前言
上一篇文章中详细分析了MediaCodec,以及由它向下的内容,但是在MediaCodec外面包裹的是一层NuPlayerDecoder,这里就看看它们两者之间是如何沟通的。
从理论上来讲,既然NuPlayerDecoder包裹在MediaCodec外层,所以它相对于MediaCodec也可以理解为App,它调用MediaCodec的API来完成一些任务。下面就详细看看这个流程
1. 解码顺序的启动过程
实际的解码是从setRenderer开始,在NuPlayer::onStart()函数中,
mVideoDecoder->setRenderer(mRenderer);
到NuPlayer::DecoderBase::setRenderer()函数中,发送kWhatSetRenderer这个msg,然后跳到onSetRenderer()函数中,
void NuPlayer::Decoder::onSetRenderer(const sp<Renderer> &renderer) {
bool hadNoRenderer = (mRenderer == NULL);
mRenderer = renderer;
if (hadNoRenderer && mRenderer != NULL) {
// this means that the widevine legacy source is ready
onRequestInputBuffers();
}
}
在onSetRenderer函数中,调用到onRequestInputBuffers()函数,这个函数挺奇葩的,来看一下它的执行逻辑:
void NuPlayer::DecoderBase::onRequestInputBuffers() {
if (mRequestInputBuffersPending) {
return;
}
// doRequestBuffers() return true if we should request more data
if (doRequestBuffers()) {
mRequestInputBuffersPending = true;
sp<AMessage> msg = new AMessage(kWhatRequestInputBuffers, this);
msg->post(2 * 1000ll);
}
}
void NuPlayer::DecoderBase::onMessageReceived(const sp<AMessage> &msg) {
case kWhatRequestInputBuffers:
{
mRequestInputBuffersPending = false;
onRequestInputBuffers();
break;
}
看到这个代码逻辑了没,在onRequestInputBuffers函数中,会去发送kWhatRequestInputBuffers这个msg,而在msg的async处理函数中,还会继续去调用onRequestInputBuffers函数,就这样循环下去了,嗯哼???还有这操作?
那唯一能阻止这个循环操作的,就是onRequestInputBuffers函数中的if (doRequestBuffers())判断语句了,只有它判断为0,才会终止这个循环操作。
那么再来看这个doRequestBuffers()函数,它实际上是一个while循环,当需要更多的数据时,这个函数返回true :
/*
* returns true if we should request more data
*/
bool NuPlayer::Decoder::doRequestBuffers() {
// mRenderer is only NULL if we have a legacy widevine source that
// is not yet ready. In this case we must not fetch input.
if (isDiscontinuityPending() || mRenderer == NULL) {
return false;
}
status_t err = OK;
while (err == OK && !mDequeuedInputBuffers.empty()) {
size_t bufferIx = *mDequeuedInputBuffers.begin();
sp<AMessage> msg = new AMessage();
msg->setSize("buffer-ix", bufferIx);
err = fetchInputData(msg); //取一个输入buffer
if (err != OK && err != ERROR_END_OF_STREAM) {
// if EOS, need to queue EOS buffer
break;
}
mDequeuedInputBuffers.erase(mDequeuedInputBuffers.begin());
if (!mPendingInputMessages.empty()
|| !onInputBufferFetched(msg)) {
mPendingInputMessages.push_back(msg); //实际取出的数据放到这个缓冲消息队列中
}
}
return err == -EWOULDBLOCK
&& mSource->feedMoreTSData() == OK;
}
在NuPlayer::Decoder::fetchInputData()函数中,通过调用mSource->dequeueAccessUnit()函数,来跟GenericSource打交道,就把压缩数据填充到buffer中了。
而NuPlayer::Decoder::onInputBufferFetched()函数内部,会通过mCodec->queueInputBuffer()来把数据加到BufferQueue中。
2. 循环逻辑
来看看下面这个图,我的理解是NuPlayerDecoder是包装在MediaCodec外面的一层,而这个input和output都是相对于MediaCodec来说的,NuPlayerDecoder与MediaCodec交互发生在两个port,MediaCodec中也维护着一个BufferQueue,当inputport端口有buffer时,就会调用MediaCodec::onInputBufferAvailable()函数,这个函数就会发送一个CB_INPUT_AVAILABLE msg到NuPlayerDecoder中,通知它在MediaCodec的input port有一个buffer,那么NuPlayerDecoder就会相应的调用NuPlayer::Decoder::handleAnInputBuffer()函数来处理这个事情,怎么处理呢?MediaCodec的作用就是解码,Decoder就是从demux(MediaExtractor)中取数据,交给MediaCodec去处理。
当MediaCodec处理完这些数据后(怎么处理?把H264的码流解析成YUV格式的),数据在内部从input port流到ouput port,这时候就会触发MediaCodec::onOutputBufferAvailable()函数,来告诉NuPlayerDecoder在MediaCodec的ouput port有一个buffer,通过发送一个CB_OUTPUT_AVAILABLE msg,当NuPlayerDecoder接收到这个msg后,调用NuPlayer::Decoder::handleAnOutputBuffer()函数来处理,怎么处理呢?
