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让IjkPlayer支持插入自定义的GPU滤镜方法

2019-10-22 18:16:20
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最近因为工作的原因,需要提供一个将我们的AiyaEffectsSDK插入IjkPlayer中的示例,就不得不好好看了下IjkPlayer的代码。在IjkPlayer中并没有提供设置自定义GPU滤镜的接口,所以最后只能自己动手,以求丰衣足食了。不得不说,Bilibili开源的这个IjkPlayer播放器的确非常强大,代码设计的非常清晰,仔细看看,能学到不少东西。

IjkPlayer源码获取及编译方法

源码地址,编译参考readme即可:

# 获取ijk源码git clone https://github.com/Bilibili/ijkplayer.git ijkplayer-android# 进入源码目录cd ijkplayer-android# checkout 最新版本git checkout -B latest k0.8.0# 执行脚本,此脚本会下载ijk依赖的源码,比如ffmpeg./init-android.sh# 编译ffmpeg, all可以换成指定版本,如armv7acd android/contrib./compile-ffmpeg.sh clean./compile-ffmpeg.sh all# 编译ijkplayer,all可以换成指定版本,如armv7acd .../compile-ijk.sh all

IjkPlayer分析及修改

Android 版的IjkPlayer示例工程中,播放视频界面为tv.danmaku.ijk.media.example.activities.VideoActivity,在VideoActivity中使用的是IjkVideoView来播放视频的,位于tv.danmaku.ijk.media.example.widget.media包下。

IjkVideoView使用与Android的VideoView基本一致,在IjkVideoView中,设置视频源调用setVideoURI方法,而此方法又会调用private属性的openVideo方法。在openVideo方法中,会根据mSettings.getPlayer()的值创建一个IMediaPlayer:

public IMediaPlayer createPlayer(int playerType) {  IMediaPlayer mediaPlayer = null;  switch (playerType) {   case Settings.PV_PLAYER__IjkExoMediaPlayer: {    IjkExoMediaPlayer IjkExoMediaPlayer = new IjkExoMediaPlayer(mAppContext);    mediaPlayer = IjkExoMediaPlayer;   }   break;   case Settings.PV_PLAYER__AndroidMediaPlayer: {    AndroidMediaPlayer androidMediaPlayer = new AndroidMediaPlayer();    mediaPlayer = androidMediaPlayer;   }   break;   case Settings.PV_PLAYER__IjkMediaPlayer:   default: {    IjkMediaPlayer ijkMediaPlayer = null;    if (mUri != null) {     ijkMediaPlayer = new IjkMediaPlayer();     ijkMediaPlayer.native_setLogLevel(IjkMediaPlayer.IJK_LOG_DEBUG);     if (mSettings.getUsingMediaCodec()) {      ijkMediaPlayer.setOption(IjkMediaPlayer.OPT_CATEGORY_PLAYER, "mediacodec", 1);      if (mSettings.getUsingMediaCodecAutoRotate()) {       ijkMediaPlayer.setOption(IjkMediaPlayer.OPT_CATEGORY_PLAYER, "mediacodec-auto-rotate", 1);      } else {       ijkMediaPlayer.setOption(IjkMediaPlayer.OPT_CATEGORY_PLAYER, "mediacodec-auto-rotate", 0);      }      if (mSettings.getMediaCodecHandleResolutionChange()) {       ijkMediaPlayer.setOption(IjkMediaPlayer.OPT_CATEGORY_PLAYER, "mediacodec-handle-resolution-change", 1);      } else {       ijkMediaPlayer.setOption(IjkMediaPlayer.OPT_CATEGORY_PLAYER, "mediacodec-handle-resolution-change", 0);      }     } else {      ijkMediaPlayer.setOption(IjkMediaPlayer.OPT_CATEGORY_PLAYER, "mediacodec", 0);     }     //省略其他参数设置的的代码    }    mediaPlayer = ijkMediaPlayer;   }   break;  }  if (mSettings.getEnableDetachedSurfaceTextureView()) {   mediaPlayer = new TextureMediaPlayer(mediaPlayer);  }  return mediaPlayer; }

