内容简介:系列文章:这里有一点需要提一下,不像StagefrightPlayerFactory直接就创建出了StagefrightPlayer, NuPlayerFactory创建出来的是NuPlayerDriver,不过NuPlayerDriver内部也是封装了NuPlayer,对NuPlayer进行调用就是了:接下来就要介绍NuPlayer了,NuPlayer的特点在于它用了Handler机制去实现子线程解码。对的,就是我们熟悉的Handler机制.只不过它是在C/C++的实现,但是原理和java层的是一样的。
系列文章:
这里有一点需要提一下,不像StagefrightPlayerFactory直接就创建出了StagefrightPlayer, NuPlayerFactory创建出来的是NuPlayerDriver,不过NuPlayerDriver内部也是封装了NuPlayer,对NuPlayer进行调用就是了:
class NuPlayerFactory : public MediaPlayerFactory::IFactory { ... virtual sp<MediaPlayerBase> createPlayer(pid_t pid) { ALOGV(" create NuPlayer"); return new NuPlayerDriver(pid); } };
接下来就要介绍NuPlayer了,NuPlayer的特点在于它用了Handler机制去实现子线程解码。对的,就是我们熟悉的Handler机制.只不过它是在C/C++的实现,但是原理和 java 层的是一样的。
看下接口声明就会感觉似曾相识了:
struct ALooper : public RefBase { ... status_t start(bool runOnCallingThread = false,bool canCallJava = false,int32_t priority = PRIORITY_DEFAULT); ... status_t stop(); ... void post(const sp<AMessage> &msg, int64_t delayUs); ... bool loop(); ... } struct AHandler : public RefBase { ... protected: virtual void onMessageReceived(const sp<AMessage> &msg) = 0; ... } struct AMessage : public RefBase { AMessage(); AMessage(uint32_t what, const sp<const AHandler> &handler); ... void setTarget(const sp<const AHandler> &handler); void clear(); void setInt32(const char *name, int32_t value); void setInt64(const char *name, int64_t value); void setSize(const char *name, size_t value); void setFloat(const char *name, float value); void setDouble(const char *name, double value); void setPointer(const char *name, void *value); void setString(const char *name, const char *s, ssize_t len = -1); void setString(const char *name, const AString &s); void setObject(const char *name, const sp<RefBase> &obj); void setBuffer(const char *name, const sp<ABuffer> &buffer); void setMessage(const char *name, const sp<AMessage> &obj); ... status_t post(int64_t delayUs = 0); ... }
而Looper就是在NuPlayerDriver中创建并启动的
NuPlayerDriver::NuPlayerDriver(pid_t pid) : mState(STATE_IDLE), mIsAsyncPrepare(false), mAsyncResult(UNKNOWN_ERROR), mSetSurfaceInProgress(false), mDurationUs(-1), mPositionUs(-1), mSeekInProgress(false), mLooper(new ALooper), mPlayerFlags(0), mAtEOS(false), mLooping(false), mAutoLoop(false) { ALOGV("NuPlayerDriver(%p)", this); mLooper->setName("NuPlayerDriver Looper"); mLooper->start( false, /* runOnCallingThread */ true, /* canCallJava */ PRIORITY_AUDIO); mPlayer = new NuPlayer(pid); mLooper->registerHandler(mPlayer); mPlayer->setDriver(this); } NuPlayerDriver::~NuPlayerDriver() { ALOGV("~NuPlayerDriver(%p)", this); mLooper->stop(); }
我们的NuPlayer其实是一个AHandler:
struct NuPlayer : public AHandler { ... virtual void onMessageReceived(const sp<AMessage> &msg); ... }
它通过AMessage::post方法将操作放到子线程中,这操作简直不能再熟悉,甚至就没有细讲的必要:
