内容简介:在讲具体的实现之前我们看一下音视频播放的基础流程:流程很简单,就是将复用的音视频流解复用出编码后的音频流和编码后的视频流。然后通过音频解码解出PCM数据给音频设备去播放,通过视频解码解出YUV数据给视频设备去播放。上一篇文章有讲到MediaPlayerService会通过MediaPlayerFactory创建Player,其中一个创建的就是StagefrightPlayer.但它实际上是一个空壳,只是简单的调用AwesomePlayer的实现而已:
在讲具体的实现之前我们看一下音视频播放的基础流程:
流程很简单,就是将复用的音视频流解复用出编码后的音频流和编码后的视频流。然后通过音频解码解出PCM数据给音频设备去播放,通过视频解码解出YUV数据给视频设备去播放。
StagefrightPlayer
上一篇文章有讲到MediaPlayerService会通过MediaPlayerFactory创建Player,其中一个创建的就是StagefrightPlayer.但它实际上是一个空壳,只是简单的调用AwesomePlayer的实现而已:
//StagefrightPlayer.h class StagefrightPlayer : public MediaPlayerInterface { ... private: AwesomePlayer *mPlayer; ... } //StagefrightPlayer.cpp status_t StagefrightPlayer::pause() { ALOGV("pause"); return mPlayer->pause(); } bool StagefrightPlayer::isPlaying() { ALOGV("isPlaying"); return mPlayer->isPlaying(); } status_t StagefrightPlayer::seekTo(int msec) { ALOGV("seekTo %.2f secs", msec / 1E3); status_t err = mPlayer->seekTo((int64_t)msec * 1000); return err; } ...
所以我们直接看AwesomePlayer的实现。
多线程架构
音视频的处理一般都很耗时,所以AwesomePlayer开了一个子线程去工作,防止阻塞住MediaPlayerService的主线程。
具体的架构如下(这幅图是在这篇 博客 抄来的,这篇文章写得的确不错,大家感兴趣可以去仔细读一下:
首先AwesomePlayer内部有个TimedEventQueue对象,所有的操作都会封装成一个个的Event,丢到这个队列里。然后TimedEventQueue创建了一个子线程,不断从队列中拿出Event来执行。
例如prepare操作最后会调到prepareAsync_l,这里面就是创建了个Event,通过postEvent丢到队列里:
status_t AwesomePlayer::prepareAsync_l() { ... if (!mQueueStarted) { mQueue.start(); mQueueStarted = true; } ... mAsyncPrepareEvent = new AwesomeEvent( this, &AwesomePlayer::onPrepareAsyncEvent); mQueue.postEvent(mAsyncPrepareEvent); return OK; }
AwesomeEvent继承TimedEventQueue::Event,实现了fire方法,回调了注册的方法:
struct AwesomeEvent : public TimedEventQueue::Event { AwesomeEvent( AwesomePlayer *player, void (AwesomePlayer::*method)()) : mPlayer(player), mMethod(method) { } ... virtual void fire(TimedEventQueue *queue, int64_t /* now_us */) { (mPlayer->*mMethod)(); } ... };
TimedEventQueue::start创建了一个子线程,调用TimedEventQueue::threadEntry方法,这里面有个死循环一直在从Event队列中拿出Event,执行fire方法:
void TimedEventQueue::start() { if (mRunning) { return; } mStopped = false; pthread_attr_t attr; pthread_attr_init(&attr); pthread_attr_setdetachstate(&attr, PTHREAD_CREATE_JOINABLE); pthread_create(&mThread, &attr, ThreadWrapper, this); pthread_attr_destroy(&attr); mRunning = true; } void *TimedEventQueue::ThreadWrapper(void *me) { androidSetThreadPriority(0, ANDROID_PRIORITY_FOREGROUND); static_cast<TimedEventQueue *>(me)->threadEntry(); return NULL; } void TimedEventQueue::threadEntry() { ... for (;;) { ... event = removeEventFromQueue_l(eventID); if (event != NULL) { // Fire event with the lock NOT held. event->fire(this, now_us); } } }
Demux
我们先来看看prepare回调的时候实际是调用了AwesomePlayer::beginPrepareAsync_l()方法,在这里会实际的去设置数据源,然后初始化Demux、视频解码器和音频解码器:
void AwesomePlayer::onPrepareAsyncEvent() { Mutex::Autolock autoLock(mLock); beginPrepareAsync_l(); } void AwesomePlayer::beginPrepareAsync_l() { ... status_t err = finishSetDataSource_l(); ... status_t err = initVideoDecoder(); ... status_t err = initAudioDecoder(); }
先来看看AwesomePlayer::finishSetDataSource_l实际上是为音视频源找到对应的MediaExtractor,这个MediaExtractor的功能就是实现播放器的基础流程中的Demux,分解出视频流和音频流:
代码如下:
status_t AwesomePlayer::finishSetDataSource_l() { ... extractor = MediaExtractor::Create(dataSource, sniffedMIME.empty() ? NULL : sniffedMIME.c_str()); ... status_t err = setDataSource_l(extractor); ... } status_t AwesomePlayer::setDataSource_l(const sp<MediaExtractor> &extractor) { ... for (size_t i = 0; i < extractor->countTracks(); ++i) { sp<MetaData> meta = extractor->getTrackMetaData(i); const char *_mime; CHECK(meta->findCString(kKeyMIMEType, &_mime)); String8 mime = String8(_mime); ... if (!haveVideo && !strncasecmp(mime.string(), "video/", 6)) { setVideoSource(extractor->getTrack(i)); ... } else if (!haveAudio && !strncasecmp(mime.string(), "audio/", 6)) { setAudioSource(extractor->getTrack(i)); ... } ... } ... }
MediaExtractor::Create的实现也是蛮粗暴的,判断媒体类型,然后创建不同的MediaExtractor,如MPEG4Extractor、MP3Extractor等:
sp<MediaExtractor> MediaExtractor::Create(const sp<DataSource> &source, const char *mime) { .. MediaExtractor *ret = NULL; if (!strcasecmp(mime, MEDIA_MIMETYPE_CONTAINER_MPEG4) || !strcasecmp(mime, "audio/mp4")) { ret = new MPEG4Extractor(source); } else if (!strcasecmp(mime, MEDIA_MIMETYPE_AUDIO_MPEG)) { ret = new MP3Extractor(source, meta); } else if (!strcasecmp(mime, MEDIA_MIMETYPE_AUDIO_AMR_NB) || !strcasecmp(mime, MEDIA_MIMETYPE_AUDIO_AMR_WB)) { ret = new AMRExtractor(source); } else if (!strcasecmp(mime, MEDIA_MIMETYPE_AUDIO_FLAC)) { ret = new FLACExtractor(source); } else if (!strcasecmp(mime, MEDIA_MIMETYPE_CONTAINER_WAV)) { ret = new WAVExtractor(source); } else if (!strcasecmp(mime, MEDIA_MIMETYPE_CONTAINER_OGG)) { ret = new OggExtractor(source); } else if (!strcasecmp(mime, MEDIA_MIMETYPE_CONTAINER_MATROSKA)) { ret = new MatroskaExtractor(source); } else if (!strcasecmp(mime, MEDIA_MIMETYPE_CONTAINER_MPEG2TS)) { ret = new MPEG2TSExtractor(source); } else if (!strcasecmp(mime, MEDIA_MIMETYPE_CONTAINER_WVM)) { // Return now. WVExtractor should not have the DrmFlag set in the block below. return new WVMExtractor(source); } else if (!strcasecmp(mime, MEDIA_MIMETYPE_AUDIO_AAC_ADTS)) { ret = new AACExtractor(source, meta); } else if (!strcasecmp(mime, MEDIA_MIMETYPE_CONTAINER_MPEG2PS)) { ret = new MPEG2PSExtractor(source); } ... }
解码器
然后AwesomePlayer::initVideoDecoder、AwesomePlayer::initAudioDecoder里面就是调用OMXCodec去做解码,OMXCodec其实是OpenMax的一层封装。OpenMax就是具体的解码器实现了:
status_t AwesomePlayer::initVideoDecoder(uint32_t flags) { ... mVideoSource = OMXCodec::Create( mClient.interface(), mVideoTrack->getFormat(), false, // createEncoder mVideoTrack, NULL, flags, USE_SURFACE_ALLOC ? mNativeWindow : NULL); ... } status_t AwesomePlayer::initAudioDecoder() { ... mOmxSource = OMXCodec::Create( mClient.interface(), mAudioTrack->getFormat(), false, // createEncoder mAudioTrack); ... }
播放流程
应用在 java 层调用MediaPlayer.start,最终会通过IPC去到MediaPlayerService里调用到StagefrightPlayer::start方法,我们直接从这里开始往下挖:
//从这里开始是StagefrightPlayer.cpp里的代码 status_t StagefrightPlayer::start() { return mPlayer->play(); } //从这里开始是AwesomePlayer.cpp里的代码 status_t AwesomePlayer::play() { ... return play_l(); } status_t AwesomePlayer::play_l() { ... createAudioPlayer_l(); ... postVideoEvent_l(); ... return OK; } void AwesomePlayer::postVideoEvent_l(int64_t delayUs) { ... mQueue.postEventWithDelay(mVideoEvent, delayUs < 0 ? 10000 : delayUs); }
在AwesomePlayer::play_l方法里面调用AwesomePlayer::createAudioPlayer_l创建了一个AudioPlayer,然后调用AwesomePlayer::postVideoEvent_l往mQueue里丢了一个事件。
还记得这个mVideoEvent吗?它对应的是AwesomePlayer::onVideoEvent方法,也就是说把这个Event丢到mQueue里面之后AwesomePlayer::onVideoEvent就会在子线程中被调用
mVideoEvent = new AwesomeEvent(this, &AwesomePlayer::onVideoEvent);