从上面代码中可以看到,在IjkVideoView中多处用到了mSettings,mSettings的值主要是用户设置的,通过SharedPreferences保存的,包括音视频解码设置、是否使用OpenSLES、渲染View等等。可以参看SettingsActivity界面。

根据playerType创建IjkMediaPlayer,前两类分别为google的ExoPlayer和Android的MediaPlayer。除此之外才是真正的创建的IjkPlayer。

mSettings中的其他参数最终会转换后通过IjkMediaPlayer的setOption方法进行设置,而IjkMediaPlayer.setOption又是直接调用native方法。进入IjkMediaPlayer可以发现,IjkMediaPlayer中的许多方法都是native方法,或者调用了native方法。

增加setGLFilter接口

在ijkmedia文件夹下全局搜索其中一个方法_setDataSource,得到内容大致如下:

F:/cres/C/ijkplayer-android/ijkmedia/ijkplayer/android/ijkplayer_jni.c:static void IjkMediaPlayer_setDataSourceAndHeaders( JNIEnv *env, jobject thiz, jstring path, jobjectArray keys, jobjectArray values)...static voidIjkMediaPlayer_setDataSourceFd(JNIEnv *env, jobject thiz, jint fd){ MPTRACE("%s/n", __func__);...static voidIjkMediaPlayer_setDataSourceCallback(JNIEnv *env, jobject thiz, jobject callback){ MPTRACE("%s/n", __func__);...static JNINativeMethod g_methods[] = { {   "_setDataSource",  "(Ljava/lang/String;[Ljava/lang/String;[Ljava/lang/String;)V",   (void *) IjkMediaPlayer_setDataSourceAndHeaders },  { "_setDataSourceFd",  "(I)V",  (void *) IjkMediaPlayer_setDataSourceFd },  { "_setDataSource",   "(Ltv/danmaku/ijk/media/player/misc/IMediaDataSource;)V", (void *)IjkMediaPlayer_setDataSourceCallback }, { "_setAndroidIOCallback", "(Ltv/danmaku/ijk/media/player/misc/IAndroidIO;)V", (void *)IjkMediaPlayer_setAndroidIOCallback },

即知,在Android版本的ijkplayer,入口即为ijkmedia/ijkplayer/android/ijkplayer_jni.c

在IjkMediaPlayer.java及ijkplayer_jni.c文件中增加setGLFilter方法:

//增加setGLFilter方法static void IjkMediaPlayer_native_setGLFilter(JNIEnv *env, jclass clazz,jobject filter){}// ----------------------------------------------------------------------------static JNINativeMethod g_methods[] = { {  "_setDataSource",  "(Ljava/lang/String;[Ljava/lang/String;[Ljava/lang/String;)V",  (void *) IjkMediaPlayer_setDataSourceAndHeaders }, { "_setDataSourceFd",  "(I)V",  (void *) IjkMediaPlayer_setDataSourceFd }, { "_setDataSource",   "(Ltv/danmaku/ijk/media/player/misc/IMediaDataSource;)V", (void *)IjkMediaPlayer_setDataSourceCallback }, //···省略其他方法 { "_setGLFilter",   "(Ltv/danmaku/ijk/media/player/IjkFilter;)V", (void *) IjkMediaPlayer_native_setGLFilter },};

渲染时回调用户设置的GLFilter相关方法

在ijkmedia/ijksdl/gles2/internal.h文件中,IJK_GLES2_Renderer结构体内增加:

typedef struct IJK_GLES2_Renderer{ //... GLuint frame_buffers[1]; GLuint frame_textures[1]; int hasFilter=0; void (* func_onCreate)(void); void (* func_onSizeChanged)(int width,int height); void (* func_onDrawFrame)(int textureId); //...} IJK_GLES2_Renderer;

这三个方法即为IjkFlter的三个方法,将会在Jni里面,将Java中设置的IjkFilter对象的三个方法与之对应起来。

全局搜索glDraw搜索到只有一个在renderer.c的IJK_GLES2_Renderer_renderOverlay方法中,渲染工作也是此方法执行的。当然,IjkPlayer利用OpenGLES渲染时,会根据从视频中解码出来的数据具体格式来进行渲染,比如yuv420p、yuv420sp、rbg565等等诸多格式。具体在ijkmedia/ijksdl/gles2/下找到,renderer_rgb.c/renderer.yuv420p.c等等都是。