Decoder的下一步就是Render了,所以下一步就是把数据发送给Renderer。
这是一个循环逻辑,一步一步来看。
2.1 异步消息的建立过程
首先是NuPlayerDecoder是如何与MediaCodec建立消息联系的?
在NuPlayer::Decoder::onConfigure()函数中有如下的代码:
sp<AMessage> reply = new AMessage(kWhatCodecNotify, this); //这是消息类型为kWhatCodecNotify
mCodec->setCallback(reply);
然后在MediaCodec::setCallback函数:
status_t MediaCodec::setCallback(const sp<AMessage> &callback) {
sp<AMessage> msg = new AMessage(kWhatSetCallback, this);
msg->setMessage("callback", callback);
sp<AMessage> response;
return PostAndAwaitResponse(msg, &response);
}
void MediaCodec::onMessageReceived(const sp<AMessage> &msg) {
switch (msg->what()) {
case kWhatSetCallback:
{
sp<AReplyToken> replyID;
CHECK(msg->senderAwaitsResponse(&replyID));
...
sp<AMessage> callback;
CHECK(msg->findMessage("callback", &callback));
mCallback = callback; //将callback取出来赋值给全局变量mCallback
...
sp<AMessage> response = new AMessage;
response->postReply(replyID);
break;
}
}
}
这里就将NuPlayerDecoder的reply赋值给MediaCodec的mCallback。
需要回调onInputBufferAvailable给NuPlayerDecoder时我们看一下,此时就是用mCallback去发送消息
void MediaCodec::onInputBufferAvailable() {
int32_t index;
while ((index = dequeuePortBuffer(kPortIndexInput)) >= 0) {
sp<AMessage> msg = mCallback->dup();
msg->setInt32("callbackID", CB_INPUT_AVAILABLE);
msg->setInt32("index", index);
msg->post();
}
}
这里就是将MediaCodec的消息发送给当前类Decoder消息队列中,然后在NuPlayer::Decoder::onMessageReceived中处理。
void NuPlayer::Decoder::onMessageReceived(const sp<AMessage> &msg) {
ALOGV("[%s] onMessage: %s", mComponentName.c_str(), msg->debugString().c_str());
switch (msg->what()) {
case kWhatCodecNotify:
{
int32_t cbID;
CHECK(msg->findInt32("callbackID", &cbID));
...
