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     19 <div id="qv-wrapper">
     20   <div id="qv">
     21     <h2>In this document</h2>
     22     <ol id="auto-toc">
     23     </ol>
     24   </div>
     25 </div>
     26 
     27 
     28 <p>The SurfaceTexture class was introduced in Android 3.0. Just as SurfaceView
     29 is the combination of a Surface and a View, SurfaceTexture is a rough
     30 combination of a Surface and a GLES texture (with a few caveats).</p>
     31 
     32 <p>When you create a SurfaceTexture, you are creating a BufferQueue for which
     33 your app is the consumer. When a new buffer is queued by the producer, your app
     34 is notified via callback (<code>onFrameAvailable()</code>). Your app calls
     35 <code>updateTexImage()</code>, which releases the previously-held buffer,
     36 acquires the new buffer from the queue, and makes some EGL calls to make the
     37 buffer available to GLES as an external texture.</p>
     38 
     39 
     40 <h2 id=ext_texture>External textures</h2>
     41 <p>External textures (<code>GL_TEXTURE_EXTERNAL_OES</code>) are not quite the
     42 same as textures created by GLES (<code>GL_TEXTURE_2D</code>): You have to
     43 configure your renderer a bit differently, and there are things you can't do
     44 with them. The key point is that you can render textured polygons directly
     45 from the data received by your BufferQueue. gralloc supports a wide variety of
     46 formats, so we need to guarantee the format of the data in the buffer is
     47 something GLES can recognize. To do so, when SurfaceTexture creates the
     48 BufferQueue, it sets the consumer usage flags to
     49 <code>GRALLOC_USAGE_HW_TEXTURE</code>, ensuring that any buffer created by
     50 gralloc would be usable by GLES.</p>
     51 
     52 <p>Because SurfaceTexture interacts with an EGL context, you must be careful to
     53 call its methods from the correct thread (as detailed in the class
     54 documentation).</p>
     55 
     56 <h2 id=time_transforms>Timestamps and transformations</h2>
     57 <p>If you look deeper into the class documentation, you will see a couple of odd
     58 calls. One call retrieves a timestamp, the other a transformation matrix, the
     59 value of each having been set by the previous call to
     60 <code>updateTexImage()</code>. It turns out that BufferQueue passes more than
     61 just a buffer handle to the consumer. Each buffer is accompanied by a timestamp
     62 and transformation parameters.</p>
     63 
     64 <p>The transformation is provided for efficiency. In some cases, the source data
     65 might be in the incorrect orientation for the consumer; but instead of rotating
     66 the data before sending it, we can send the data in its current orientation with
     67 a transform that corrects it. The transformation matrix can be merged with other
     68 transformations at the point the data is used, minimizing overhead.</p>
     69 
     70 <p>The timestamp is useful for certain buffer sources. For example, suppose you
     71 connect the producer interface to the output of the camera (with
     72 <code>setPreviewTexture()</code>). To create a video, you need to set the
     73 presentation timestamp for each frame; but you want to base that on the time
     74 when the frame was captured, not the time when the buffer was received by your
     75 app. The timestamp provided with the buffer is set by the camera code, resulting
     76 in a more consistent series of timestamps.</p>
     77 
     78 <h2 id=surfacet>SurfaceTexture and Surface</h2>
     79 
     80 <p>If you look closely at the API you'll see the only way for an application
     81 to create a plain Surface is through a constructor that takes a SurfaceTexture
     82 as the sole argument. (Prior to API 11, there was no public constructor for
     83 Surface at all.) This might seem a bit backward if you view SurfaceTexture as a
     84 combination of a Surface and a texture.</p>
     85 
     86 <p>Under the hood, SurfaceTexture is called GLConsumer, which more accurately
     87 reflects its role as the owner and consumer of a BufferQueue. When you create a
     88 Surface from a SurfaceTexture, what you're doing is creating an object that
     89 represents the producer side of the SurfaceTexture's BufferQueue.</p>
     90 
     91 <h2 id=continuous_capture>Case Study: Grafika's continuous capture</h2>
     92 
     93 <p>The camera can provide a stream of frames suitable for recording as a movie.
     94 To display it on screen, you create a SurfaceView, pass the Surface to
     95 <code>setPreviewDisplay()</code>, and let the producer (camera) and consumer
     96 (SurfaceFlinger) do all the work. To record the video, you create a Surface with
     97 MediaCodec's <code>createInputSurface()</code>, pass that to the camera, and
     98 again sit back and relax. To show and record the it at the same time, you have
     99 to get more involved.</p>
    100 
    101 <p>The <em>continuous capture</em> activity displays video from the camera as
    102 the video is being recorded. In this case, encoded video is written to a
    103 circular buffer in memory that can be saved to disk at any time. It's
    104 straightforward to implement so long as you keep track of where everything is.
