JNI里的数据类型 和签名方法

现在来介绍下JNI里的数据类型。在C++里,编译器会很据所处的平台来为一些基本的数据类型来分配长度,因此也就造成了平台不一致性,而这个问题在Java中则不存在,因为有JVM的缘故,所以Java中的基本数据类型在所有平台下得到的都是相同的长度,比如int的宽度永远都是32位。基于这方面的原因,java和c++的基本数据类型就需要实现一些mapping,保持一致性。下面的表可以概括:

 

    Java类型                本地类型                 JNI中定义的别名    
intlongjint
long_int64jlong
bytesigned charjbyte
booleanunsigned charjboolean
charunsigned shortjchar
shortshortjshort
floatfloatjfloat
doubledoublejdouble
Object_jobject*jobject

 

在这里有必要单独来讲一讲这个方法签名,为什么要用这个东东呢?我们知道,在Java里方法是可以被重载的,比如我一个类里有public void a(int arg)和public void a(String arg)这两个方法,在这里用方法名来区分方法显然就是行不通的了。方法签名包括两部分:参数类型和返回值类型;具体的格式:(参数1类型签名 参数2类型签名)返回值类型签名。下面是java类型和年名类型的对照的一个表

 

    Java类型     对应的签名
booleanZ
byteB
charC
shrotS
intI
longL
floatF
doubleD
voidV
ObjectL用/分割包的完整类名;  Ljava/lang/String;
Array[签名       [I       [Ljava/lang/String;

 


