceHolder.getSurface(), null, 0);
}
mMediaCodecDecoder.start();
decoderInputBuffers = mMediaCodecDecoder.getInputBuffers();
decoderOutputBuffers = mMediaCodecDecoder.getOutputBuffers();
decoderConfigured = true;
在某个阶段,我决定像这样发布媒体编解码器
mMediaCodecDecoder.stop();
mMediaCodecDecoder.release();
mMediaCodecDecoder = null;
然后,我想通过执行此操作来清除表面视图,然后再为另一个实时视图硬件解码创建另一个媒体编解码器。
Canvas canvas = mSurfaceHolder.lockCanvas();
canvas.drawColor(getResources().getColor(R.color.WHITE));
mSurfaceHolder.unlockCanvasAndPost(canvas);
但我得到了一些connect(P): already connected
错误
长话短说
所以基本上,我有 2 个 h264 实时馈送来使用媒体编解码器进行硬件解码并在 surfaceview 上播放。 在播放它们之间,我喜欢通过在画布上绘制纯黑色来清除表面视图。
请给我一些建议谢谢
我在这里得到类似的问题,并在这里回答答案 https://stackoverflow.com/a/29243067/849715
private void clearSurface(SurfaceTexture texture) {
EGL10 egl = (EGL10) EGLContext.getEGL();
EGLDisplay display = egl.eglGetDisplay(EGL10.EGL_DEFAULT_DISPLAY);
egl.eglInitialize(display, null);
int[] attribList = {
EGL10.EGL_RED_SIZE, 8,
EGL10.EGL_GREEN_SIZE, 8,
EGL10.EGL_BLUE_SIZE, 8,
EGL10.EGL_ALPHA_SIZE, 8,
EGL10.EGL_RENDERABLE_TYPE, EGL10.EGL_WINDOW_BIT,
EGL10.EGL_NONE, 0, // placeholder for recordable [@-3]
EGL10.EGL_NONE
};
EGLConfig[] configs = new EGLConfig[1];
int[] numConfigs = new int[1];
egl.eglChooseConfig(display, attribList, configs, configs.length, numConfigs);
EGLConfig config = configs[0];
EGLContext context = egl.eglCreateContext(display, config, EGL10.EGL_NO_CONTEXT, new int[]{
12440, 2,
EGL10.EGL_NONE
});
EGLSurface eglSurface = egl.eglCreateWindowSurface(display, config, texture,
new int[]{
EGL10.EGL_NONE
});
egl.eglMakeCurrent(display, eglSurface, eglSurface, context);
GLES20.glClearColor(0, 0, 0, 1);
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
egl.eglSwapBuffers(display, eglSurface);
egl.eglDestroySurface(display, eglSurface);
egl.eglMakeCurrent(display, EGL10.EGL_NO_SURFACE, EGL10.EGL_NO_SURFACE,
EGL10.EGL_NO_CONTEXT);
egl.eglDestroyContext(display, context);
egl.eglTerminate(display);
}