1# NativeImage开发指导 (C/C++) 2 3## 场景介绍 4 5NativeImage是提供**Surface关联OpenGL外部纹理**的模块,表示图形队列的消费者端。开发者可以通过`NativeImage`接口接收和使用`Buffer`,并将`Buffer`关联输出到OpenGL外部纹理。 6针对NativeImage,常见的开发场景如下: 7 8* 通过`NativeImage`提供的Native API接口创建`NativeImage`实例作为消费者端,获取与该实例对应的`NativeWindow`作为生产者端。`NativeWindow`相关接口可用于填充`Buffer`内容并提交,`NativeImage`将`Buffer`内容更新到OpenGL外部纹理上。本模块需要配合NativeWindow、NativeBuffer、EGL、GLES3模块一起使用。 9 10## 接口说明 11 12| 接口名 | 描述 | 13| ------------------------------------------------------------ | ------------------------------------------------------------ | 14| OH_NativeImage_Create (uint32_t textureId, uint32_t textureTarget) | 创建一个OH_NativeImage实例,该实例与OpenGL ES的纹理ID和纹理目标相关联。本接口需要与OH_NativeImage_Destroy接口配合使用,否则会存在内存泄露。 | 15| OH_NativeImage_AcquireNativeWindow (OH_NativeImage \*image) | 获取与OH_NativeImage相关联的OHNativeWindow指针,该OHNativeWindow在调用OH_NativeImage_Destroy时会将其释放,不需要调用OH_NativeWindow_DestroyNativeWindow释放,否则会出现访问已释放内存错误,可能会导致崩溃。 | 16| OH_NativeImage_AttachContext (OH_NativeImage \*image, uint32_t textureId) | 将OH_NativeImage实例附加到当前OpenGL ES上下文,且该OpenGL ES纹理会绑定到 GL_TEXTURE_EXTERNAL_OES,并通过OH_NativeImage进行更新。 | 17| OH_NativeImage_DetachContext (OH_NativeImage \*image) | 将OH_NativeImage实例从当前OpenGL ES上下文分离。 | 18| OH_NativeImage_UpdateSurfaceImage (OH_NativeImage \*image) | 通过OH_NativeImage获取最新帧更新相关联的OpenGL ES纹理。 | 19| OH_NativeImage_GetTimestamp (OH_NativeImage \*image) | 获取最近调用OH_NativeImage_UpdateSurfaceImage的纹理图像的相关时间戳。 | 20| OH_NativeImage_GetTransformMatrix (OH_NativeImage \*image, float matrix[16]) | 获取最近调用OH_NativeImage_UpdateSurfaceImage的纹理图像的变化矩阵。 | 21| OH_NativeImage_Destroy (OH_NativeImage \*\*image) | 销毁通过OH_NativeImage_Create创建的OH_NativeImage实例,销毁后该OH_NativeImage指针会被赋值为空。 | 22 23详细的接口说明请参考[native_image](../reference/apis-arkgraphics2d/_o_h___native_image.md)。 24 25## 开发步骤 26 27以下步骤描述了如何使用`NativeImage`提供的Native API接口,创建`OH_NativeImage`实例作为消费者端,将数据内容更新到OpenGL外部纹理上。 28 29**添加动态链接库** 30 31CMakeLists.txt中添加以下lib。 32 33```txt 34libEGL.so 35libGLESv3.so 36libnative_image.so 37libnative_window.so 38libnative_buffer.so 39``` 40 41**头文件** 42 43```c++ 44#include <iostream> 45#include <string> 46#include <EGL/egl.h> 47#include <EGL/eglext.h> 48#include <GLES3/gl3.h> 49#include <GLES2/gl2ext.h> 50#include <sys/mman.h> 51#include <native_image/native_image.h> 52#include <native_window/external_window.h> 53#include <native_buffer/native_buffer.h> 54``` 55 561. **初始化EGL环境**。 57 58 这里提供一份初始化EGL环境的代码示例。XComponent模块的具体使用方法请参考[XComponent开发指导](../ui/napi-xcomponent-guidelines.md)。 59 ```c++ 60 using GetPlatformDisplayExt = PFNEGLGETPLATFORMDISPLAYEXTPROC; 61 constexpr const char *EGL_EXT_PLATFORM_WAYLAND = "EGL_EXT_platform_wayland"; 62 constexpr const char *EGL_KHR_PLATFORM_WAYLAND = "EGL_KHR_platform_wayland"; 63 constexpr int32_t EGL_CONTEXT_CLIENT_VERSION_NUM = 2; 64 constexpr char CHARACTER_WHITESPACE = ' '; 65 constexpr const char *CHARACTER_STRING_WHITESPACE = " "; 66 constexpr const char *EGL_GET_PLATFORM_DISPLAY_EXT = "eglGetPlatformDisplayEXT"; 67 EGLContext eglContext_ = EGL_NO_CONTEXT; 68 EGLDisplay eglDisplay_ = EGL_NO_DISPLAY; 69 static inline EGLConfig config_; 70 static inline EGLSurface eglSurface_; 71 // 从XComponent中获取到的OHNativeWindow 72 OHNativeWindow *eglNativeWindow_; 73 74 // 检查egl扩展 75 static bool CheckEglExtension(const char *extensions, const char *extension) { 76 size_t extlen = strlen(extension); 77 const char *end = extensions + strlen(extensions); 78 79 while (extensions < end) { 80 size_t n = 0; 81 if (*extensions == CHARACTER_WHITESPACE) { 82 extensions++; 83 continue; 84 } 85 n = strcspn(extensions, CHARACTER_STRING_WHITESPACE); 86 if (n == extlen && strncmp(extension, extensions, n) == 0) { 87 return true; 88 } 89 extensions += n; 90 } 91 return false; 92 } 93 94 // 获取当前的显示设备 95 static EGLDisplay GetPlatformEglDisplay(EGLenum platform, void *native_display, const EGLint *attrib_list) { 96 static GetPlatformDisplayExt eglGetPlatformDisplayExt = NULL; 97 98 if (!eglGetPlatformDisplayExt) { 99 const char *extensions = eglQueryString(EGL_NO_DISPLAY, EGL_EXTENSIONS); 100 if (extensions && (CheckEglExtension(extensions, EGL_EXT_PLATFORM_WAYLAND) || 101 CheckEglExtension(extensions, EGL_KHR_PLATFORM_WAYLAND))) { 102 eglGetPlatformDisplayExt = (GetPlatformDisplayExt)eglGetProcAddress(EGL_GET_PLATFORM_DISPLAY_EXT); 103 } 104 } 105 106 if (eglGetPlatformDisplayExt) { 107 return eglGetPlatformDisplayExt(platform, native_display, attrib_list); 108 } 109 110 return eglGetDisplay((EGLNativeDisplayType)native_display); 111 } 112 113 static void InitEGLEnv() { 114 // 获取当前的显示设备 115 eglDisplay_ = GetPlatformEglDisplay(EGL_PLATFORM_OHOS_KHR, EGL_DEFAULT_DISPLAY, NULL); 116 if (eglDisplay_ == EGL_NO_DISPLAY) { 117 std::cout << "Failed to create EGLDisplay gl errno : " << eglGetError() << std::endl; 118 } 119 120 EGLint major, minor; 121 // 初始化EGLDisplay 122 if (eglInitialize(eglDisplay_, &major, &minor) == EGL_FALSE) { 123 std::cout << "Failed to initialize EGLDisplay" << std::endl; 124 } 125 126 // 绑定图形绘制的API为OpenGLES 127 if (eglBindAPI(EGL_OPENGL_ES_API) == EGL_FALSE) { 128 std::cout << "Failed to bind OpenGL ES API" << std::endl; 129 } 130 131 unsigned int glRet; 132 EGLint count; 133 EGLint config_attribs[] = {EGL_SURFACE_TYPE, 134 EGL_WINDOW_BIT, 135 EGL_RED_SIZE, 136 8, 137 EGL_GREEN_SIZE, 138 8, 139 EGL_BLUE_SIZE, 140 8, 141 EGL_ALPHA_SIZE, 142 8, 143 EGL_RENDERABLE_TYPE, 144 EGL_OPENGL_ES3_BIT, 145 EGL_NONE}; 146 147 // 获取一个有效的系统配置信息 148 glRet = eglChooseConfig(eglDisplay_, config_attribs, &config_, 1, &count); 149 if (!(glRet && static_cast<unsigned int>(count) >= 1)) { 150 std::cout << "Failed to eglChooseConfig" << std::endl; 151 } 152 153 static const EGLint context_attribs[] = {EGL_CONTEXT_CLIENT_VERSION, EGL_CONTEXT_CLIENT_VERSION_NUM, EGL_NONE}; 154 155 // 创建上下文 156 eglContext_ = eglCreateContext(eglDisplay_, config_, EGL_NO_CONTEXT, context_attribs); 157 if (eglContext_ == EGL_NO_CONTEXT) { 158 std::cout << "Failed to create egl context, error:" << eglGetError() << std::endl; 159 } 160 161 // 创建eglSurface 162 eglSurface_ = eglCreateWindowSurface(eglDisplay_, config_, reinterpret_cast<EGLNativeWindowType>(eglNativeWindow_), context_attribs); 163 if (eglSurface_ == EGL_NO_SURFACE) { 164 std::cout << "Failed to create egl surface, error:" << eglGetError() << std::endl; 165 } 166 167 // 关联上下文 168 eglMakeCurrent(eglDisplay_, eglSurface_, eglSurface_, eglContext_); 169 170 // EGL环境初始化完成 171 std::cout << "Create EGL context successfully, version" << major << "." << minor << std::endl; 172 } 173 ``` 174 1752. **创建OH_NativeImage实例**。 176 177 ```c++ 178 // 创建 OpenGL 纹理 179 GLuint textureId; 180 glGenTextures(1, &textureId); 181 // 创建 NativeImage 实例,关联 OpenGL 纹理 182 OH_NativeImage* image = OH_NativeImage_Create(textureId, GL_TEXTURE_EXTERNAL_OES); 183 ``` 184 1853. **获取对应的数据生产者端NativeWindow**。 