FastCV corner detection sample - understanding fcvMemAlloc input - android

I'm currently trying to understand one of the sample provided in the FastCV package. there is a function doing memory allocation fcvMemAlloc()which takes as input the number of bytes and the byte alignment.
In the sample called FastCVSample.cpp, memory has to be allocated to a data block of size w x h, however, while allocating the memory they divide by 2 the total amount. I don't understand why? If someone has a clue, I'll be really happy to hear from him :-)
Here is the function call - see bellow the call to fcvMemAlloc()
JNIEXPORT void
JNICALL Java_com_qualcomm_fastcorner_FastCVSample_update
(
JNIEnv* env,
jobject obj,
jbyteArray img,
jint w,
jint h
)
{
jbyte* jimgData = NULL;
jboolean isCopy = 0;
uint32_t* curCornerPtr = 0;
uint8_t* renderBuffer;
uint64_t time;
float timeMs;
// Get data from JNI
jimgData = env->GetByteArrayElements( img, &isCopy );
renderBuffer = getRenderBuffer( w, h );
lockRenderBuffer();
time = getTimeMicroSeconds();
// jimgData might not be 128 bit aligned.
// fcvColorYUV420toRGB565u8() and other fcv functionality inside
// updateCorners() require 128 bit memory aligned. In case of jimgData
// is not 128 bit aligned, it will allocate memory that is 128 bit
// aligned and copies jimgData to the aligned memory.
uint8_t* pJimgData = (uint8_t*)jimgData;
// Check if camera image data is not aligned.
if( (uintptr_t)jimgData & 0xF )
{
// Allow for rescale if dimensions changed.
if( w != (int)state.alignedImgWidth ||
h != (int)state.alignedImgHeight )
{
if( state.alignedImgBuf != NULL )
{
DPRINTF( "%s %d Creating aligned for preview\n",
__FILE__, __LINE__ );
fcvMemFree( state.alignedImgBuf );
state.alignedImgBuf = NULL;
}
}
// Allocate buffer for aligned data if necessary.
if( state.alignedImgBuf == NULL )
{
state.alignedImgWidth = w;
state.alignedImgHeight = h;
state.alignedImgBuf = (uint8_t*)fcvMemAlloc( w*h*3/2, 16 ); <-----Why this and not fcvMemAlloc( w*h*3, 16 )
}
memcpy( state.alignedImgBuf, jimgData, w*h*3/2 ); <---- same here
pJimgData = state.alignedImgBuf;
}
// Copy the image first in our own buffer to avoid corruption during
// rendering. Not that we can still have corruption in image while we do
// copy but we can't help that.
// if viewfinder is disabled, simply set to gray
if( state.disableVF )
{
// Loop through RGB565 values and set to gray.
uint32_t size = getRenderBufferSize();
for( uint32_t i=0; i<size; i+=2 )
{
renderBuffer[i] = 0x10;
renderBuffer[i+1] = 0x84;
}
}
else
{
fcvColorYUV420toRGB565u8(
pJimgData,
w,
h,
(uint32_t*)renderBuffer );
}
// Perform FastCV Corner processing
updateCorners( (uint8_t*)pJimgData, w, h );
timeMs = ( getTimeMicroSeconds() - time ) / 1000.f;
state.timeFilteredMs =
((state.timeFilteredMs*(29.f/30.f)) + (float)(timeMs/30.f));
// RGB Color conversion
if( !state.enableOverlayPixels )
{
state.numCorners = 0;
}
// Have renderer draw corners on render buffer.
drawCorners( state.corners, state.numCorners );
unlockRenderBuffer();
// Let JNI know we don't need data anymore. this is important!
env->ReleaseByteArrayElements( img, jimgData, JNI_ABORT );
}

I've found the answer at the following site:
How to render Android's YUV-NV21 camera image on the background in libgdx with OpenGLES 2.0 in real-time?
he explained there that the format of a YUV frame is (w x h x 3)/2 that's why this specific amount of memory is allocated.
NOTE: there is another example here:
http://www.codeproject.com/Tips/691062/Resizing-NV-image-using-Nearest-Neighbor-Interpo

Related

How to use OpenGL to draw a text over a Android MediaPlayer?

I have a cpp code implementing a media player behavior on Android.
I'm using the media player for playing a mp4 file however, I need to draw text above this.
For testing purposes, I've already tried to do as drawText() function from BootAnimation.cpp however without success.
I'm guessing there is some OpenGL calls I'm missing. Is there some call to be added inside drawText() for it to draw above the mp4?
