/** * Latches the next buffer into the texture. Must be called from the thread that created the * OutputSurface object. */ public void awaitNewImage() { final int TIMEOUT_MS = 2500; synchronized (frameSyncObject) { while (!frameAvailable) { try { // Wait for onFrameAvailable() to signal us. Use a timeout // to avoid stalling the test if it doesn't arrive. frameSyncObject.wait(TIMEOUT_MS); if (!frameAvailable) { // TODO: if "spurious wakeup", continue while loop throw new RuntimeException("Camera frame wait timed out"); } } catch (InterruptedException ie) { // shouldn't happen throw new RuntimeException(ie); } } frameAvailable = false; } // Latch the data. textureRender.checkGlError("before updateTexImage"); surfaceTexture.updateTexImage(); }
/** Creates instances of CameraTextureRender and SurfaceTexture. */ public SurfaceTextureManager() { textureRender = new CameraTextureRender(); textureRender.surfaceCreated(); logger.debug("textureID=" + textureRender.getTextureId()); surfaceTexture = new SurfaceTexture(textureRender.getTextureId()); surfaceTexture.setOnFrameAvailableListener(this); }
@TargetApi(Build.VERSION_CODES.JELLY_BEAN_MR2) public void release() { if (textureRender != null) { textureRender.release(); textureRender = null; } if (surfaceTexture != null) { surfaceTexture.release(); surfaceTexture = null; } }