当用户在Java层设置了GLFilter时,GLFilter的三个方法应该在合适的时候被C回调,从名字可以看出来,这三个方法,和GLSurfaceView.Renderer接口中定义的三个方法其实是一样的。

具体在IJK_GLES2_Renderer_renderOverlay方法中的修改如下:

GLboolean IJK_GLES2_Renderer_renderOverlay(IJK_GLES2_Renderer *renderer, SDL_VoutOverlay *overlay){ /*用户设置了fitler,而且没有创建过framebuffer,创建framebuffer,依旧利用 IjkPlayer里面原来的流程,就yuv或rgb的数据,渲染到一个texture上面去,然后将 这个texture作为原始数据传递给java层进行处理。 */ if(renderer->hasFilter&&!renderer->frame_buffers[0]&&renderer->frame_width>0&&renderer->frame_height>0){  //创建一个texture,用来接受将不同格式的视频帧数据,渲染成一个纹理  glGenTextures(1,renderer->frame_textures);  glBindTexture(GL_TEXTURE_2D,renderer->frame_textures[0]);  glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,renderer->frame_width,renderer->frame_height,0,GL_RGBA,GL_UNSIGNED_BYTE,NULL);   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);  glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);  glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);  glBindTexture(GL_TEXTURE_2D,0);  //创建framebuffer来挂载纹理,以渲染视频帧  glGenFramebuffers(1,renderer->frame_buffers);  glBindFramebuffer(GL_FRAMEBUFFER,renderer->frame_buffers[0]);  glFramebufferTexture2D(GL_FRAMEBUFFER,GL_COLOR_ATTACHMENT0,GL_TEXTURE_2D,renderer->frame_textures[0],0);  // int r;  // if ((r = glCheckFramebufferStatus(GL_FRAMEBUFFER)) != GL_FRAMEBUFFER_COMPLETE)  // {  //  ALOGE("wuwang: Error in Framebuffer 0x%x", r);  // }else{  //  ALOGE("wuwang: glCheckFramebufferStatus 0x%x", r);  // }  glBindFramebuffer(GL_FRAMEBUFFER,0);  //调用Java传递进来的Filter的onCreated方法及onSizeChanged方法  renderer->func_onCreated();  renderer->func_onSizeChanged(renderer->frame_width,renderer->frame_height);  ALOGE("wuwang: create frame_buffers and textures %d,%d",renderer->frame_width,renderer->frame_height); } //用户设置了Filter,就挂载frameBuffer,否则就按照原来的流程直接渲染到屏幕上 if(renderer->hasFilter&&renderer->frame_buffers[0]){  GLint bindFrame;  glGetIntegerv(GL_FRAMEBUFFER_BINDING,&bindFrame);  ALOGE("wuwang: default frame binding %d",bindFrame);  glBindFramebuffer(GL_FRAMEBUFFER,renderer->frame_buffers[0]);  // glFramebufferTexture2D(GL_FRAMEBUFFER,GL_COLOR_ATTACHMENT0,GL_TEXTURE_2D,renderer->frame_textures[0],0);  /* 这句一定要加上,否则无法增加了Filter之后,启用了其他GLProgram,无法渲染原始视频到Texture上去了 */  IJK_GLES2_Renderer_use(renderer); } if (!renderer || !renderer->func_uploadTexture)  return GL_FALSE; glClear(GL_COLOR_BUFFER_BIT);    IJK_GLES2_checkError_TRACE("glClear"); ALOGE("wuwang: frame buffer id:%d",renderer->frame_buffers[0]); GLsizei visible_width = renderer->frame_width; GLsizei visible_height = renderer->frame_height; if (overlay) {  visible_width = overlay->w;  visible_height = overlay->h;  if (renderer->frame_width != visible_width ||   renderer->frame_height != visible_height ||   renderer->frame_sar_num != overlay->sar_num ||   renderer->frame_sar_den != overlay->sar_den) {   renderer->frame_width = visible_width;   renderer->frame_height = visible_height;   renderer->frame_sar_num = overlay->sar_num;   renderer->frame_sar_den = overlay->sar_den;   renderer->vertices_changed = 1;  }  renderer->last_buffer_width = renderer->func_getBufferWidth(renderer, overlay);  if (!renderer->func_uploadTexture(renderer, overlay)){   return GL_FALSE;  } } else {  // NULL overlay means force reload vertice  renderer->vertices_changed = 1; } GLsizei buffer_width = renderer->last_buffer_width; if (renderer->vertices_changed ||  (buffer_width > 0 &&   buffer_width > visible_width &&   buffer_width != renderer->buffer_width &&   visible_width != renderer->visible_width)){  if(renderer->hasFilter&&renderer->frame_buffers[0]){   renderer->func_onSizeChanged(renderer->frame_width,renderer->frame_height);  }  renderer->vertices_changed = 0;  IJK_GLES2_Renderer_Vertices_apply(renderer);  IJK_GLES2_Renderer_Vertices_reset(renderer);  IJK_GLES2_Renderer_Vertices_reloadVertex(renderer);  renderer->buffer_width = buffer_width;  renderer->visible_width = visible_width;  GLsizei padding_pixels  = buffer_width - visible_width;  GLfloat padding_normalized = ((GLfloat)padding_pixels) / buffer_width;  IJK_GLES2_Renderer_TexCoords_reset(renderer);  IJK_GLES2_Renderer_TexCoords_cropRight(renderer, padding_normalized);  IJK_GLES2_Renderer_TexCoords_reloadVertex(renderer); } glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);  IJK_GLES2_checkError_TRACE("glDrawArrays"); //用户设置了Filter,就取消挂载FrameBuffer,并调用Filter的onDrawFrame方法。 if(renderer->hasFilter&&renderer->frame_buffers[0]){  glBindFramebuffer(GL_FRAMEBUFFER,0);  renderer->func_onDrawFrame(renderer->frame_textures[0]);  // renderer->func_onDrawFrame(renderer->plane_textures[0]); } return GL_TRUE;}