void BootAnimation::drawText(const char* str, const Font& font, bool bold, int* x, int* y) {
glEnable(GL_BLEND); // Allow us to draw on top of the animation
glBindTexture(GL_TEXTURE_2D, font.texture.name);
const int len = strlen(str);
const int strWidth = font.char_width * len;
if (*x == TEXT_CENTER_VALUE) {
*x = (mWidth - strWidth) / 2;
} else if (*x < 0) {
*x = mWidth + *x - strWidth;
}
if (*y == TEXT_CENTER_VALUE) {
*y = (mHeight - font.char_height) / 2;
} else if (*y < 0) {
*y = mHeight + *y - font.char_height;
}
int cropRect[4] = { 0, 0, font.char_width, -font.char_height };
for (int i = 0; i < len; i++) {
char c = str[i];
if (c < FONT_BEGIN_CHAR || c > FONT_END_CHAR) {
c = '?';
}
// Crop the texture to only the pixels in the current glyph
const int charPos = (c - FONT_BEGIN_CHAR); // Position in the list of valid characters
const int row = charPos / FONT_NUM_COLS;
const int col = charPos % FONT_NUM_COLS;
cropRect[0] = col * font.char_width; // Left of column
cropRect[1] = row * font.char_height * 2; // Top of row
// Move down to bottom of regular (one char_heigh) or bold (two char_heigh) line
cropRect[1] += bold ? 2 * font.char_height : font.char_height;
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_CROP_RECT_OES, cropRect);
glDrawTexiOES(*x, *y, 0, font.char_width, font.char_height);
*x += font.char_width;
}
glDisable(GL_BLEND); // Return to the animation's default behaviour
glBindTexture(GL_TEXTURE_2D, 0);
}
PS: this is no android app, so it won't be done in app layer.
The Bootanimation.cpp use of OpenGL ES changed a bit and now it's using a more modern way to deal with graphics.
That being said, I found that my case would need a some abstraction as done here. Basic OpenGL manipulation, as use of common vertex and fragment shaders (position and color, really nothing different from fundamentals) and VBO/VAO for data buffering and glDrawArrays is enough for my usage.
I still need to understand and apply some texture and understand the best way (in my scenario) for manipulate text, however I think that is the all.

YUV_420_888 interpretation on Samsung Galaxy S7 (Camera2)

I wrote a conversion from YUV_420_888 to Bitmap, considering the following logic (as I understand it):
To summarize the approach: the kernel’s coordinates x and y are congruent both with the x and y of the non-padded part of the Y-Plane (2d-allocation) and the x and y of the output-Bitmap. The U- and V-Planes, however, have a different structure than the Y-Plane, because they use 1 byte for coverage of 4 pixels, and, in addition, may have a PixelStride that is more than one, in addition they might also have a padding that can be different from that of the Y-Plane. Therefore, in order to access the U’s and V’s efficiently by the kernel I put them into 1-d allocations and created an index “uvIndex” that gives the position of the corresponding U- and V within that 1-d allocation, for given (x,y) coordinates in the (non-padded) Y-plane (and, so, the output Bitmap).
In order to keep the rs-Kernel lean, I excluded the padding area in the yPlane by capping the x-range via LaunchOptions (this reflects the RowStride of the y-plane which thus can be ignored WITHIN the kernel). So we just need to consider the uvPixelStride and uvRowStride within the uvIndex, i.e. the index used in order to access to the u- and v-values.
This is my code:
Renderscript Kernel, named yuv420888.rs
#pragma version(1)
#pragma rs java_package_name(com.xxxyyy.testcamera2);
#pragma rs_fp_relaxed
int32_t width;
int32_t height;
uint picWidth, uvPixelStride, uvRowStride ;
rs_allocation ypsIn,uIn,vIn;
// The LaunchOptions ensure that the Kernel does not enter the padding zone of Y, so yRowStride can be ignored WITHIN the Kernel.
uchar4 __attribute__((kernel)) doConvert(uint32_t x, uint32_t y) {
// index for accessing the uIn's and vIn's
uint uvIndex= uvPixelStride * (x/2) + uvRowStride*(y/2);
// get the y,u,v values
uchar yps= rsGetElementAt_uchar(ypsIn, x, y);
uchar u= rsGetElementAt_uchar(uIn, uvIndex);
uchar v= rsGetElementAt_uchar(vIn, uvIndex);
// calc argb
int4 argb;
argb.r = yps + v * 1436 / 1024 - 179;
argb.g = yps -u * 46549 / 131072 + 44 -v * 93604 / 131072 + 91;
argb.b = yps +u * 1814 / 1024 - 227;
argb.a = 255;
uchar4 out = convert_uchar4(clamp(argb, 0, 255));
return out;
}
Java side:
private Bitmap YUV_420_888_toRGB(Image image, int width, int height){
// Get the three image planes
Image.Plane[] planes = image.getPlanes();
ByteBuffer buffer = planes[0].getBuffer();
byte[] y = new byte[buffer.remaining()];
buffer.get(y);
buffer = planes[1].getBuffer();
byte[] u = new byte[buffer.remaining()];
buffer.get(u);
buffer = planes[2].getBuffer();
byte[] v = new byte[buffer.remaining()];
buffer.get(v);
// get the relevant RowStrides and PixelStrides
// (we know from documentation that PixelStride is 1 for y)
int yRowStride= planes[0].getRowStride();
int uvRowStride= planes[1].getRowStride(); // we know from documentation that RowStride is the same for u and v.
int uvPixelStride= planes[1].getPixelStride(); // we know from documentation that PixelStride is the same for u and v.
// rs creation just for demo. Create rs just once in onCreate and use it again.
RenderScript rs = RenderScript.create(this);
//RenderScript rs = MainActivity.rs;
ScriptC_yuv420888 mYuv420=new ScriptC_yuv420888 (rs);
// Y,U,V are defined as global allocations, the out-Allocation is the Bitmap.