  • 0
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 0
    评论
要在 GLSurfaceView 中显示 YUV 数据,你需要将 YUV 数据转换为 RGB 数据,然后将 RGB 数据传递给 OpenGL ES,最后在 GLSurfaceView 中显示。这个过程可以通过 JNI 来完成。 以下是一个简单的示例代码: 1. Java 代码: ``` public class YuvRenderer implements GLSurfaceView.Renderer { private static final String TAG = "YuvRenderer"; private int mTextureId; private int mProgram; private int mPositionHandle; private int mTexCoordHandle; private int mYuvWidth; private int mYuvHeight; private ByteBuffer mYuvBuffer; public YuvRenderer() { mYuvWidth = 0; mYuvHeight = 0; mYuvBuffer = null; } public void setYuvData(int width, int height, byte[] yuvData) { mYuvWidth = width; mYuvHeight = height; mYuvBuffer = ByteBuffer.wrap(yuvData); } @Override public void onSurfaceCreated(GL10 gl, EGLConfig config) { GLES20.glClearColor(0.0f, 0.0f, 0.0f, 1.0f); GLES20.glDisable(GLES20.GL_DEPTH_TEST); mProgram = createProgram(); mPositionHandle = GLES20.glGetAttribLocation(mProgram, "aPosition"); mTexCoordHandle = GLES20.glGetAttribLocation(mProgram, "aTexCoord"); int textureUniformHandle = GLES20.glGetUniformLocation(mProgram, "uTexture"); int[] textureIds = new int[1]; GLES20.glGenTextures(1, textureIds, 0); mTextureId = textureIds[0]; GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureId); GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR); GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR); GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE); GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE); GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGBA, mYuvWidth / 2, mYuvHeight / 2, 0, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, null); GLES20.glUseProgram(mProgram); GLES20.glVertexAttribPointer(mPositionHandle, 2, GLES20.GL_FLOAT, false, 0, createVertexBuffer()); GLES20.glVertexAttribPointer(mTexCoordHandle, 2, GLES20.GL_FLOAT, false, 0, createTexCoordBuffer()); GLES20.glEnableVertexAttribArray(mPositionHandle); GLES20.glEnableVertexAttribArray(mTexCoordHandle); GLES20.glUniform1i(textureUniformHandle, 0); } @Override public void onSurfaceChanged(GL10 gl, int width, int height) { GLES20.glViewport(0, 0, width, height); } @Override public void onDrawFrame(GL10 gl) { if (mYuvBuffer == null) { GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT); return; } GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT); byte[] yuvData = mYuvBuffer.array(); int[] rgbData = new int[mYuvWidth * mYuvHeight]; YuvUtils.convertYUV420ToRGB8888(yuvData, rgbData, mYuvWidth, mYuvHeight); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureId); GLES20.glTexSubImage2D(GLES20.GL_TEXTURE_2D, 0, 0, 0, mYuvWidth / 2, mYuvHeight / 2, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, ByteBuffer.wrap(rgbData)); GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4); } private int createProgram() { int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, VERTEX_SHADER_CODE); int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, FRAGMENT_SHADER_CODE); int program = GLES20.glCreateProgram(); GLES20.glAttachShader(program, vertexShader); GLES20.glAttachShader(program, fragmentShader); GLES20.glLinkProgram(program); return program; } private int loadShader(int shaderType, String shaderCode) { int shader = GLES20.glCreateShader(shaderType); GLES20.glShaderSource(shader, shaderCode); GLES20.glCompileShader(shader); return shader; } private FloatBuffer createVertexBuffer() { float[] vertexData = new float[] { -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, }; ByteBuffer byteBuffer = ByteBuffer.allocateDirect(vertexData.length * 4); byteBuffer.order(ByteOrder.nativeOrder()); FloatBuffer buffer = byteBuffer.asFloatBuffer(); buffer.put(vertexData); buffer.position(0); return buffer; } private FloatBuffer createTexCoordBuffer() { float[] texCoordData = new float[] { 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, }; ByteBuffer byteBuffer = ByteBuffer.allocateDirect(texCoordData.length * 4); byteBuffer.order(ByteOrder.nativeOrder()); FloatBuffer buffer = byteBuffer.asFloatBuffer(); buffer.put(texCoordData); buffer.position(0); return buffer; } private static final String VERTEX_SHADER_CODE = "attribute vec4 aPosition;\n" + "attribute vec2 aTexCoord;\n" + "varying vec2 vTexCoord;\n" + "void main() {\n" + " gl_Position = aPosition;\n" + " vTexCoord = aTexCoord;\n" + "}"; private static final String FRAGMENT_SHADER_CODE = "precision mediump float;\n" + "uniform sampler2D uTexture;\n" + "varying vec2 vTexCoord;\n" + "void main() {\n" + " gl_FragColor = texture2D(uTexture, vTexCoord);\n" + "}"; } ``` 2. JNI 代码: ``` JNIEXPORT void JNICALL Java_com_example_yuvrenderer_YuvRenderer_setYuvData(JNIEnv *env, jobject obj, jint width, jint height, jbyteArray yuvData) { jclass clazz = env->GetObjectClass(obj); jfieldID yuvWidthField = env->GetFieldID(clazz, "mYuvWidth", "I"); jint yuvWidth = env->GetIntField(obj, yuvWidthField); jfieldID yuvHeightField = env->GetFieldID(clazz, "mYuvHeight", "I"); jint yuvHeight = env->GetIntField(obj, yuvHeightField); jbyte* yuvDataPtr = env->GetByteArrayElements(yuvData, NULL); jsize yuvDataSize = env->GetArrayLength(yuvData); if (yuvWidth != width || yuvHeight != height) { env->SetIntField(obj, yuvWidthField, width); env->SetIntField(obj, yuvHeightField, height); jclass byteBufferClazz = env->FindClass("java/nio/ByteBuffer"); jmethodID allocateDirectMethod = env->GetStaticMethodID(byteBufferClazz, "allocateDirect", "(I)Ljava/nio/ByteBuffer;"); jobject yuvBuffer = env->CallStaticObjectMethod(byteBufferClazz, allocateDirectMethod, yuvDataSize); env->SetObjectField(obj, env->GetFieldID(clazz, "mYuvBuffer", "Ljava/nio/ByteBuffer;"), yuvBuffer); } jobject yuvBuffer = env->GetObjectField(obj, env->GetFieldID(clazz, "mYuvBuffer", "Ljava/nio/ByteBuffer;")); env->GetDirectBufferAddress(yuvBuffer); memcpy(yuvBufferPtr, yuvDataPtr, yuvDataSize); env->ReleaseByteArrayElements(yuvData, yuvDataPtr, JNI_ABORT); } ``` 这个示例代码中假设 YUV 数据是 NV21 格式的,你需要根据你的 YUV 数据格式进行相应的修改。

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值