    105 </p>
    106 
    107 <p>This flow involves three BufferQueues: one created by the app, one created by
    108 SurfaceFlinger, and one created by mediaserver:</p>
    109 <ul>
    110 <li><strong>Application</strong>. The app uses a SurfaceTexture to receive
    111 frames from Camera, converting them to an external GLES texture.</li>
    112 <li><strong>SurfaceFlinger</strong>. The app declares a SurfaceView, which we
    113 use to display the frames.</li>
    114 <li><strong>MediaServer</strong>. You configure a MediaCodec encoder with an
    115 input Surface to create the video.</li>
    116 </ul>
    117 
    118 <img src="images/continuous_capture_activity.png" alt="Grafika continuous
    119 capture activity" />
    120 
    121 <p class="img-caption"><strong>Figure 1.</strong>Grafika's continuous capture
    122 activity. Arrows indicate data propagation from the camera and BufferQueues are
    123 in color (producers are teal, consumers are green).</p>
    124 
    125 <p>Encoded H.264 video goes to a circular buffer in RAM in the app process, and
    126 is written to an MP4 file on disk using the MediaMuxer class when the capture
    127 button is hit.</p>
    128 
    129 <p>All three of the BufferQueues are handled with a single EGL context in the
    130 app, and the GLES operations are performed on the UI thread.  Doing the
    131 SurfaceView rendering on the UI thread is generally discouraged, but since we're
    132 doing simple operations that are handled asynchronously by the GLES driver we
    133 should be fine.  (If the video encoder locks up and we block trying to dequeue a
    134 buffer, the app will become unresponsive. But at that point, we're probably
    135 failing anyway.)  The handling of the encoded data -- managing the circular
    136 buffer and writing it to disk -- is performed on a separate thread.</p>
    137 
    138 <p>The bulk of the configuration happens in the SurfaceView's <code>surfaceCreated()</code>
    139 callback.  The EGLContext is created, and EGLSurfaces are created for the
    140 display and for the video encoder.  When a new frame arrives, we tell
    141 SurfaceTexture to acquire it and make it available as a GLES texture, then
    142 render it with GLES commands on each EGLSurface (forwarding the transform and
    143 timestamp from SurfaceTexture).  The encoder thread pulls the encoded output
    144 from MediaCodec and stashes it in memory.</p>
    145 
    146 <h2 id=st_vid_play>Secure texture video playback</h2>
    147 <p>Android 7.0 supports GPU post-processing of protected video content. This
    148 allows using the GPU for complex non-linear video effects (such as warps),
    149 mapping protected video content onto textures for use in general graphics scenes
    150 (e.g., using OpenGL ES), and virtual reality (VR).</p>
    151 
    152 <img src="images/graphics_secure_texture_playback.png" alt="Secure Texture Video Playback" />
    153 <p class="img-caption"><strong>Figure 2.</strong>Secure texture video playback</p>
    154 
    155 <p>Support is enabled using the following two extensions:</p>
    156 <ul>
    157 <li><strong>EGL extension</strong>
    158 (<code><a href="https://www.khronos.org/registry/egl/extensions/EXT/EGL_EXT_protected_content.txt">EGL_EXT_protected_content</code></a>).
    159 Allows the creation of protected GL contexts and surfaces, which can both
    160 operate on protected content.</li>
    161 <li><strong>GLES extension</strong>
    162 (<code><a href="https://www.khronos.org/registry/gles/extensions/EXT/EXT_protected_textures.txt">GL_EXT_protected_textures</code></a>).
    163 Allows tagging textures as protected so they can be used as framebuffer texture
    164 attachments.</li>
    165 </ul>
    166 
    167 <p>Android 7.0 also updates SurfaceTexture and ACodec
    168 (<code>libstagefright.so</code>) to allow protected content to be sent even if
    169 the windows surface does not queue to the window composer (i.e., SurfaceFlinger)
    170 and provide a protected video surface for use within a protected context. This
    171 is done by setting the correct protected consumer bits
    172 (<code>GRALLOC_USAGE_PROTECTED</code>) on surfaces created in a protected
    173 context (verified by ACodec).</p>
    174 
    175 <p>These changes benefit app developers who can create apps that perform
    176 enhanced video effects or apply video textures using protected content in GL
    177 (for example, in VR), end users who can view high-value video content (such as
    178 movies and TV shows) in GL environment (for example, in VR), and OEMs who can
    179 achieve higher sales due to added device functionality (for example, watching HD
    180 movies in VR). The new EGL and GLES extensions can be used by system on chip
    181 (SoCs) providers and other vendors, and are currently implemented on the
    182 Qualcomm MSM8994 SoC chipset used in the Nexus 6P.
    183 
    184 <p>Secure texture video playback sets the foundation for strong DRM
    185 implementation in the OpenGL ES environment. Without a strong DRM implementation
    186 such as Widevine Level 1, many content providers would not allow rendering of
    187 their high-value content in the OpenGL ES environment, preventing important VR
    188 use cases such as watching DRM protected content in VR.</p>
    189 
    190 <p>AOSP includes framework code for secure texture video playback; driver
    191 support is up to the vendor. Partners must implement the
    192 <code>EGL_EXT_protected_content</code> and
    193 <code>GL_EXT_protected_textures extensions</code>. When using your own codec
    194 library (to replace libstagefright), note the changes in
    195 <code>/frameworks/av/media/libstagefright/SurfaceUtils.cpp</code> that allow
    196 buffers marked with <code>GRALLOC_USAGE_PROTECTED</code> to be sent to
    197 ANativeWindows (even if the ANativeWindow does not queue directly to the window
    198 composer) as long as the consumer usage bits contain
    199 <code>GRALLOC_USAGE_PROTECTED</code>. For detailed documentation on implementing
    200 the extensions, refer to the Khronos Registry
    201 (<a href="https://www.khronos.org/registry/egl/extensions/EXT/EGL_EXT_protected_content.txt">EGL_EXT_protected_content</a>,
    202 <a href="https://www.khronos.org/registry/gles/extensions/EXT/EXT_protected_textures.txt">GL_EXT_protected_textures</a>).</p>
    203 
    204 <p>Partners may also need to make hardware changes to ensure that protected
    205 memory mapped onto the GPU remains protected and unreadable by unprotected
    206 code.</p>
    207