// Note also that uAlloc and vAlloc are 1-dimensional while yAlloc is 2-dimensional.
Type.Builder typeUcharY = new Type.Builder(rs, Element.U8(rs));
//using safe height
typeUcharY.setX(yRowStride).setY(y.length / yRowStride);
Allocation yAlloc = Allocation.createTyped(rs, typeUcharY.create());
yAlloc.copyFrom(y);
mYuv420.set_ypsIn(yAlloc);
Type.Builder typeUcharUV = new Type.Builder(rs, Element.U8(rs));
// note that the size of the u's and v's are as follows:
// ( (width/2)*PixelStride + padding ) * (height/2)
// = (RowStride ) * (height/2)
// but I noted that on the S7 it is 1 less...
typeUcharUV.setX(u.length);
Allocation uAlloc = Allocation.createTyped(rs, typeUcharUV.create());
uAlloc.copyFrom(u);
mYuv420.set_uIn(uAlloc);
Allocation vAlloc = Allocation.createTyped(rs, typeUcharUV.create());
vAlloc.copyFrom(v);
mYuv420.set_vIn(vAlloc);
// handover parameters
mYuv420.set_picWidth(width);
mYuv420.set_uvRowStride (uvRowStride);
mYuv420.set_uvPixelStride (uvPixelStride);
Bitmap outBitmap = Bitmap.createBitmap(width, height, Bitmap.Config.ARGB_8888);
Allocation outAlloc = Allocation.createFromBitmap(rs, outBitmap, Allocation.MipmapControl.MIPMAP_NONE, Allocation.USAGE_SCRIPT);
Script.LaunchOptions lo = new Script.LaunchOptions();
lo.setX(0, width); // by this we ignore the y’s padding zone, i.e. the right side of x between width and yRowStride
//using safe height
lo.setY(0, y.length / yRowStride);
mYuv420.forEach_doConvert(outAlloc,lo);
outAlloc.copyTo(outBitmap);
return outBitmap;
}
Testing on Nexus 7 (API 22) this returns nice color Bitmaps. This device, however, has trivial pixelstrides (=1) and no padding (i.e. rowstride=width). Testing on the brandnew Samsung S7 (API 23) I get pictures whose colors are not correct - except of the green ones. But the Picture does not show a general bias towards green, it just seems that non-green colors are not reproduced correctly. Note, that the S7 applies an u/v pixelstride of 2, and no padding.
Since the most crucial code line is within the rs-code the Access of the u/v planes uint uvIndex= (...) I think, there could be the problem, probably with incorrect consideration of pixelstrides here. Does anyone see the solution? Thanks.
UPDATE: I checked everything, and I am pretty sure that the code regarding the access of y,u,v is correct. So the problem must be with the u and v values themselves. Non green colors have a purple tilt, and looking at the u,v values they seem to be in a rather narrow range of about 110-150. Is it really possible that we need to cope with device specific YUV -> RBG conversions...?! Did I miss anything?
UPDATE 2: have corrected code, it works now, thanks to Eddy's Feedback.
Look at
floor((float) uvPixelStride*(x)/2)
which calculates your U,V row offset (uv_row_offset) from the Y x-coordinate.
if uvPixelStride = 2, then as x increases:
x = 0, uv_row_offset = 0
x = 1, uv_row_offset = 1
x = 2, uv_row_offset = 2
x = 3, uv_row_offset = 3
and this is incorrect. There's no valid U/V pixel value at uv_row_offset = 1 or 3, since uvPixelStride = 2.
You want
uvPixelStride * floor(x/2)
(assuming you don't trust yourself to remember the critical round-down behavior of integer divide, if you do then):
uvPixelStride * (x/2)
should be enough
With that, your mapping becomes:
x = 0, uv_row_offset = 0
x = 1, uv_row_offset = 0
x = 2, uv_row_offset = 2
x = 3, uv_row_offset = 2
See if that fixes the color errors. In practice, the incorrect addressing here would mean every other color sample would be from the wrong color plane, since it's likely that the underlying YUV data is semiplanar (so the U plane starts at V plane + 1 byte, with the two planes interleaved)
For people who encounter error
android.support.v8.renderscript.RSIllegalArgumentException: Array too small for allocation type
use buffer.capacity() instead of buffer.remaining()
and if you already made some operations on the image, you'll need to call rewind() method on the buffer.
Furthermore for anyone else getting
android.support.v8.renderscript.RSIllegalArgumentException: Array too
small for allocation type
I fixed it by changing yAlloc.copyFrom(y); to yAlloc.copy1DRangeFrom(0, y.length, y);
Posting full solution to convert YUV->BGR (can be adopted for other formats too) and also rotate image to upright using renderscript. Allocation is used as input and byte array is used as output. It was tested on Android 8+ including Samsung devices too.
Java
/**
* Renderscript-based process to convert YUV_420_888 to BGR_888 and rotation to upright.
