I'm using Android's Camera2 API and would like to perform some image processing on camera preview frames and then display the changes back on the preview (TextureView).
Starting from the common camera2video example, I've setup an ImageReader in my openCamera().
mImageReader = ImageReader.newInstance(mVideoSize.getWidth(),
mVideoSize.getHeight(), ImageFormat.YUV_420_888, mMaxBufferedImages);
mImageReader.setOnImageAvailableListener(mImageAvailable, mBackgroundHandler);
In my startPreview(), I've setup the Surfaces to receive frames from the CaptureRequest.
SurfaceTexture texture = mTextureView.getSurfaceTexture();
assert texture != null;
texture.setDefaultBufferSize(mPreviewSize.getWidth(), mPreviewSize.getHeight());
mPreviewBuilder = mCameraDevice.createCaptureRequest(CameraDevice.TEMPLATE_PREVIEW);
List<Surface> surfaces = new ArrayList<>();
// Here is where we connect the mPreviewSurface to the mTextureView.
mPreviewSurface = new Surface(texture);
surfaces.add(mPreviewSurface);
mPreviewBuilder.addTarget(mPreviewSurface);
// Connect our Image Reader to the Camera to get the preview frames.
Surface readerSurface = mImageReader.getSurface();
surfaces.add(readerSurface);
mPreviewBuilder.addTarget(readerSurface);
Then I'll modify the image data in the OnImageAvailableListener() callback.
ImageReader.OnImageAvailableListener mImageAvailable = new ImageReader.OnImageAvailableListener() {
@Override
public void onImageAvailable(ImageReader reader) {
try {
Image image = reader.acquireLatestImage();
if (image == null)
return;
final Image.Plane[] planes = image.getPlanes();
// Do something to the pixels.
// Black out part of the image.
ByteBuffer y_data_buffer = planes[0].getBuffer();
byte[] y_data = new byte[y_data_buffer.remaining()];
y_data_buffer.get(y_data);
byte y_value;
for (int row = 0; row < image.getHeight() / 2; row++) {
for (int col = 0; col < image.getWidth() / 2; col++) {
y_value = y_data[row * image.getWidth() + col];
y_value = 0;
y_data[row * image.getWidth() + col] = y_value;
}
}
image.close();
} catch (IllegalStateException e) {
Log.d(TAG, "mImageAvailable() Too many images acquired");
}
}
};
As I understand it now I am sending images to 2 Surface instances, the one for mTextureView and the other for my ImageReader.
How can I get my mTextureView to use the same Surface as the ImageReader, or should I be manipulating the image data directly from the mTextureView's Surface?
Thanks