186 187 ```c++ 188 // 获取生产者NativeWindow 189 OHNativeWindow* nativeWindow = OH_NativeImage_AcquireNativeWindow(image); 190 ``` 191 1924. **设置NativeWindow的宽高**。 193 194 ```c++ 195 int code = SET_BUFFER_GEOMETRY; 196 int32_t width = 800; 197 int32_t height = 600; 198 int32_t ret = OH_NativeWindow_NativeWindowHandleOpt(nativeWindow, code, width, height); 199 ``` 200 2015. **将生产的内容写入OHNativeWindowBuffer**。 202 203 1. 从NativeWindow中获取OHNativeWindowBuffer。 204 205 ```c++ 206 OHNativeWindowBuffer *buffer = nullptr; 207 int fenceFd; 208 // 通过 OH_NativeWindow_NativeWindowRequestBuffer 获取 OHNativeWindowBuffer 实例 209 OH_NativeWindow_NativeWindowRequestBuffer(nativeWindow, &buffer, &fenceFd); 210 211 BufferHandle *handle = OH_NativeWindow_GetBufferHandleFromNative(buffer); 212 ``` 213 214 2. 将生产的内容写入OHNativeWindowBuffer。 215 216 ```c++ 217 // 使用系统mmap接口拿到bufferHandle的内存虚拟地址 218 void *mappedAddr = mmap(handle->virAddr, handle->size, PROT_READ | PROT_WRITE, MAP_SHARED, handle->fd, 0); 219 if (mappedAddr == MAP_FAILED) { 220 // mmap failed 221 } 222 static uint32_t value = 0x00; 223 value++; 224 uint32_t *pixel = static_cast<uint32_t *>(mappedAddr); 225 for (uint32_t x = 0; x < width; x++) { 226 for (uint32_t y = 0; y < height; y++) { 227 *pixel++ = value; 228 } 229 } 230 // 内存使用完记得去掉内存映射 231 int result = munmap(mappedAddr, handle->size); 232 if (result == -1) { 233 // munmap failed 234 } 235 ``` 236 237 3. 将OHNativeWindowBuffer提交到NativeWindow。 238 239 ```c++ 240 // 设置刷新区域,如果Region中的Rect数组为nullptr,或者rectNumber为0,则认为OHNativeWindowBuffer全部内容有更改。 241 Region region{nullptr, 0}; 242 // 通过OH_NativeWindow_NativeWindowFlushBuffer 提交给消费者使用,例如:显示在屏幕上。 243 OH_NativeWindow_NativeWindowFlushBuffer(nativeWindow, buffer, fenceFd, region); 244 ``` 245 246 4. 用完需要销毁NativeWindow。 247 248 ```c++ 249 OH_NativeWindow_DestroyNativeWindow(nativeWindow); 250 ``` 251 2526. **更新内容到OpenGL纹理**。 253 254 ```c++ 255 // 更新内容到OpenGL纹理。 256 ret = OH_NativeImage_UpdateSurfaceImage(image); 257 if (ret != 0) { 258 std::cout << "OH_NativeImage_UpdateSurfaceImage failed" << std::endl; 259 } 260 // 获取最近调用OH_NativeImage_UpdateSurfaceImage的纹理图像的时间戳和变化矩阵。 261 int64_t timeStamp = OH_NativeImage_GetTimestamp(image); 262 float matrix[16]; 263 ret = OH_NativeImage_GetTransformMatrix(image, matrix); 264 if (ret != 0) { 265 std::cout << "OH_NativeImage_GetTransformMatrix failed" << std::endl; 266 } 267 268 // 对update绑定到对应textureId的纹理做对应的opengl后处理后,将纹理上屏 269 EGLBoolean eglRet = eglSwapBuffers(eglDisplay_, eglSurface_); 270 if (eglRet == EGL_FALSE) { 271 std::cout << "eglSwapBuffers failed" << std::endl; 272 } 273 ``` 274 2757. **解绑OpenGL纹理,绑定到新的外部纹理上**。 276 277 ```c++ 278 // 将OH_NativeImage实例从当前OpenGL ES上下文分离 279 ret = OH_NativeImage_DetachContext(image); 280 if (ret != 0) { 281 std::cout << "OH_NativeImage_DetachContext failed" << std::endl; 282 } 283 // 将OH_NativeImage实例附加到当前OpenGL ES上下文, 且该OpenGL ES纹理会绑定到 GL_TEXTURE_EXTERNAL_OES, 并通过OH_NativeImage进行更新 284 GLuint textureId2; 285 glGenTextures(1, &textureId2); 286 ret = OH_NativeImage_AttachContext(image, textureId2); 287 ``` 288 2898. **OH_NativeImage实例使用完需要销毁掉**。 290 291 ```c++ 292 // 销毁OH_NativeImage实例 293 OH_NativeImage_Destroy(&image); 294 ``` 295 296## 相关实例 297 298针对NativeImage的开发,有以下相关实例可供参考: 299 300- [Native Window(API11)](https://gitee.com/openharmony/applications_app_samples/tree/master/code/BasicFeature/Native/NdkNativeWindow)