*/
public class ImageProcessor {
protected final String TAG = this.getClass().getSimpleName();
private Allocation mInputAllocation;
private Allocation mOutAllocLand;
private Allocation mOutAllocPort;
private Handler mProcessingHandler;
private ScriptC_yuv_bgr mConvertScript;
private byte[] frameBGR;
public ProcessingTask mTask;
private ImageListener listener;
private Supplier<Integer> rotation;
public ImageProcessor(RenderScript rs, Size dimensions, ImageListener listener, Supplier<Integer> rotation) {
this.listener = listener;
this.rotation = rotation;
int w = dimensions.getWidth();
int h = dimensions.getHeight();
Type.Builder yuvTypeBuilder = new Type.Builder(rs, Element.YUV(rs));
yuvTypeBuilder.setX(w);
yuvTypeBuilder.setY(h);
yuvTypeBuilder.setYuvFormat(ImageFormat.YUV_420_888);
mInputAllocation = Allocation.createTyped(rs, yuvTypeBuilder.create(),
Allocation.USAGE_IO_INPUT | Allocation.USAGE_SCRIPT);
//keep 2 allocations to handle different image rotations
mOutAllocLand = createOutBGRAlloc(rs, w, h);
mOutAllocPort = createOutBGRAlloc(rs, h, w);
frameBGR = new byte[w*h*3];
HandlerThread processingThread = new HandlerThread(this.getClass().getSimpleName());
processingThread.start();
mProcessingHandler = new Handler(processingThread.getLooper());
mConvertScript = new ScriptC_yuv_bgr(rs);
mConvertScript.set_inWidth(w);
mConvertScript.set_inHeight(h);
mTask = new ProcessingTask(mInputAllocation);
}
private Allocation createOutBGRAlloc(RenderScript rs, int width, int height) {
//Stored as Vec4, it's impossible to store as Vec3, buffer size will be for Vec4 anyway
//using RGB_888 as alternative for BGR_888, can be just U8_3 type
Type.Builder rgbTypeBuilderPort = new Type.Builder(rs, Element.RGB_888(rs));
rgbTypeBuilderPort.setX(width);
rgbTypeBuilderPort.setY(height);
Allocation allocation = Allocation.createTyped(
rs, rgbTypeBuilderPort.create(), Allocation.USAGE_SCRIPT
);
//Use auto-padding to be able to copy to x*h*3 bytes array
allocation.setAutoPadding(true);
return allocation;
}
public Surface getInputSurface() {
return mInputAllocation.getSurface();
}
/**
* Simple class to keep track of incoming frame count,
* and to process the newest one in the processing thread
*/
class ProcessingTask implements Runnable, Allocation.OnBufferAvailableListener {
private int mPendingFrames = 0;
private Allocation mInputAllocation;
public ProcessingTask(Allocation input) {
mInputAllocation = input;
mInputAllocation.setOnBufferAvailableListener(this);
}
#Override
public void onBufferAvailable(Allocation a) {
synchronized(this) {
mPendingFrames++;
mProcessingHandler.post(this);
}
}
#Override
public void run() {
// Find out how many frames have arrived
int pendingFrames;
synchronized(this) {
pendingFrames = mPendingFrames;
mPendingFrames = 0;
// Discard extra messages in case processing is slower than frame rate
mProcessingHandler.removeCallbacks(this);
}
// Get to newest input
for (int i = 0; i < pendingFrames; i++) {
mInputAllocation.ioReceive();
}
int rot = rotation.get();
mConvertScript.set_currentYUVFrame(mInputAllocation);
mConvertScript.set_rotation(rot);
Allocation allocOut = rot==90 || rot== 270 ? mOutAllocPort : mOutAllocLand;
// Run processing
// ain allocation isn't really used, global frame param is used to get data from
mConvertScript.forEach_yuv_bgr(allocOut);
//Save to byte array, BGR 24bit
allocOut.copyTo(frameBGR);
int w = allocOut.getType().getX();
int h = allocOut.getType().getY();
if (listener != null) {
listener.onImageAvailable(frameBGR, w, h);
}
}
}
public interface ImageListener {
/**
* Called when there is available image, image is in upright position.