void NuPlayer::setDataSourceAsync(const sp<IStreamSource> &source) { sp<AMessage> msg = new AMessage(kWhatSetDataSource, this); sp<AMessage> notify = new AMessage(kWhatSourceNotify, this); msg->setObject("source", new StreamingSource(notify, source)); msg->post(); } ... void NuPlayer::prepareAsync() { (new AMessage(kWhatPrepare, this))->post(); } ... void NuPlayer::onMessageReceived(const sp<AMessage> &msg) { ... switch (msg->what()) { case kWhatSetDataSource: { ALOGV("kWhatSetDataSource"); CHECK(mSource == NULL); status_t err = OK; sp<RefBase> obj; CHECK(msg->findObject("source", &obj)); if (obj != NULL) { Mutex::Autolock autoLock(mSourceLock); mSource = static_cast<Source *>(obj.get()); } else { err = UNKNOWN_ERROR; } CHECK(mDriver != NULL); sp<NuPlayerDriver> driver = mDriver.promote(); if (driver != NULL) { driver->notifySetDataSourceCompleted(err); } break; } case kWhatPrepare: { mSource->prepareAsync(); break; } ... } ... }
NuPlayer::Source
NuPlayer::Source顾名思义,是数据源的意思,它复制从音视频源读取数据。
数据源在java层调用setDataSource方法之后,传递到NuPlayer都会打包成不同的NuPlayer::Source
void NuPlayer::setDataSourceAsync(const sp<IMediaHTTPService> &httpService, const char *url, const KeyedVector<String8, String8> *headers) { sp<AMessage> msg = new AMessage(kWhatSetDataSource, this); size_t len = strlen(url); sp<AMessage> notify = new AMessage(kWhatSourceNotify, this); sp<Source> source; if (IsHTTPLiveURL(url)) { source = new HTTPLiveSource(notify, httpService, url, headers); } else if (!strncasecmp(url, "rtsp://", 7)) { source = new RTSPSource(notify, httpService, url, headers, mUIDValid, mUID); } else if ((!strncasecmp(url, "http://", 7) || !strncasecmp(url, "https://", 8)) && ((len >= 4 && !strcasecmp(".sdp", &url[len - 4])) || strstr(url, ".sdp?"))) { source = new RTSPSource(notify, httpService, url, headers, mUIDValid, mUID, true); } else { sp<GenericSource> genericSource = new GenericSource(notify, mUIDValid, mUID); status_t err = genericSource->setDataSource(httpService, url, headers); if (err == OK) { source = genericSource; } else { ALOGE("Failed to set data source!"); } } msg->setObject("source", source); msg->post(); } void NuPlayer::setDataSourceAsync(int fd, int64_t offset, int64_t length) { sp<AMessage> msg = new AMessage(kWhatSetDataSource, this); sp<AMessage> notify = new AMessage(kWhatSourceNotify, this); sp<GenericSource> source = new GenericSource(notify, mUIDValid, mUID); status_t err = source->setDataSource(fd, offset, length); if (err != OK) { ALOGE("Failed to set data source!"); source = NULL; } msg->setObject("source", source); msg->post(); } void NuPlayer::setDataSourceAsync(const sp<DataSource> &dataSource) { sp<AMessage> msg = new AMessage(kWhatSetDataSource, this); sp<AMessage> notify = new AMessage(kWhatSourceNotify, this); sp<GenericSource> source = new GenericSource(notify, mUIDValid, mUID); status_t err = source->setDataSource(dataSource); if (err != OK) { ALOGE("Failed to set data source!"); source = NULL; } msg->setObject("source", source); msg->post(); } void NuPlayer::setDataSourceAsync(const sp<IStreamSource> &source) { sp<AMessage> msg = new AMessage(kWhatSetDataSource, this); sp<AMessage> notify = new AMessage(kWhatSourceNotify, this); msg->setObject("source", new StreamingSource(notify, source)); msg->post(); }