GLFilter从设置到调用实现分析

上面已经完成的接口的编写,也做好执行的编写。现在需要将接口传递进来的GLFilter的三个方法与执行的三个方法对应起来,才能是用户的Filter真正发挥作用。

IJK_GLES2_Renderer的创建是根据SDL_VoutOverlay来的,在查找SDL_VoutOverlay从哪里来的,一路可以搜索到ijkmedia/ijksdl/android/ijksdl_vout_android_nativewindow.c中的func_create_overlay方法:

static SDL_VoutOverlay *func_create_overlay(int width, int height, int frame_format, SDL_Vout *vout){ SDL_LockMutex(vout->mutex); SDL_VoutOverlay *overlay = func_create_overlay_l(width, height, frame_format, vout); SDL_UnlockMutex(vout->mutex); return overlay;}

SDL_VoutOverlay的创建和SDL_Vout有关,再查找SDL_Vout的来源,可以找到

ijkmedia/ijksdl/android/ijksdl_vout_android_nativewindow.c中的SDL_VoutAndroid_CreateForANativeWindow:

SDL_Vout *SDL_VoutAndroid_CreateForANativeWindow(){ SDL_Vout *vout = SDL_Vout_CreateInternal(sizeof(SDL_Vout_Opaque)); if (!vout)  return NULL; SDL_Vout_Opaque *opaque = vout->opaque; opaque->native_window = NULL; if (ISDL_Array__init(&opaque->overlay_manager, 32))  goto fail; if (ISDL_Array__init(&opaque->overlay_pool, 32))  goto fail; opaque->egl = IJK_EGL_create(); if (!opaque->egl)  goto fail; vout->opaque_class = &g_nativewindow_class; vout->create_overlay = func_create_overlay; vout->free_l   = func_free_l; vout->display_overlay = func_display_overlay; return vout;fail: func_free_l(vout); return NULL;}

它的初始化,再没啥可以关联了,那就只能找调用它的地方了。搜索后发现SDL_VoutAndroid_CreateForANativeWindow只在ijkmedia/ijksdl/android/ijksdl_vout_android_surface.c的SDL_VoutAndroid_CreateForAndroidSurface方法:

SDL_Vout *SDL_VoutAndroid_CreateForAndroidSurface(){ return SDL_VoutAndroid_CreateForANativeWindow();}