*
* #param bgr BGR 24bit bytes
* #param width image width
* #param height image height
*/
void onImageAvailable(byte[] bgr, int width, int height);
}
}
RS
#pragma version(1)
#pragma rs java_package_name(com.affectiva.camera)
#pragma rs_fp_relaxed
//Script convers YUV to BGR(uchar3)
//current YUV frame to read pixels from
rs_allocation currentYUVFrame;
//input image rotation: 0,90,180,270 clockwise
uint32_t rotation;
uint32_t inWidth;
uint32_t inHeight;
//method returns uchar3 BGR which will be set to x,y in output allocation
uchar3 __attribute__((kernel)) yuv_bgr(uint32_t x, uint32_t y) {
// Read in pixel values from latest frame - YUV color space
uchar3 inPixel;
uint32_t xRot = x;
uint32_t yRot = y;
//Do not rotate if 0
if (rotation==90) {
//rotate 270 clockwise
xRot = y;
yRot = inHeight - 1 - x;
} else if (rotation==180) {
xRot = inWidth - 1 - x;
yRot = inHeight - 1 - y;
} else if (rotation==270) {
//rotate 90 clockwise
xRot = inWidth - 1 - y;
yRot = x;
}
inPixel.r = rsGetElementAtYuv_uchar_Y(currentYUVFrame, xRot, yRot);
inPixel.g = rsGetElementAtYuv_uchar_U(currentYUVFrame, xRot, yRot);
inPixel.b = rsGetElementAtYuv_uchar_V(currentYUVFrame, xRot, yRot);
// Convert YUV to RGB, JFIF transform with fixed-point math
// R = Y + 1.402 * (V - 128)
// G = Y - 0.34414 * (U - 128) - 0.71414 * (V - 128)
// B = Y + 1.772 * (U - 128)
int3 bgr;
//get red pixel and assing to b
bgr.b = inPixel.r +
inPixel.b * 1436 / 1024 - 179;
bgr.g = inPixel.r -
inPixel.g * 46549 / 131072 + 44 -
inPixel.b * 93604 / 131072 + 91;
//get blue pixel and assign to red
bgr.r = inPixel.r +
inPixel.g * 1814 / 1024 - 227;
// Write out
return convert_uchar3(clamp(bgr, 0, 255));
}
On a Samsung Galaxy Tab 5 (Tablet), android version 5.1.1 (22), with alleged YUV_420_888 format, the following renderscript math works well and produces correct colors:
uchar yValue = rsGetElementAt_uchar(gCurrentFrame, x + y * yRowStride);
uchar vValue = rsGetElementAt_uchar(gCurrentFrame, ( (x/2) + (y/4) * yRowStride ) + (xSize * ySize) );
uchar uValue = rsGetElementAt_uchar(gCurrentFrame, ( (x/2) + (y/4) * yRowStride ) + (xSize * ySize) + (xSize * ySize) / 4);
I do not understand why the horizontal value (i.e., y) is scaled by a factor of four instead of two, but it works well. I also needed to avoid use of rsGetElementAtYuv_uchar_Y|U|V. I believe the associated allocation stride value is set to zero instead of something proper. Use of rsGetElementAt_uchar() is a reasonable work-around.
On a Samsung Galaxy S5 (Smart Phone), android version 5.0 (21), with alleged YUV_420_888 format, I cannot recover the u and v values, they come through as all zeros. This results in a green looking image. Luminous is OK, but image is vertically flipped.
This code requires the use of the RenderScript compatibility library (android.support.v8.renderscript.*).
In order to get the compatibility library to work with Android API 23, I updated to gradle-plugin 2.1.0 and Build-Tools 23.0.3 as per Miao Wang's answer at How to create Renderscript scripts on Android Studio, and make them run?
If you follow his answer and get an error "Gradle version 2.10 is required" appears, do NOT change
classpath 'com.android.tools.build:gradle:2.1.0'
Instead, update the distributionUrl field of the Project\gradle\wrapper\gradle-wrapper.properties file to
distributionUrl=https\://services.gradle.org/distributions/gradle-2.10-all.zip
and change File > Settings > Builds,Execution,Deployment > Build Tools > Gradle >Gradle to Use default gradle wrapper as per "Gradle Version 2.10 is required." Error.
Re: RSIllegalArgumentException
In my case this was the case that buffer.remaining() was not multiple of stride:
The length of last line was less than stride (i.e. only up to where actual data was.)
An FYI in case someone else gets this as I was also getting "android.support.v8.renderscript.RSIllegalArgumentException: Array too small for allocation type" when trying out the code. In my case it turns out that the when allocating the buffer for Y i had to rewind the buffer because it was being left at the wrong end and wasn't copying the data. By doing buffer.rewind(); before allocation the new bytes array makes it work fine now.

Rendering issue on Project Tango using OpenCV image processing

I came across one problem to render the camera image after some process on its YUV buffer.
I am using the example video-overlay-jni-example and in the method OnFrameAvailable I am creating a new frame buffer using the cv::Mat...
Here is how I create a new frame buffer:
cv::Mat frame((int) yuv_height_ + (int) (yuv_height_ / 2), (int) yuv_width_, CV_8UC1, (uchar *) yuv_temp_buffer_.data());
After process, I copy the frame.data to the yuv_temp_buffer_ in order to render it on the texture: memcpy(&yuv_temp_buffer_[0], frame.data, yuv_size_);
And this works fine...
The problem starts when I try to execute an OpenCV method findChessboardCorners... using the frame that I've created before.
The method findChessboardCorners takes about 90ms to execute (11 fps), however, it seems to be rendering in a slower rate. (It appears to be rendering in ~0.5 fps on the screen).
Here is the code of the OnFrameAvailable method:
void AugmentedRealityApp::OnFrameAvailable(const TangoImageBuffer* buffer) {
if (yuv_drawable_ == NULL){
return;
}
if (yuv_drawable_->GetTextureId() == 0) {
LOGE("AugmentedRealityApp::yuv texture id not valid");
return;
}
if (buffer->format != TANGO_HAL_PIXEL_FORMAT_YCrCb_420_SP) {
LOGE("AugmentedRealityApp::yuv texture format is not supported by this app");
return;
}
// The memory needs to be allocated after we get the first frame because we
// need to know the size of the image.
if (!is_yuv_texture_available_) {
yuv_width_ = buffer->width;
yuv_height_ = buffer->height;
uv_buffer_offset_ = yuv_width_ * yuv_height_;
yuv_size_ = yuv_width_ * yuv_height_ + yuv_width_ * yuv_height_ / 2;
// Reserve and resize the buffer size for RGB and YUV data.