上面的HTTPLiveSource、RTSPSource、GenericSource、StreamingSource都继承NuPlayer::Source
struct NuPlayer::HTTPLiveSource : public NuPlayer::Source { ... } struct NuPlayer::RTSPSource : public NuPlayer::Source { ... } struct NuPlayer::GenericSource : public NuPlayer::Source { ... } struct NuPlayer::StreamingSource : public NuPlayer::Source { ... }
可以看到NuPlayer根据音视频源的类型,创建了不同的NuPlayer::Source,然后放到了一个what=kWhatSetDataSource的AMessage中post了出去。
让我们跟踪下NuPlayer这个Handler是怎么处理kWhatSetDataSource消息的:
void NuPlayer::onMessageReceived(const sp<AMessage> &msg) { switch (msg->what()) { case kWhatSetDataSource: { ... sp<RefBase> obj; CHECK(msg->findObject("source", &obj)); ... mSource = static_cast<Source *>(obj.get()); ... } ... }
其实就是赋值了一下mSource
NuPlayer::Source准备数据
首先在调用prepare方法之后NuPlayer会发送kWhatPrepare消息,在NuPlayer::onMessageReceived里面会调用NuPlayer::Source::prepareAsync方法:
void NuPlayer::prepareAsync() { (new AMessage(kWhatPrepare, this))->post(); } void NuPlayer::onMessageReceived(const sp<AMessage> &msg) { switch (msg->what()) { ... case kWhatPrepare: { mSource->prepareAsync(); break; } ... } }
NuPlayer::Source::prepareAsync是让NuPlayer::Source去准备好数据源,例如通过网络请求获取或者打开文件获取。
NuPlayer::Source内部基本也是通过Handler机制异步去加载数据的,这里只举一个NuPlayer::GenericSource的例子:
void NuPlayer::GenericSource::prepareAsync() { if (mLooper == NULL) { mLooper = new ALooper; mLooper->setName("generic"); mLooper->start(); mLooper->registerHandler(this); } sp<AMessage> msg = new AMessage(kWhatPrepareAsync, this); msg->post(); } void NuPlayer::GenericSource::onMessageReceived(const sp<AMessage> &msg) { switch (msg->what()) { case kWhatPrepareAsync: { onPrepareAsync(); break; } .... } void NuPlayer::GenericSource::onPrepareAsync() { ... if (!mUri.empty()) { const char* uri = mUri.c_str(); ... mDataSource = DataSource::CreateFromURI( mHTTPService, uri, &mUriHeaders, &contentType, static_cast<HTTPBase *>(mHttpSource.get())); } else { mIsWidevine = false; mDataSource = new FileSource(mFd, mOffset, mLength); mFd = -1; } ... finishPrepareAsync(); }
准备好数据之后会调用finishPrepareAsync用构造的时候传给NuPlayer::Source的kWhatSourceNotify消息复制出一个新的kWhatPrepared消息反向通知NuPlayer,这是一种标准的原型模式:
void NuPlayer::GenericSource::finishPrepareAsync() { ... notifyPrepared(); ... } void NuPlayer::Source::notifyPrepared(status_t err) { sp<AMessage> notify = dupNotify(); notify->setInt32("what", kWhatPrepared); notify->setInt32("err", err); notify->post(); } struct NuPlayer::Source : public AHandler { ... Source(const sp<AMessage> ¬ify) : mNotify(notify) { } ... sp<AMessage> dupNotify() const { return mNotify->dup(); } ... }
然后NuPlayer::Source其实也充当了Demux的功能,它生命了一个dequeueAccessUnit纯虚方法,这个方法就是从数据源分离获取音频或者视频数据:
virtual status_t dequeueAccessUnit( bool audio, sp<ABuffer> *accessUnit) = 0;
NuPlayer::Decoder
NuPlayer::Decoder是NuPlayer的解码模块,然我们来看看它是怎么创建的吧。