看来是被包了一层皮,那就接着查找SDL_VoutAndroid_CreateForAndroidSurface,搜索到调用它的为ijkmedia/ijkplayer/android/ijkplayer_android.c的ijkmp_android_create方法:

IjkMediaPlayer *ijkmp_android_create(int(*msg_loop)(void*)){ IjkMediaPlayer *mp = ijkmp_create(msg_loop); if (!mp)  goto fail; mp->ffplayer->vout = SDL_VoutAndroid_CreateForAndroidSurface(); if (!mp->ffplayer->vout)  goto fail; mp->ffplayer->pipeline = ffpipeline_create_from_android(mp->ffplayer); if (!mp->ffplayer->pipeline)  goto fail; ffpipeline_set_vout(mp->ffplayer->pipeline, mp->ffplayer->vout); return mp;fail: ijkmp_dec_ref_p(&mp); return NULL;}

可以看到ijkmp_android_create返回了一个IjkMediaPlayer,这个在Java中也有一个这样的类,那么曙光应该就不远了。

再搜索ijkmp_android_create,结果调用它的只有ijkmedia/ijkplayer/android/ijkplayer_jni.c中的IjkMediaPlayer_native_setup方法,到了这里,就可以将IjkFilter传递下去了。

在上面的过程中,可以看到从renderer.c到jni,IJK_GLES2_Renderer的创建,依赖SDL_VoutOverlay。SDL_VoutOverlay的创建依赖SDL_Vout。SDL_Vout是FFPlayer的成员,而FFPlayer又是IjkMediaPlayer的成员变量。Java层的IjkMediaPlayer依赖于IjkMediaPlayer

从GLFilter到IJK_GLES2_Renderer

根据上面的分析,可以知道,在jni中增加的setGLFilter的方法中,我们可以将GLFilter的方法传递给IjkMediaPlayer->FFPlayer->SDLVout,然后再传递给SDL_VoutOverlay,再由SDL_VoutOverlay传递给IJK_GLES2_Renderer即可。这样将增加Filter的功能增加进去了,也不会影响IjkPlayer的流程,让IOS同样能够快速的实现增加GPU滤镜的功能。

先在SDL_VoutOverlay和SDL_Vout中的结构体定义中(ijkmedia/ijksdl/ijksdl_vout.h文件中)同样加入在IJK_GLES2_Renderer中增加的成员:

struct SDL_VoutOverlay { //... int hasFilter; void (* func_onCreated)(void); void (* func_onSizeChanged)(int width,int height); int (* func_onDrawFrame)(int textureId); //...};struct SDL_Vout { //... int hasFilter; void (* func_onCreated)(void); void (* func_onSizeChanged)(int width,int height); int (* func_onDrawFrame)(int textureId); //...};

然后在上述几个方法,分别完成这几个成员数据从SDL_Vout到SDL_VoutOverlay,再到IJK_GLES2_Renderer的传递。

分别为:

ijkmedia/ijksdl/gles2/renderer.c文件中IJK_GLES2_Renderer_create方法

IJK_GLES2_Renderer *IJK_GLES2_Renderer_create(SDL_VoutOverlay *overlay){ if (!overlay)  return NULL; //中间省略... renderer->format = overlay->format; //增加的内容 renderer->hasFilter=overlay->hasFilter; renderer->func_onCreated=overlay->func_onCreated; renderer->func_onSizeChanged=overlay->func_onSizeChanged; renderer->func_onDrawFrame=overlay->func_onDrawFrame; return renderer;}

ijksdl/android/ijksdl_vout_android_nativewindow.c文件中func_create_overlay方法

static SDL_VoutOverlay *func_create_overlay(int width, int height, int frame_format, SDL_Vout *vout){ SDL_LockMutex(vout->mutex); SDL_VoutOverlay *overlay = func_create_overlay_l(width, height, frame_format, vout); //增加的内容 overlay->hasFilter=vout->hasFilter; overlay->func_onCreated=vout->func_onCreated; overlay->func_onSizeChanged=vout->func_onSizeChanged; overlay->func_onDrawFrame=vout->func_onDrawFrame; SDL_UnlockMutex(vout->mutex); return overlay;}