yuv_buffer_.resize(yuv_size_);
yuv_temp_buffer_.resize(yuv_size_);
rgb_buffer_.resize(yuv_width_ * yuv_height_ * 3);
AllocateTexture(yuv_drawable_->GetTextureId(), yuv_width_, yuv_height_);
is_yuv_texture_available_ = true;
}
std::lock_guard<std::mutex> lock(yuv_buffer_mutex_);
memcpy(&yuv_temp_buffer_[0], buffer->data, yuv_size_);
///
cv::Mat frame((int) yuv_height_ + (int) (yuv_height_ / 2), (int) yuv_width_, CV_8UC1, (uchar *) yuv_temp_buffer_.data());
if (!stam.isCalibrated()) {
Profiler profiler;
profiler.startSampling();
stam.initFromChessboard(frame, cv::Size(9, 6), 100);
profiler.endSampling();
profiler.print("initFromChessboard", -1);
}
///
memcpy(&yuv_temp_buffer_[0], frame.data, yuv_size_);
swap_buffer_signal_ = true;
}
Here is the code of the method initFromChessBoard:
bool STAM::initFromChessboard(const cv::Mat& image, const cv::Size& chessBoardSize, int squareSize)
{
cv::Mat rvec = cv::Mat(cv::Size(3, 1), CV_64F);
cv::Mat tvec = cv::Mat(cv::Size(3, 1), CV_64F);
std::vector<cv::Point2d> imagePoints, imageBoardPoints;
std::vector<cv::Point3d> boardPoints;
for (int i = 0; i < chessBoardSize.height; i++)
{
for (int j = 0; j < chessBoardSize.width; j++)
{
boardPoints.push_back(cv::Point3d(j*squareSize, i*squareSize, 0.0));
}
}
//getting only the Y channel (many of the functions like face detect and align only needs the grayscale image)
cv::Mat gray(image.rows, image.cols, CV_8UC1);
gray.data = image.data;
bool found = findChessboardCorners(gray, chessBoardSize, imagePoints, cv::CALIB_CB_FAST_CHECK);
#ifdef WINDOWS_VS
printf("Number of chessboard points: %d\n", imagePoints.size());
#elif ANDROID
LOGE("Number of chessboard points: %d", imagePoints.size());
#endif
for (int i = 0; i < imagePoints.size(); i++) {
cv::circle(image, imagePoints[i], 6, cv::Scalar(149, 43, 0), -1);
}
}
Is anyone having the same problem after process something in the YUV buffer to render on the texture?
I did a test using other device rather than the project Tango using camera2 API, and the rendering process on the screen appears to be the same rate of the OpenCV function process itself.
I appreciate any help.
I had a similar problem. My app slowed down after using the copied yuv buffer and doing some image processing with OpenCV. I would recommand you to use the tango_support library to access the yuv image buffer by doing the following:
In your config function:
int AugmentedRealityApp::TangoSetupConfig() {
TangoSupport_createImageBufferManager(TANGO_HAL_PIXEL_FORMAT_YCrCb_420_SP, 1280, 720, &yuv_manager_);
}
In your callback function:
void AugmentedRealityApp::OnFrameAvailable(const TangoImageBuffer* buffer) {
TangoSupport_updateImageBuffer(yuv_manager_, buffer);
}
In your render thread:
void AugmentedRealityApp::Render() {
TangoImageBuffer* yuv = new TangoImageBuffer();
TangoSupport_getLatestImageBuffer(yuv_manager_, &yuv);
cv::Mat yuv_frame, rgb_img, gray_img;
yuv_frame.create(720*3/2, 1280, CV_8UC1);
memcpy(yuv_frame.data, yuv->data, 720*3/2*1280); // yuv image
cv::cvtColor(yuv_frame, rgb_img, CV_YUV2RGB_NV21); // rgb image
cvtColor(rgb_img, gray_img, CV_RGB2GRAY); // gray image
}
You can share the yuv_manger with other objects/threads so you can access the yuv image buffer wherever you want.

Passing Array to rsForEach in Renderscript Compute

I found there's lacking good documentation in RenderScript, for what I know, forEach in RS is to execute the root() for each individual item in the allocation.
I am trying to make a library for Renderscript that does Image processing, as a starting point, I reached this great answer. But the problem, is that the blur operation is on Each pixel and each pixel requires another loop (n with blur width) of calculation. Although running on multi-core, it is still a bit too slow.
I am trying to modify it to allow (two-pass) box filter, but that requires working on a single row or column instead of cell. So, is there any way to ask foreach to send an array to root()?
rsForEach can only operate upon Allocations.
If you want to have the rsForEach function call root() for each of the image rows you have to pass in an Allocation that is sized to be the same length as the number of rows and then work out which row you should be operating on inside root() (similarly for operating on each column). RenderScript should then divide up the work to run on the resources available (more than one row being processed at the same time on multi core devices).
One way you could do that is by passing in an Allocation that give the offsets (within the image data array) of the image rows. The v_in argument inside the root() will then be the row offset. Since the Allocations the rsForEach call is operating upon is not the image data you cannot write the image out using the v_out argument and you must bind the output image separately.
