My Problem is: I've set up a camera in Android and receive the preview data by using an onPreviewFrame-listener which passes me an byte[] array containing the image data in the default android YUV-format (device does not support R5G6B5-format). Each pixel consists of 12bits which makes the thing a little tricky. Now what I want to do is converting the YUV-data into ARGB-data in order to do image processing with it. This has to be done with renderscript, in order to maintain a high performance.
My idea was to pass two pixels in one element (which would be 24bits = 3 bytes) and then return two ARGB pixels. The problem is, that in Renderscript a u8_3 (a 3dimensional 8bit vector) is stored in 32bit, which means that the last 8 bits are unused. But when copying the image data into the allocation all of the 32bits are used, so the last 8bit get lost. Even if I used a 32bit input data, the last 8bit are useless, because they're only 2/3 of a pixel. When defining an element consisting a 3-byte-array it actually has a real size of 3 bytes. But then the Allocation.copyFrom()-method doesn't fill the in-Allocation with data, argueing it doesn't has the right data type to be filled with a byte[].
The renderscript documentation states, that there is a ScriptIntrinsicYuvToRGB which should do exactly that in API Level 17. But in fact the class doesn't exist. I've downloaded API Level 17 even though it seems not to be downloadable any more. Does anyone have any information about it? Does anyone have ever tried out a ScriptIntrinsic?
So in conclusion my question is: How to convert the camera data into ARGB data fast, hardwareaccelerated?
That's how to do it in Dalvik VM (found the code somewhere online, it works):
@SuppressWarnings("unused")
private void decodeYUV420SP(int[] rgb, byte[] yuv420sp, int width, int height) {
final int frameSize = width * height;
for (int j = 0, yp = 0; j < height; j++) {
int uvp = frameSize + (j >> 1) * width, u = 0, v = 0;
for (int i = 0; i < width; i++, yp++) {
int y = (0xff & ((int) yuv420sp[yp])) - 16;
if (y < 0)
y = 0;
if ((i & 1) == 0) {
v = (0xff & yuv420sp[uvp++]) - 128;
u = (0xff & yuv420sp[uvp++]) - 128;
}
int y1192 = 1192 * y;
int r = (y1192 + 1634 * v);
int g = (y1192 - 833 * v - 400 * u);
int b = (y1192 + 2066 * u);
if (r < 0)
r = 0;
else if (r > 262143)
r = 262143;
if (g < 0)
g = 0;
else if (g > 262143)
g = 262143;
if (b < 0)
b = 0;
else if (b > 262143)
b = 262143;
rgb[yp] = 0xff000000 | ((r << 6) & 0xff0000) | ((g >> 2) & 0xff00) | ((b >> 10) & 0xff);
}
}
}
The function [R, G, B] = Y′UV444toRGB888(Y′, U, V) converts Y′UV format to simple RGB format.
NV21 is the default image format used by Android camera. Assume you want to save the data and view it as a BMP file on PC, how to write code in Java without Android image APIs?
YUV_420_888. Multi-plane Android YUV 420 format. This format is a generic YCbCr format, capable of describing any 4:2:0 chroma-subsampled planar or semiplanar buffer (but not fully interleaved), with 8 bits per color sample.
I'm sure you will find the LivePreview test application interesting ... it's part of the Android source code in the latest Jelly Bean (MR1). It implements a camera preview and uses ScriptIntrinsicYuvToRgb to convert the preview data with Renderscript. You can browse the source online here:
LivePreview
I was not able to get running ScriptInstrinsicYuvToRgb, so I decided to write my own RS solution.
Here's ready script (named yuv.rs):
#pragma version(1)
#pragma rs java_package_name(com.package.name)
rs_allocation gIn;
int width;
int height;
int frameSize;
void yuvToRgb(const uchar *v_in, uchar4 *v_out, const void *usrData, uint32_t x, uint32_t y) {
uchar yp = rsGetElementAtYuv_uchar_Y(gIn, x, y) & 0xFF;
int index = frameSize + (x & (~1)) + (( y>>1) * width );
int v = (int)( rsGetElementAt_uchar(gIn, index) & 0xFF ) -128;
int u = (int)( rsGetElementAt_uchar(gIn, index+1) & 0xFF ) -128;
int r = (int) (1.164f * yp + 1.596f * v );
int g = (int) (1.164f * yp - 0.813f * v - 0.391f * u);
int b = (int) (1.164f * yp + 2.018f * u );
r = r>255? 255 : r<0 ? 0 : r;
g = g>255? 255 : g<0 ? 0 : g;
b = b>255? 255 : b<0 ? 0 : b;
uchar4 res4;
res4.r = (uchar)r;
res4.g = (uchar)g;
res4.b = (uchar)b;
res4.a = 0xFF;
*v_out = res4;
}
Don't forget to set camera preview format to NV21:
Parameters cameraParameters = camera.getParameters();
cameraParameters.setPreviewFormat(ImageFormat.NV21);
// Other camera init stuff: preview size, framerate, etc.
camera.setParameters(cameraParameters);
Allocations initialization and script usage:
// Somewhere in initialization section
// w and h are variables for selected camera preview size
rs = RenderScript.create(this);
Type.Builder tbIn = new Type.Builder(rs, Element.U8(rs));
tbIn.setX(w);
tbIn.setY(h);
tbIn.setYuvFormat(ImageFormat.NV21);
Type.Builder tbOut = new Type.Builder(rs, Element.RGBA_8888(rs));
tbOut.setX(w);
tbOut.setY(h);
inData = Allocation.createTyped(rs, tbIn.create(), Allocation.MipmapControl.MIPMAP_NONE, Allocation.USAGE_SCRIPT & Allocation.USAGE_SHARED);
outData = Allocation.createTyped(rs, tbOut.create(), Allocation.MipmapControl.MIPMAP_NONE, Allocation.USAGE_SCRIPT & Allocation.USAGE_SHARED);
outputBitmap = Bitmap.createBitmap(w, h, Bitmap.Config.ARGB_8888);
yuvScript = new ScriptC_yuv(rs);
yuvScript.set_gIn(inData);
yuvScript.set_width(w);
yuvScript.set_height(h);
yuvScript.set_frameSize(previewSize);
//.....
Camera callback method:
public void onPreviewFrame(byte[] data, Camera camera) {
// In your camera callback, data
inData.copyFrom(data);
yuvScript.forEach_yuvToRgb(inData, outData);
outData.copyTo(outputBitmap);
// draw your bitmap where you want to
// .....
}
For anyone who didn't know, RenderScript is now in the Android Support Library, including intrinsics.
http://android-developers.blogspot.com.au/2013/09/renderscript-in-android-support-library.html
http://android-developers.blogspot.com.au/2013/08/renderscript-intrinsics.html
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