最后还需要完成SDL_Vout中这几个成员的赋值,并调用Java传入的GLFilter对象的相关方法(ijkplayer_jni.c文件中):

static JNIEnv * mEnv;static jobject mFilter;static jmethodID onCreatedMethod;static jmethodID onSizeChangedMethod;static jmethodID onDrawFrameMethod;void onCreated(){ if(!mEnv){  (*g_jvm)->AttachCurrentThread(g_jvm,&mEnv,NULL);  jclass filterClass=(*mEnv)->GetObjectClass(mEnv,mFilter);  onCreatedMethod=(*mEnv)->GetMethodID(mEnv,filterClass,"onCreated","()V");  onSizeChangedMethod=(*mEnv)->GetMethodID(mEnv,filterClass,"onSizeChanged","(II)V");  onDrawFrameMethod=(*mEnv)->GetMethodID(mEnv,filterClass,"onDrawFrame","(I)I");  (*g_jvm)->DetachCurrentThread(g_jvm); } if(onCreatedMethod){  (*g_jvm)->AttachCurrentThread(g_jvm,&mEnv,NULL);  (*mEnv)->CallVoidMethod(mEnv,mFilter,onCreatedMethod);  (*g_jvm)->DetachCurrentThread(g_jvm); }}void onSizeChanged(int width,int height){ if(onSizeChangedMethod){  (*g_jvm)->AttachCurrentThread(g_jvm,&mEnv,NULL);  (*mEnv)->CallVoidMethod(mEnv,mFilter,onSizeChangedMethod,width,height);  (*g_jvm)->DetachCurrentThread(g_jvm); }}int onDrawFrame(int textureId){ if(onDrawFrameMethod){  (*g_jvm)->AttachCurrentThread(g_jvm,&mEnv,NULL);  int ret=(*mEnv)->CallIntMethod(mEnv,mFilter,onDrawFrameMethod,textureId);  (*g_jvm)->DetachCurrentThread(g_jvm);  return ret; } return textureId;}/*注意不能直接保存env,filter然后在onDrawFrame等方法中使用,因为这三个方法的调用与setGLFilter不是在同一个线程中*/static void IjkMediaPlayer_native_setGLFilter(JNIEnv *env, jobject clazz, jobject filter){ if(mFilter){  (*env)->DeleteGlobalRef(env,mFilter); } IjkMediaPlayer *mp = jni_get_media_player(env, clazz); if(filter!=NULL){  mFilter=(*env)->NewGlobalRef(env,filter);  mp->ffplayer->vout->hasFilter=1;  mp->ffplayer->vout->func_onCreated=onCreated;  mp->ffplayer->vout->func_onSizeChanged=onSizeChanged;  mp->ffplayer->vout->func_onDrawFrame=onDrawFrame; }else{  mp->ffplayer->vout->hasFilter=0; }}

至此,Java一直到sdl中的renderer就算连通了。在Java中的处理就和GLSurfaceView设置Renderer基本一致了,不同的是,我们给IjkPlayer中增加的GLFilter,已经提供了一个原始的视频图像作为onDrawFrame的参数,在GLFilter中,只需要处理这个Texture并渲染出来就可以了。

插入滤镜示例

将修改后的代码重新编译下,编译后的库会自动更新到Ijkplayer的Android工程下,设置自定义的滤镜后,不出意外就可以看到效果了。以下分别为原始视频、黑白滤镜处理后的视频、增加了AiyaEffectsSDK并设置了特效的视频效果,因为CSDN对图片大小限制的问题,都是截取了一小段:

IjkPlayer,插入,自定义,GPU滤镜 IjkPlayer,插入,自定义,GPU滤镜 IjkPlayer,插入,自定义,GPU滤镜

工程太大了,修改的地方也不算多,就不上传代码了。有需要的朋友根据以上流程下载ijkplayer源码自行修改即可,同时也可以看看Ijkplayer的源码。

以上这篇让IjkPlayer支持插入自定义的GPU滤镜方法就是小编分享给大家的全部内容了,希望能给大家一个参考,也希望大家多多支持VEVB武林网。


注:相关教程知识阅读请移步到Android开发频道。
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