Here is some RenderScript that show this:
#pragma version(1)
#pragma rs java_package_name(com.android.example.hellocompute)
rs_allocation gIn;
rs_allocation gOut;
rs_script gScript;
int mImageWidth;
const uchar4 *gInPixels;
uchar4 *gOutPixels;
void init() {
}
static const int kBlurWidth = 20;
//
// This is called per row.
// The row indices are passed in as v_in or you could also use the x argument and multiply it by image width.
//
void root(const int32_t *v_in, int32_t *v_out, const void *usrData, uint32_t x, uint32_t y) {
float3 blur[kBlurWidth];
float3 cur_colour = {0.0f, 0.0f, 0.0f};
for ( int i = 0; i < kBlurWidth; i++) {
float3 init_colour = {0.0f, 0.0f, 0.0f};
blur[i] = init_colour;
}
int32_t row_index = *v_in;
int blur_index = 0;
for ( int i = 0; i < mImageWidth; i++) {
float4 pixel_colour = rsUnpackColor8888(gInPixels[i + row_index]);
cur_colour -= blur[blur_index];
blur[blur_index] = pixel_colour.rgb;
cur_colour += blur[blur_index];
blur_index += 1;
if ( blur_index >= kBlurWidth) {
blur_index = 0;
}
gOutPixels[i + row_index] = rsPackColorTo8888(cur_colour/(float)kBlurWidth);
//gOutPixels[i + row_index] = rsPackColorTo8888(pixel_colour);
}
}
void filter() {
rsDebug("Number of rows:", rsAllocationGetDimX(gIn));
rsForEach(gScript, gIn, gOut, NULL);
}
This would be setup using the following Java:
mBlurRowScript = new ScriptC_blur_row(mRS, getResources(), R.raw.blur_row);
int row_width = mBitmapIn.getWidth();
//
// Create an allocation that indexes each row.
//
int num_rows = mBitmapIn.getHeight();
int[] row_indices = new int[num_rows];
for ( int i = 0; i < num_rows; i++) {
row_indices[i] = i * row_width;
}
Allocation row_indices_alloc = Allocation.createSized( mRS, Element.I32(mRS), num_rows, Allocation.USAGE_SCRIPT);
row_indices_alloc.copyFrom(row_indices);
//
// The image data has to be bound to the pointers within the RenderScript so it can be accessed
// from the root() function.
//
mBlurRowScript.bind_gInPixels(mInAllocation);
mBlurRowScript.bind_gOutPixels(mOutAllocation);
// Pass in the image width
mBlurRowScript.set_mImageWidth(row_width);
//
// Pass in the row indices Allocation as the input. It is also passed in as the output though the output is not used.
//
mBlurRowScript.set_gIn(row_indices_alloc);
mBlurRowScript.set_gOut(row_indices_alloc);
mBlurRowScript.set_gScript(mBlurRowScript);
mBlurRowScript.invoke_filter();

How to actually see a Bitmap taken from an Android heap dump

In the process of tracking severe memory issues in my app, I looked at several heap dumps from my app, and most of the time I have a HUGE bitmap that I don't know of.
It takes 9.4MB, or 9,830,400 bytes, or actually a 1280x1920 image at 4 bytes per pixels.
I checked in Eclipse MAT, it is indeed a byte[9830400], that has one incoming reference which is a android.graphics.Bitmap.
I'd like to dump this to a file and try to see it. I can't understand where is it coming from. My biggest image in all my drawables is a 640x960 png, which takes less than 3MB.
I tried to use Eclipse to "copy value to file", but I think it simply prints the buffer to the file, and I don't know any image software that can read a stream of bytes and display it as a 4 bytes per pixel image.
Any idea?
Here's what I tried: dump the byte array to a file, push it to /sdcard/img, and load an activity like this:
#Override
public void onCreate(final Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
try {
final File inputFile = new File("/sdcard/img");
final FileInputStream isr = new FileInputStream(inputFile);
final Bitmap bmp = BitmapFactory.decodeStream(isr);
ImageView iv = new ImageView(this);
iv.setImageBitmap(bmp);
setContentView(iv);
Log.d("ImageTest", "Image was inflated");
} catch (final FileNotFoundException e) {
Log.d("ImageTest", "Image was not inflated");
}
}
I didn't see anything.
Do you know how is encoded the image? Say it is stored into byte[] buffer. buffer[0] is red, buffer[1] is green, etc?
See here for an easier answer: MAT (Eclipse Memory Analyzer) - how to view bitmaps from memory dump
TL;DR - Install GIMP and load the image as raw RGB Alpha
OK -- After quite some unsuccessful tries, I finally got something out of this byte array. I wrote this simple C program to convert the byte array to a Windows Bitmap file. I'm dropping the code in case somebody is interested.
I compiled this against VisualC 6.0 and gcc 3.4.4, it should work on any OS (tested on Windows, Linux and MacOS X).