void NuPlayer::start() { (new AMessage(kWhatStart, this))->post(); } void NuPlayer::onMessageReceived(const sp<AMessage> &msg) { switch (msg->what()) { ... case kWhatStart: { ... onStart(); ... } ... } } //startPositionUs 有个默认值-1 void NuPlayer::onStart(int64_t startPositionUs) { ... sp<AMessage> notify = new AMessage(kWhatRendererNotify, this); ... mRenderer = new Renderer(mAudioSink, notify, flags); ... postScanSources(); }
在onStart里面创建了Renderer,然后调用postScanSources
void NuPlayer::postScanSources() { if (mScanSourcesPending) { return; } sp<AMessage> msg = new AMessage(kWhatScanSources, this); msg->setInt32("generation", mScanSourcesGeneration); msg->post(); mScanSourcesPending = true; } void NuPlayer::onMessageReceived(const sp<AMessage> &msg) { switch (msg->what()) { ... case kWhatScanSources: { ... if (mSurface != NULL) { if (instantiateDecoder(false, &mVideoDecoder) == -EWOULDBLOCK) { rescan = true; } } if (mAudioSink != NULL && mAudioDecoder == NULL) { if (instantiateDecoder(true, &mAudioDecoder) == -EWOULDBLOCK) { rescan = true; } } ... } ... } } status_t NuPlayer::instantiateDecoder(bool audio, sp<DecoderBase> *decoder, bool checkAudioModeChange) { ... sp<AMessage> format = mSource->getFormat(audio); ... if (audio) { ... *decoder = new Decoder(notify, mSource, mPID, mRenderer); ... } else { ... *decoder = new Decoder(notify, mSource, mPID, mRenderer, mSurface, mCCDecoder); ... } (*decoder)->init(); (*decoder)->configure(format); ... } void NuPlayer::Decoder::onConfigure(const sp<AMessage> &format) { ... AString mime; CHECK(format->findString("mime", &mime)); ... mCodec = MediaCodec::CreateByType( mCodecLooper, mime.c_str(), false /* encoder */, NULL /* err */, mPid); ... }
从这里可以看到NuPlayer::Decoder实际上是通过MediaCodec去进行音视频的解码的。
MediaCodec是安卓提供的,访问底层编解码器的接口。其实最后也是依赖OpenMax的。
NuPlayer::Render
NuPlayer::Render顾名思义是做渲染的,但是经过代码分析,其实它的逻辑只是做音视频同步,然后音频渲染会交给MediaPlayerBase::AudioSink,而视频渲染会交回给NuPlayer::Decoder再交给MediaCodec。
当NuPlayer::Decoder从NuPlayer::Source拿到数据并解码之后,会调用NuPlayer::Renderer::queueBuffer方法将解码之后的数据丢给NuPlayer::Renderer
bool NuPlayer::Decoder::handleAnOutputBuffer( size_t index, size_t offset, size_t size, int64_t timeUs, int32_t flags) { sp<ABuffer> buffer; mCodec->getOutputBuffer(index, &buffer); // 从MediaCodec获取解码之后的数据 ... // 注意这里,这个reply用于让mRenderer回调NuPlayer::Decoder视频绘制. // 不过很多人都会忽略这行注释吧,没关系,读到后面你们还会返回来看的... sp<AMessage> reply = new AMessage(kWhatRenderBuffer, this); ... mRenderer->queueBuffer(mIsAudio, buffer, reply); ... }
NuPlayer::Renderer会往消息队列丢入kWhatQueueBuffer消息:
void NuPlayer::Renderer::queueBuffer( bool audio, const sp<ABuffer> &buffer, const sp<AMessage> ¬ifyConsumed) { sp<AMessage> msg = new AMessage(kWhatQueueBuffer, this); msg->setInt32("queueGeneration", getQueueGeneration(audio)); msg->setInt32("audio", static_cast<int32_t>(audio)); msg->setBuffer("buffer", buffer); msg->setMessage("notifyConsumed", notifyConsumed); msg->post(); } void NuPlayer::Renderer::onMessageReceived(const sp<AMessage> &msg) { switch (msg->what()) { case kWhatQueueBuffer: { onQueueBuffer(msg); break; } ... } void NuPlayer::Renderer::onQueueBuffer(const sp<AMessage> &msg) { int32_t audio; CHECK(msg->findInt32("audio", &audio)); ... sp<ABuffer> buffer; CHECK(msg->findBuffer("buffer", &buffer)); sp<AMessage> notifyConsumed; CHECK(msg->findMessage("notifyConsumed", ¬ifyConsumed)); QueueEntry entry; entry.mBuffer = buffer; entry.mNotifyConsumed = notifyConsumed; ... if (audio) { Mutex::Autolock autoLock(mLock); mAudioQueue.push_back(entry); postDrainAudioQueue_l(); } else { mVideoQueue.push_back(entry); postDrainVideoQueue(); } ... }