让我们继续看看AwesomePlayer::onVideoEvent方法里面干了什么:
void AwesomePlayer::onVideoEvent() { ... status_t err = mVideoSource->read(&mVideoBuffer, &options); ... if ((mNativeWindow != NULL) && (mVideoRendererIsPreview || mVideoRenderer == NULL)) { mVideoRendererIsPreview = false; initRenderer_l(); } ... if (mAudioPlayer != NULL && !(mFlags & (AUDIO_RUNNING | SEEK_PREVIEW))) { startAudioPlayer_l(); } ... if (mVideoRenderer != NULL) { ... mVideoRenderer->render(mVideoBuffer); ... } ... postVideoEvent_l(); }
这个方法最重要的就是创建一个VideoRender,从mVideoSource读取解码好的视频帧去渲染,渲染完之后再调AwesomePlayer::postVideoEvent_l再往队列丢入一个VideoEvent。于是画面就不断的刷新了。
可以看到,这个方法内部也启动了音频播放器去播放音频。而且其实它还做了一些音视频同步的工作,但是考虑到逻辑比较啰嗦,我这里就省略了。
VideoRender
最后让我们来看看VideoRendere是怎么来的
void AwesomePlayer::initRenderer_l() { ... if (USE_SURFACE_ALLOC && !strncmp(component, "OMX.", 4) && strncmp(component, "OMX.google.", 11) && strcmp(component, "OMX.Nvidia.mpeg2v.decode")) { mVideoRenderer = new AwesomeNativeWindowRenderer(mNativeWindow, rotationDegrees); } else { mVideoRenderer = new AwesomeLocalRenderer(mNativeWindow, meta); } }
可以看到,是根据解码器类型用mNativeWindow创建了不同的AwesomeNativeWindowRenderer或者AwesomeLocalRenderer。这个mNativeWindow就是画面最终需要渲染到的地方
我们看看mNativeWindow是怎么来的:
// AwesomePlayer.cpp status_t AwesomePlayer::setNativeWindow_l(const sp<ANativeWindow> &native) { mNativeWindow = native; ... } status_t AwesomePlayer::setSurfaceTexture(const sp<IGraphicBufferProducer> &bufferProducer) { ... err = setNativeWindow_l(new Surface(bufferProducer)); ... } //StagefrightPlayer.cpp status_t StagefrightPlayer::setVideoSurfaceTexture( const sp<IGraphicBufferProducer> &bufferProducer) { ALOGV("setVideoSurfaceTexture"); return mPlayer->setSurfaceTexture(bufferProducer); } //MediaPlayerService.cpp status_t MediaPlayerService::Client::setVideoSurfaceTexture( ... sp<MediaPlayerBase> p = getPlayer(); ... status_t err = p->setVideoSurfaceTexture(bufferProducer); ... } //MediaPlayer.cpp status_t MediaPlayer::setVideoSurfaceTexture( const sp<IGraphicBufferProducer>& bufferProducer) { ... return mPlayer->setVideoSurfaceTexture(bufferProducer); } //android_media_MediaPlayer.cpp static void setVideoSurface(JNIEnv *env, jobject thiz, jobject jsurface, jboolean mediaPlayerMustBeAlive) { sp<MediaPlayer> mp = getMediaPlayer(env, thiz); ... sp<Surface> surface(android_view_Surface_getSurface(env, jsurface)); ... new_st = surface->getIGraphicBufferProducer(); ... mp->setVideoSurfaceTexture(new_st); } static void android_media_MediaPlayer_setVideoSurface(JNIEnv *env, jobject thiz, jobject jsurface) { setVideoSurface(env, thiz, jsurface, true /* mediaPlayerMustBeAlive */); } //android.media.MediaPlayer.java public class MediaPlayer extends PlayerBase implements SubtitleController.Listener , VolumeAutomation , AudioRouting { ... private native void _setVideoSurface(Surface surface); ... public void setDisplay(SurfaceHolder sh) { mSurfaceHolder = sh; Surface surface; if (sh != null) { surface = sh.getSurface(); } else { surface = null; } _setVideoSurface(surface); updateSurfaceScreenOn(); } ... }
可以看到,VideoRendere最终是根据MediaPlayer.setDisplay这个方法设置的SurfaceHolder创建的到的。这就解释了画面是怎么渲染到指定的SurfaceView上的。
以上所述就是小编给大家介绍的《安卓音视频播放 - AwesomePlayer》,希望对大家有所帮助,如果大家有任何疑问请给我留言,小编会及时回复大家的。在此也非常感谢大家对 码农网 的支持!
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