#include <stdio.h>
#include <math.h>
#include <string.h>
#include <stdlib.h>
/* Types */
typedef unsigned char byte;
typedef unsigned short uint16_t;
typedef unsigned int uint32_t;
typedef int int32_t;
/* Constants */
#define RMASK 0x00ff0000
#define GMASK 0x0000ff00
#define BMASK 0x000000ff
#define AMASK 0xff000000
/* Structures */
struct bmpfile_magic {
unsigned char magic[2];
};
struct bmpfile_header {
uint32_t filesz;
uint16_t creator1;
uint16_t creator2;
uint32_t bmp_offset;
};
struct bmpfile_dibheader {
uint32_t header_sz;
uint32_t width;
uint32_t height;
uint16_t nplanes;
uint16_t bitspp;
uint32_t compress_type;
uint32_t bmp_bytesz;
int32_t hres;
int32_t vres;
uint32_t ncolors;
uint32_t nimpcolors;
uint32_t rmask, gmask, bmask, amask;
uint32_t colorspace_type;
byte colorspace[0x24];
uint32_t rgamma, ggamma, bgamma;
};
/* Displays usage info and exits */
void usage(char *cmd) {
printf("Usage:\t%s <img_src> <img_dest.bmp> <width> <height>\n"
"\timg_src:\timage byte buffer obtained from Eclipse MAT, using 'copy > save value to file' while selecting the byte[] buffer corresponding to an android.graphics.Bitmap\n"
"\timg_dest:\tpath to target *.bmp file\n"
"\twidth:\t\tpicture width, obtained in Eclipse MAT, selecting the android.graphics.Bitmap object and seeing the object member values\n"
"\theight:\t\tpicture height\n\n", cmd);
exit(1);
}
/* C entry point */
int main(int argc, char **argv) {
FILE *in, *out;
char *file_in, *file_out;
int w, h, W, H;
byte r, g, b, a, *image;
struct bmpfile_magic magic;
struct bmpfile_header header;
struct bmpfile_dibheader dibheader;
/* Parse command line */
if (argc < 5) {
usage(argv[0]);
}
file_in = argv[1];
file_out = argv[2];
W = atoi(argv[3]);
H = atoi(argv[4]);
in = fopen(file_in, "rb");
out = fopen(file_out, "wb");
/* Check parameters */
if (in == NULL || out == NULL || W == 0 || H == 0) {
usage(argv[0]);
}
/* Init BMP headers */
magic.magic[0] = 'B';
magic.magic[1] = 'M';
header.filesz = W * H * 4 + sizeof(magic) + sizeof(header) + sizeof(dibheader);
header.creator1 = 0;
header.creator2 = 0;
header.bmp_offset = sizeof(magic) + sizeof(header) + sizeof(dibheader);
dibheader.header_sz = sizeof(dibheader);
dibheader.width = W;
dibheader.height = H;
dibheader.nplanes = 1;
dibheader.bitspp = 32;
dibheader.compress_type = 3;
dibheader.bmp_bytesz = W * H * 4;
dibheader.hres = 2835;
dibheader.vres = 2835;
dibheader.ncolors = 0;
dibheader.nimpcolors = 0;
dibheader.rmask = RMASK;
dibheader.gmask = BMASK;
dibheader.bmask = GMASK;
dibheader.amask = AMASK;
dibheader.colorspace_type = 0x57696e20;
memset(&dibheader.colorspace, 0, sizeof(dibheader.colorspace));
dibheader.rgamma = dibheader.bgamma = dibheader.ggamma = 0;
/* Read picture data */
image = (byte*) malloc(4*W*H);
if (image == NULL) {
printf("Could not allocate a %d-byte buffer.\n", 4*W*H);
exit(1);
}
fread(image, 4*W*H, sizeof(byte), in);
fclose(in);
/* Write header */
fwrite(&magic, sizeof(magic), 1, out);
fwrite(&header, sizeof(header), 1, out);
fwrite(&dibheader, sizeof(dibheader), 1, out);
/* Convert the byte array to BMP format */
for (h = H-1; h >= 0; h--) {
for (w = 0; w < W; w++) {
r = *(image + w*4 + 4 * W * h);
b = *(image + w*4 + 4 * W * h + 1);
g = *(image + w*4 + 4 * W * h + 2);
a = *(image + w*4 + 4 * W * h + 3);
fwrite(&b, 1, 1, out);
fwrite(&g, 1, 1, out);
fwrite(&r, 1, 1, out);
fwrite(&a, 1, 1, out);
}
}
free(image);
fclose(out);
}
So using this tool I was able to recognise the picture used to generate this 1280x1920 bitmap.
I found that starting from latest version of Android Studio (2.2.2 as of writing), you can view the bitmap file directly:
Open the ‘Android Monitor’ tab (at the bottom left) and then Memory tab.
Press the ‘Dump Java Heap’ button
Choose the ‘Bitmap’ Class Name for the current snapshot, select each Instance of bitmap and view what image exactly consume more memory than expected. (screens 4 and 5)
Choose the Bitmap class name…
Select each Instance of bitmap
and right click on it, select View Bitmap
Just take the input to the image and convert it into a bitmap object by using the fileinput stream/datastream. Also add logs for seeing data for each image that gets used.
You could enable an usb connection and copy the file to an other computer with more tools to investigate.
Some devices could be configured to dump the current screen to file system when the start button is pressed. Maybe this happens to you.

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