switch (cbID) {
case MediaCodec::CB_INPUT_AVAILABLE:
{
int32_t index;
CHECK(msg->findInt32("index", &index));
handleAnInputBuffer(index);
break;
}
2.2 向MediaCodec输入数据的过程
首先是在MediaCodec内部会向NuPlayerDecoder通过MediaCodec::onInputBufferAvailable() 函数向NuPlayerDecoder函数发送一个CB_INPUT_AVAILABLE msg,在NuPlayerDecoder中:
bool NuPlayer::Decoder::handleAnInputBuffer(size_t index) {
if (isDiscontinuityPending()) {
return false;
}
sp<ABuffer> buffer;
mCodec->getInputBuffer(index, &buffer); //首先从MediaCodec中获取一个可用的输入缓冲
if (buffer == NULL) {
handleError(UNKNOWN_ERROR);
return false;
}
if (index >= mInputBuffers.size()) {
for (size_t i = mInputBuffers.size(); i <= index; ++i) {
mInputBuffers.add();
mMediaBuffers.add();
mInputBufferIsDequeued.add();
mMediaBuffers.editItemAt(i) = NULL;
mInputBufferIsDequeued.editItemAt(i) = false;
}
}
mInputBuffers.editItemAt(index) = buffer;
//CHECK_LT(bufferIx, mInputBuffers.size());
if (mMediaBuffers[index] != NULL) {
mMediaBuffers[index]->release();
mMediaBuffers.editItemAt(index) = NULL;
}
mInputBufferIsDequeued.editItemAt(index) = true;
if (!mCSDsToSubmit.isEmpty()) {
sp<AMessage> msg = new AMessage();
msg->setSize("buffer-ix", index);
sp<ABuffer> buffer = mCSDsToSubmit.itemAt(0);
ALOGI("[%s] resubmitting CSD", mComponentName.c_str());
msg->setBuffer("buffer", buffer);
mCSDsToSubmit.removeAt(0);
CHECK(onInputBufferFetched(msg));
return true;
}
while (!mPendingInputMessages.empty()) {
sp<AMessage> msg = *mPendingInputMessages.begin();
if (!onInputBufferFetched(msg)) {//这里是把数据queue到MediaCodec的Input中
//在这个循环中,更重要的一点是对EOS进行处理,如果遇到EOS,这里就会跳出循环。
break;
}
mPendingInputMessages.erase(mPendingInputMessages.begin());
}
if (!mInputBufferIsDequeued.editItemAt(index)) {
return true;
}
mDequeuedInputBuffers.push_back(index);
onRequestInputBuffers();
return true;
}
真正的循环在onRequestInputBuffers()函数中,这个函数如下所示:
void NuPlayer::DecoderBase::onRequestInputBuffers() {
if (mRequestInputBuffersPending) {
return;
}
// doRequestBuffers() return true if we should request more data
if (doRequestBuffers()) {
mRequestInputBuffersPending = true;
sp<AMessage> msg = new AMessage(kWhatRequestInputBuffers, this);
msg->post(2 * 1000ll);
}
}
如果还需要获取数据的话,doRequestBuffers()函数就会返回true,然后发送kWhatRequestInputBuffers msg,这个msg的处理函数中仍会去调用onRequestInputBuffers()函数,所以就这么一直循环下去了。所以核心是这个doRequestBuffers()函数。
bool NuPlayer::Decoder::doRequestBuffers() {
// mRenderer is only NULL if we have a legacy widevine source that
// is not yet ready. In this case we must not fetch input.
if (isDiscontinuityPending() || mRenderer == NULL) {
return false;
}
status_t err = OK;
while (err == OK && !mDequeuedInputBuffers.empty()) {
size_t bufferIx = *mDequeuedInputBuffers.begin();
sp<AMessage> msg = new AMessage();
msg->setSize("buffer-ix", bufferIx);
err = fetchInputData(msg);
if (err != OK && err != ERROR_END_OF_STREAM) {
// if EOS, need to queue EOS buffer
break;
}
mDequeuedInputBuffers.erase(mDequeuedInputBuffers.begin());
if (!mPendingInputMessages.empty()
|| !onInputBufferFetched(msg)) {
mPendingInputMessages.push_back(msg);
}
}
return err == -EWOULDBLOCK
&& mSource->feedMoreTSData() == OK;
}
这里面有2个重要的函数,fetchInputData(msg)函数是从Source里面取数据,onInputBufferFetched()函数里面填充数据,并把数据传给MediaCodec。来看看onInputBufferFetched()函数是如何完成这些操作的:
bool NuPlayer::Decoder::onInputBufferFetched(const sp<AMessage> &msg) {
size_t bufferIx;
CHECK(msg->findSize("buffer-ix", &bufferIx));
CHECK_LT(bufferIx, mInputBuffers.size());
