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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 TextureView class introduced in Android 4.0 and is the most complex of
     29 the View objects discussed here, combining a View with a SurfaceTexture.</p>
     30 
     31 <h2 id=render_gles>Rendering with GLES</h2>
     32 <p>Recall that the SurfaceTexture is a "GL consumer", consuming buffers of graphics
     33 data and making them available as textures.  TextureView wraps a SurfaceTexture,
     34 taking over the responsibility of responding to the callbacks and acquiring new
     35 buffers.  The arrival of new buffers causes TextureView to issue a View
     36 invalidate request.  When asked to draw, the TextureView uses the contents of
     37 the most recently received buffer as its data source, rendering wherever and
     38 however the View state indicates it should.</p>
     39 
     40 <p>You can render on a TextureView with GLES just as you would SurfaceView.  Just
     41 pass the SurfaceTexture to the EGL window creation call.  However, doing so
     42 exposes a potential problem.</p>
     43 
     44 <p>In most of what we've looked at, the BufferQueues have passed buffers between
     45 different processes.  When rendering to a TextureView with GLES, both producer
     46 and consumer are in the same process, and they might even be handled on a single
     47 thread.  Suppose we submit several buffers in quick succession from the UI
     48 thread.  The EGL buffer swap call will need to dequeue a buffer from the
     49 BufferQueue, and it will stall until one is available.  There won't be any
     50 available until the consumer acquires one for rendering, but that also happens
     51 on the UI thread so we're stuck.</p>
     52 
     53 <p>The solution is to have BufferQueue ensure there is always a buffer
     54 available to be dequeued, so the buffer swap never stalls.  One way to guarantee
     55 this is to have BufferQueue discard the contents of the previously-queued buffer
     56 when a new buffer is queued, and to place restrictions on minimum buffer counts
     57 and maximum acquired buffer counts.  (If your queue has three buffers, and all
     58 three buffers are acquired by the consumer, then there's nothing to dequeue and
     59 the buffer swap call must hang or fail.  So we need to prevent the consumer from
     60 acquiring more than two buffers at once.)  Dropping buffers is usually
     61 undesirable, so it's only enabled in specific situations, such as when the
     62 producer and consumer are in the same process.</p>
     63 
     64 <h2 id=surface_or_texture>SurfaceView or TextureView?</h2>
     65 SurfaceView and TextureView fill similar roles, but have very different
     66 implementations.  To decide which is best requires an understanding of the
     67 trade-offs.</p>
     68 
     69 <p>Because TextureView is a proper citizen of the View hierarchy, it behaves like
     70 any other View, and can overlap or be overlapped by other elements.  You can
     71 perform arbitrary transformations and retrieve the contents as a bitmap with
     72 simple API calls.</p>
     73 
     74 <p>The main strike against TextureView is the performance of the composition step.
     75 With SurfaceView, the content is written to a separate layer that SurfaceFlinger
     76 composites, ideally with an overlay.  With TextureView, the View composition is
     77 always performed with GLES, and updates to its contents may cause other View
     78 elements to redraw as well (e.g. if they're positioned on top of the
     79 TextureView).  After the View rendering completes, the app UI layer must then be
     80 composited with other layers by SurfaceFlinger, so you're effectively
     81 compositing every visible pixel twice.  For a full-screen video player, or any
     82 other application that is effectively just UI elements layered on top of video,
     83 SurfaceView offers much better performance.</p>
     84 
     85 <p>As noted earlier, DRM-protected video can be presented only on an overlay plane.
     86  Video players that support protected content must be implemented with
     87 SurfaceView.</p>
     88 
     89 <h2 id=grafika>Case Study: Grafika's Play Video (TextureView)</h2>
     90 
     91 <p>Grafika includes a pair of video players, one implemented with TextureView, the
     92 other with SurfaceView.  The video decoding portion, which just sends frames
     93 from MediaCodec to a Surface, is the same for both.  The most interesting
     94 differences between the implementations are the steps required to present the
     95 correct aspect ratio.</p>
     96 
     97 <p>While SurfaceView requires a custom implementation of FrameLayout, resizing
     98 SurfaceTexture is a simple matter of configuring a transformation matrix with
     99 <code>TextureView#setTransform()</code>.  For the former, you're sending new
    100 window position and size values to SurfaceFlinger through WindowManager; for
    101 the latter, you're just rendering it differently.</p>
    102 
    103 <p>Otherwise, both implementations follow the same pattern.  Once the Surface has
    104 been created, playback is enabled.  When "play" is hit, a video decoding thread
    105 is started, with the Surface as the output target.  After that, the app code
    106 doesn't have to do anything -- composition and display will either be handled by
    107 SurfaceFlinger (for the SurfaceView) or by TextureView.</p>
    108 
    109 <h2 id=decode>Case Study: Grafika's Double Decode</h2>
    110 
    111 <p>This activity demonstrates manipulation of the SurfaceTexture inside a
    112 TextureView.</p>
    113 
    114 <p>The basic structure of this activity is a pair of TextureViews that show two
    115 different videos playing side-by-side.  To simulate the needs of a
    116 videoconferencing app, we want to keep the MediaCodec decoders alive when the
    117 activity is paused and resumed for an orientation change.  The trick is that you
    118 can't change the Surface that a MediaCodec decoder uses without fully
    119 reconfiguring it, which is a fairly expensive operation; so we want to keep the
    120 Surface alive.  The Surface is just a handle to the producer interface in the
    121 SurfaceTexture's BufferQueue, and the SurfaceTexture is managed by the
    122 TextureView;, so we also need to keep the SurfaceTexture alive.  So how do we deal
    123 with the TextureView getting torn down?</p>
    124 
    125 <p>It just so happens TextureView provides a <code>setSurfaceTexture()</code> call
    126 that does exactly what we want.  We obtain references to the SurfaceTextures
    127 from the TextureViews and save them in a static field.  When the activity is
    128 shut down, we return "false" from the <code>onSurfaceTextureDestroyed()</code>
    129 callback to prevent destruction of the SurfaceTexture.  When the activity is
    130 restarted, we stuff the old SurfaceTexture into the new TextureView.  The
    131 TextureView class takes care of creating and destroying the EGL contexts.</p>
    132 
    133 <p>Each video decoder is driven from a separate thread.  At first glance it might
    134 seem like we need EGL contexts local to each thread; but remember the buffers
    135 with decoded output are actually being sent from mediaserver to our
    136 BufferQueue consumers (the SurfaceTextures).  The TextureViews take care of the
    137 rendering for us, and they execute on the UI thread.</p>
    138 
    139 <p>Implementing this activity with SurfaceView would be a bit harder.  We can't
    140 just create a pair of SurfaceViews and direct the output to them, because the
    141 Surfaces would be destroyed during an orientation change.  Besides, that would
    142 add two layers, and limitations on the number of available overlays strongly
    143 motivate us to keep the number of layers to a minimum.  Instead, we'd want to
    144 create a pair of SurfaceTextures to receive the output from the video decoders,
    145 and then perform the rendering in the app, using GLES to render two textured
    146 quads onto the SurfaceView's Surface.</p>
    147