SurfaceTexture 原理

  大家使用

SurfaceTexture.OnFrameAvailableListener mOnFrameAvailableListener = (surfaceTexture -> {
​​​​​​​}

  对应---


    /**
     * Construct a new SurfaceTexture to stream images to a given OpenGL texture.
     * <p>
     * In single buffered mode the application is responsible for serializing access to the image
     * content buffer. Each time the image content is to be updated, the
     * {@link #releaseTexImage()} method must be called before the image content producer takes
     * ownership of the buffer. For example, when producing image content with the NDK
     * ANativeWindow_lock and ANativeWindow_unlockAndPost functions, {@link #releaseTexImage()}
     * must be called before each ANativeWindow_lock, or that call will fail. When producing
     * image content with OpenGL ES, {@link #releaseTexImage()} must be called before the first
     * OpenGL ES function call each frame.
     * <p>
     * Unlike {@link #SurfaceTexture(int, boolean)}, which takes an OpenGL texture object name,
     * this constructor creates the SurfaceTexture in detached mode. A texture name must be passed
     * in using {@link #attachToGLContext} before calling {@link #releaseTexImage()} and producing
     * image content using OpenGL ES.
     *
     * @param singleBufferMode whether the SurfaceTexture will be in single buffered mode.
     *
     * @thro
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