sp<ABuffer> codecBuffer = mInputBuffers[bufferIx];
sp<ABuffer> buffer;
bool hasBuffer = msg->findBuffer("buffer", &buffer);
// handle widevine classic source - that fills an arbitrary input buffer
MediaBuffer *mediaBuffer = NULL;
if (hasBuffer) {
mediaBuffer = (MediaBuffer *)(buffer->getMediaBufferBase());
if (mediaBuffer != NULL) {
// likely filled another buffer than we requested: adjust buffer index
size_t ix;
for (ix = 0; ix < mInputBuffers.size(); ix++) {
const sp<ABuffer> &buf = mInputBuffers[ix];
if (buf->data() == mediaBuffer->data()) {
// all input buffers are dequeued on start, hence the check
if (!mInputBufferIsDequeued[ix]) {
ALOGV("[%s] received MediaBuffer for #%zu instead of #%zu",
mComponentName.c_str(), ix, bufferIx);
mediaBuffer->release();
return false;
}
// TRICKY: need buffer for the metadata, so instead, set
// codecBuffer to the same (though incorrect) buffer to
// avoid a memcpy into the codecBuffer
codecBuffer = buffer;
codecBuffer->setRange(
mediaBuffer->range_offset(),
mediaBuffer->range_length());
bufferIx = ix;
break;
}
}
CHECK(ix < mInputBuffers.size());
}
}
if (buffer == NULL /* includes !hasBuffer */) {
int32_t streamErr = ERROR_END_OF_STREAM;
CHECK(msg->findInt32("err", &streamErr) || !hasBuffer);
CHECK(streamErr != OK);
// attempt to queue EOS
status_t err = mCodec->queueInputBuffer(
bufferIx,
0,
0,
0,
MediaCodec::BUFFER_FLAG_EOS);
if (err == OK) {
mInputBufferIsDequeued.editItemAt(bufferIx) = false;
} else if (streamErr == ERROR_END_OF_STREAM) {
streamErr = err;
// err will not be ERROR_END_OF_STREAM
}
if (streamErr != ERROR_END_OF_STREAM) {
ALOGE("Stream error for %s (err=%d), EOS %s queued",
mComponentName.c_str(),
streamErr,
err == OK ? "successfully" : "unsuccessfully");
handleError(streamErr);
}
} else {
sp<AMessage> extra;
if (buffer->meta()->findMessage("extra", &extra) && extra != NULL) {
int64_t resumeAtMediaTimeUs;
if (extra->findInt64(
"resume-at-mediaTimeUs", &resumeAtMediaTimeUs)) {
ALOGI("[%s] suppressing rendering until %lld us",
mComponentName.c_str(), (long long)resumeAtMediaTimeUs);
mSkipRenderingUntilMediaTimeUs = resumeAtMediaTimeUs;
}
}
int64_t timeUs = 0;
uint32_t flags = 0;
CHECK(buffer->meta()->findInt64("timeUs", &timeUs));
int32_t eos, csd;
// we do not expect SYNCFRAME for decoder
if (buffer->meta()->findInt32("eos", &eos) && eos) {
flags |= MediaCodec::BUFFER_FLAG_EOS;
} else if (buffer->meta()->findInt32("csd", &csd) && csd) {
flags |= MediaCodec::BUFFER_FLAG_CODECCONFIG;
}
// copy into codec buffer
if (buffer != codecBuffer) {
CHECK_LE(buffer->size(), codecBuffer->capacity());
codecBuffer->setRange(0, buffer->size());
memcpy(codecBuffer->data(), buffer->data(), buffer->size());
//实际复制数据的地方
}
status_t err = mCodec->queueInputBuffer( //在这里把buffer交给解码器Codec
bufferIx,
codecBuffer->offset(),
codecBuffer->size(),
timeUs,
flags);
if (err != OK) {
if (mediaBuffer != NULL) {
mediaBuffer->release();
}
ALOGE("Failed to queue input buffer for %s (err=%d)",
mComponentName.c_str(), err);
handleError(err);
} else {
mInputBufferIsDequeued.editItemAt(bufferIx) = false;
if (mediaBuffer != NULL) {
CHECK(mMediaBuffers[bufferIx] == NULL);
mMediaBuffers.editItemAt(bufferIx) = mediaBuffer;
}
}
}
return true;
}
至此,就把数据交给MediaCodec了,解码前的数据就准备好了。
2.3 MediaCodec解码后的数据流向
在MediaCodec的output port有数据时,就会调用MediaCodec::onOutputBufferAvailable()函数,这个函数就是发送CB_OUTPUT_AVAILABLE msg到NuPlayerDecoder中,同样在NuPlayer::Decoder::onMessageReceived函数中进行处理:
case MediaCodec::CB_OUTPUT_AVAILABLE:
{
int32_t index;
size_t offset;
size_t size;
int64_t timeUs;
int32_t flags;
CHECK(msg->findInt32("index", &index));
CHECK(msg->findSize("offset", &offset));
CHECK(msg->findSize("size", &size));
CHECK(msg->findInt64("timeUs", &timeUs));
CHECK(msg->findInt32("flags", &flags));
handleAnOutputBuffer(index, offset, size, timeUs, flags);
break;
}
继续看:
bool NuPlayer::Decoder::handleAnOutputBuffer(
size_t index,
size_t offset,
size_t size,
int64_t timeUs,
int32_t flags) {
// CHECK_LT(bufferIx, mOutputBuffers.size());
sp<ABuffer> buffer;
mCodec->getOutputBuffer(index, &buffer);
if (index >= mOutputBuffers.size()) {
for (size_t i = mOutputBuffers.size(); i <= index; ++i) {
mOutputBuffers.add();
}
}
mOutputBuffers.editItemAt(index) = buffer;
buffer->setRange(offset, size);
buffer->meta()->clear();
buffer->meta()->setInt64("timeUs", timeUs);
bool eos = flags & MediaCodec::BUFFER_FLAG_EOS;
// we do not expect CODECCONFIG or SYNCFRAME for decoder
sp<AMessage> reply = new AMessage(kWhatRenderBuffer, this);
reply->setSize("buffer-ix", index);
reply->setInt32("generation", mBufferGeneration);
if (eos) {
ALOGI("[%s] saw output EOS", mIsAudio ? "audio" : "video");
buffer->meta()->setInt32("eos", true);
reply->setInt32("eos", true);
} else if (mSkipRenderingUntilMediaTimeUs >= 0) {
if (timeUs < mSkipRenderingUntilMediaTimeUs) {
ALOGV("[%s] dropping buffer at time %lld as requested.",
mComponentName.c_str(), (long long)timeUs);
reply->post();
return true;
}
mSkipRenderingUntilMediaTimeUs = -1;
}
mNumFramesTotal += !mIsAudio;
// wait until 1st frame comes out to signal resume complete
notifyResumeCompleteIfNecessary();
if (mRenderer != NULL) {
// send the buffer to renderer.
mRenderer->queueBuffer(mIsAudio, buffer, reply);
if (eos && !isDiscontinuityPending()) {
mRenderer->queueEOS(mIsAudio, ERROR_END_OF_STREAM);
}
}
return true;
}
通过这个mRenderer->queueBuffer()函数,就把数据发送给Renderer了。
Render中根据时间来判断这个Buffer是否需要渲染,是否需要丢帧,然后通过一个notify反馈给NuPlayerDecoder,然后在下面的onRenderBuffer处理函数中,会根据这个notify来判断是否渲染这一帧数据。
同时这里还发送了一个kWhatRenderBuffer msg,这个处理函数如下:
case kWhatRenderBuffer:
{
if (!isStaleReply(msg)) {
onRenderBuffer(msg);
}
break;
}
void NuPlayer::Decoder::onRenderBuffer(const sp<AMessage> &msg) {
status_t err;
int32_t render;
size_t bufferIx;
int32_t eos;
CHECK(msg->findSize("buffer-ix", &bufferIx));
if (!mIsAudio) {
int64_t timeUs;
sp<ABuffer> buffer = mOutputBuffers[bufferIx];
buffer->meta()->findInt64("timeUs", &timeUs);
if (mCCDecoder != NULL && mCCDecoder->isSelected()) {
mCCDecoder->display(timeUs);
}
}
if (msg->findInt32("render", &render) && render) {
int64_t timestampNs;
CHECK(msg->findInt64("timestampNs", ×tampNs));
err = mCodec->renderOutputBufferAndRelease(bufferIx, timestampNs);
} else {
mNumOutputFramesDropped += !mIsAudio;
err = mCodec->releaseOutputBuffer(bufferIx);
}
if (err != OK) {
ALOGE("failed to release output buffer for %s (err=%d)",
mComponentName.c_str(), err);
handleError(err);
}
if (msg->findInt32("eos", &eos) && eos
&& isDiscontinuityPending()) {
finishHandleDiscontinuity(true /* flushOnTimeChange */);
}
}
这个(msg->findInt32(“render”, &render) && render)就是从Renderer中传回来的notify,如果需要渲染的话,这个判断语句就是true,会调用mCodec->renderOutputBufferAndRelease函数渲染这一帧数据,然后释放buffer,把buffer返还给MediaCodec。
如果这个语句判断为false,就会直接调用mCodec->releaseOutputBuffer函数释放buffer,不去渲染,直接把buffer返还给MediaCodec。
至此,Decoder的过程也就分析完毕了,以后有时间的话再分析MediaCodec有OMX的交互。下一步先分析Render。