这里会判断是从AudioDecoder传来的音频数据,还是从VideoDecoder传来的视频数据。音频数据会丢到mAudioQueue而视频数据会丢到mVideoQueue,然后调用postDrainAudioQueue_l或者postDrainVideoQueue通过Handler机制发送音频处理消息或者视频处理消息
音频处理
让我们先看看音频部分的处理
void NuPlayer::Renderer::postDrainAudioQueue_l(int64_t delayUs) { ... sp<AMessage> msg = new AMessage(kWhatDrainAudioQueue, this); msg->setInt32("drainGeneration", mAudioDrainGeneration); msg->post(delayUs); } void NuPlayer::Renderer::onMessageReceived(const sp<AMessage> &msg) { switch (msg->what()) { case kWhatDrainAudioQueue: { if (onDrainAudioQueue()) { ... } ... } ... } bool NuPlayer::Renderer::onDrainAudioQueue() { ... while (!mAudioQueue.empty()) { QueueEntry *entry = &*mAudioQueue.begin(); ... ssize_t written = mAudioSink->write(entry->mBuffer->data() + entry->mOffset, copy, false /* blocking */); ... } ... }
可以看到这里NuPlayer::Renderer会从mAudioQueue拿音频数据然后写入mAudioSink。mAudioSink内部就会调用声音输出设备如喇叭等去播放了。
视频处理
接着看看视频处理
void NuPlayer::Renderer::postDrainVideoQueue() { sp<AMessage> msg = new AMessage(kWhatDrainVideoQueue, this); ... msg->post(postDelayUs); ... } void NuPlayer::Renderer::onMessageReceived(const sp<AMessage> &msg) { switch (msg->what()) { case kWhatDrainVideoQueue: { ... onDrainVideoQueue(); ... } ... } void NuPlayer::Renderer::onDrainVideoQueue() { ... QueueEntry *entry = &*mVideoQueue.begin(); ... entry->mNotifyConsumed->setInt64("timestampNs", realTimeUs * 1000ll); entry->mNotifyConsumed->setInt32("render", !tooLate); entry->mNotifyConsumed->post(); ... }
视频处理这里其实还会做一些数值计算,主要用于视频的平滑播放,这里就忽略了。然后就调用了mNotifyConsumed的post方法。这个mNotifyConsumed是啥呢?大家可以往上拉回到NuPlayer::Decoder::handleAnOutputBuffer给NuPlayer::Renderer丢入解码后的音视频数据那里,估计很多人都没有注意到。
总之,它会给NuPlayer::Decoder发一个kWhatRenderBuffer消息,然后就会让NuPlayer::Decoder去渲染视频画面了,不过它也是交给MediaCodec去渲染而已:
void NuPlayer::Decoder::onMessageReceived(const sp<AMessage> &msg) { ALOGV("[%s] onMessage: %s", mComponentName.c_str(), msg->debugString().c_str()); switch (msg->what()) { case kWhatRenderBuffer: { if (!isStaleReply(msg)) { onRenderBuffer(msg); } break; } ... } void NuPlayer::Decoder::onRenderBuffer(const sp<AMessage> &msg) { ... err = mCodec->renderOutputBufferAndRelease(bufferIx, timestampNs); ... }
这个mCodec大家可能都忘了是啥,其实在NuPlayer::Decoder那节有说过的,就是MediaCodec:
void NuPlayer::Decoder::onConfigure(const sp<AMessage> &format) { ... AString mime; CHECK(format->findString("mime", &mime)); ... mCodec = MediaCodec::CreateByType( mCodecLooper, mime.c_str(), false /* encoder */, NULL /* err */, mPid); ... }
整体架构图
所以NuPlayer的整个架构图如下:
可以看出来, NuPlayer的核心功能是依赖MediaCodec去实现的
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